Heroic Fantasy Handbook
Heroic Fantasy Handbook
ISBN 978-1-941956-19-9
978-1-941956-18-2
UPC: AUT 1014
www.autarch.co
CREDITS
Lead Designer: Alexander Macris Copy Editing: Mark Bober
Matt Jarmak
Additional Design: Jeff Binder
Mark Bober Cover Art: Michael Syrigos
Newton Grant
Matt Jarmak Interior Art: Michael Syrigos
Omer Joel
Amy Macris Cover Layout: Todd Crapper
Charles Myers
Interior Layout: Todd Crapper
Playtesting: Jarrod Maistros
Florian Hübner
Kelly Roberge
BARBARIAN CONQUERORS
chickenjohn Jeanette Volintine Nessa Demer
Cody Mazza Jeremy Livingston Phil “The Librarian” Ward
David Jirovec Lucian Wulfgaang Walkerhound
Mark Donkers
HEROIC CONQUERORS
Adam Conlan Gaelather Nihmedu Niklas Skinner
Andrew Schiraldi Jeff Ruszczyk Paul Sudlow
Brent Walters Jim the Sage Quinn Adams
Bryan Steelman João Talassa Schneily
Chris Hogan Jon Tzimiskes The Fat Man, Eldritch
Christopher Klofft [email protected] Tomas J Skucas
E. Hamilton Mark Kernow Will Barron
Efindel of Asperdi Nathan Housley
‘Heroic fantasy’ is the name I have given to… a story of action and
adventure laid in a more or less imaginary world, where magic
works and where modern science Quote
and technology have not yet been
discovered. The setting may... be this Earth as it is conceived to- Quoted
have been long ago, or as it will be in the remote future, or it may
be another planet or another dimension. Such a story combines
the color and dash of the historical costume romance with the
atavistic supernatural thrills of the weird, occult, or ghost story.
When well done, it provides the purest fun of fiction of any kind.
It is escape fiction wherein one escapes clear out of the real world
into one where all men are strong, all women beautiful, all life
adventurous, and all problems simple…
- L. Sprague de Camp, in the Introduction to Conan (R.E. Howard)
J.R.R. Tolkien defines one end of heroic fantasy, Robert E. Howard HOW TO USE THIS BOOK
defines the other. The two exist on the same genre spectrum, as it
Introduction
You must have a copy of Adventurer Conqueror King System
were, but still remain far removed from one another and distinct. (ACKS) or a similar D20-based fantasy role-playing game to use
- The Demarcation of Sword and Sorcery this supplement. The supplement is organized into the following
(Joseph A. McCullough V) parts:
The Heroic Fantasy Handbook is a rules supplement that brings Chapter 1, Introduction, details the purpose, inspiration, and
the flavor of heroic fantasy to your favorite role-playing game. sources for the Heroic Fantasy Handbook.
But what do we mean by “flavor of heroic fantasy”? What’s Chapter 2, Heroes, provides new rules for character generation
“heroic fantasy,” exactly? As the quotes above make clear, and 17 new character classes to expand your Adventurer
arguing about fantasy genres is of course a beloved pastime in Conqueror King System campaigns, including the beastmaster,
our community, and we make no claim to offering the, or even berserker, chosen, ecclesiastic, elven spellsinger, halfling
a, definitive definition of genre. But for purposes of this book, bounder, halfling burglar, loremaster, Nobiran champion,
we define “heroic fantasy” as what the works of J.R.R. Tolkien Nobiran wizard, occultist, runemaster, Thrassian deathchanter,
and Robert E. Howard have in common, once you remove what’s venturer, warmistress, Zaharan darklord, and Zaharan sorcerer.
different.
Chapter 3, Heroic Deeds, adds new game mechanics designed
Now these two great luminaries are usually considered opposites to emulate heroic tropes such as the influence of fate, the impact
– Tolkien writing British literary high fantasy, Howard writing of heroic funerals, and the influence of warrior codes.
American pulp swords & sorcery – and in some ways, that’s
true. But though they are opposites, they are opposite faces Chapter 4, Heroic Adventuring, provides new rules for
of the same coin; and that coin is what we call heroic fantasy. exploration and combat that add heroic flavor to key game
Tolkien and Howard have more in common with each other, activities.
and with the epics, sagas, and heroic elegies of the past, and with Chapter 5, Heroic Magic, revised the entire magic system of the
contemporary luminaries such as E.R. Burroughs, Clark Ashton game, offering a new type of magic (eldritch magic), two new
Smith, and H.P. Lovecraft, than with many of their contemporary ways of performing magic (ceremonial magic and spellsinging),
epigones. and over 155 new spells.
What do these works have in common? They are set in a world Chapter 6, Heroic Monsters, includes a dozen new monsters
like our own world, one that often is our world, in its distant drawn from mythic, legendary, and literary inspirations.
past or far future. Their heroes, though men and women of
extraordinary talent and drive, have none of the “super powers” Chapter 7, Heroic Treasure, updates the treasure tables in ACKS
that have become common in contemporary fantasy (especially with new mundane and magical items with heroic flavor.
games). They do not typically teleport, fly, shoot fire, or raise the Chapter 8, Heroic Secrets, explains how the new races, classes,
dead. Magic in these works is more subtle and nuanced than in spells, and magic types of the Heroic Fantasy Handbook were
contemporary fantasy. It works with what is, rather than creating created, so that Judges can use the ACKS toolkits to customize
what is not. A magician cannot teleport straight to his friend’s them to their taste.
distant castle, though his whispered dreams might reach his
friend across the black gulfs of space. A magician will not fling
magic missiles, but he might call down lightning from a storm, A NOTE FOR JUDGES
or capsize a boat with a wave. Working magic might require To bring the flavor of heroic fantasy to your campaign worlds,
lengthy ceremonies, terrible sacrifices, or the power of primeval we’ve jammed the Heroic Fantasy Handbook with more tasty
places. And those who use magic risk corruption. Even the treats than a halfling’s breakfast plate. But at Autarch, our motto
wisest can lose their mind, body, and soul if they tamper with is that “every campaign is a law unto itself,” so it’s up to you how
dark magic. That’s what we mean by heroic fantasy. you serve those morsels up.
As amply demonstrated by Jeffro Johnson’s Appendix N: The Everything in the Heroic Fantasy Handbook is compatible with
Literary History of Dungeons & Dragons, the original fantasy what’s come before in the ACKS product line, so you can easily
role-playing was heavily influenced by writers such as Howard, use the Handbook as a sourcebook that expands your existing
Tolkien, Smith, and Burroughs. But contemporary editions campaign’s selection of classes, spells, proficiencies, and items.
of most d20-based RPGs draw more heavily on the tropes Your players can simply select from the new classes and spells
of contemporary fantasy, and the tropes of contemporary the same way that they select from the existing ones; there’s no
fantasy developed in a post-D&D world. Today’s fantasy games mechanical reason to forbid having a loremaster, a mage, a cleric,
have drifted far from the original heroic fantasy foundations. and an ecclesiastic in a party if that’s what you and your players
The Heroic Fantasy Handbook cleaves away decades worth of enjoy. Think of this as the “splatblook” method of using the
accumulated tropes, assumptions, and expectations in order Heroic Fantasy Handbook, reminiscent of modern sourcebooks
to unearth a more heroic way. It is a new supplement, but one for recent RPGs.
born of old roots.
Introduction
Where the Heroic Fantasy Handbook truly shines, however, towards epic fantasy, with mythic creatures such as dwarves,
is when it is used to launch a new campaign that embraces elves, and goblins and a focus on a metaphysical struggle of
the tropes and traditions of heroic fantasy. You can use the good versus evil. The Howardian rules dial the game towards
Handbook to run a campaign inspired by an existing world, swords & sorcery, with Cthulhu-inspired cosmic horror and a
such as Hyboria or Middle Earth, or create your own heroic focus on a material struggle between civilization and barbarism.
fantasy setting catered to your taste. Either way, we’ve offered
Occasionally we offer optional rules inspired by Lovecraft, Smith,
suggestions for how to accomplish that – which classes to use
and others as well. Gamers interested in a deeper exploration of
and which to withdraw from use, what sort of treasure to place,
the more “gonzo” aspects of sword & sorcery genre should be
and so on. We’ve also provided all of the information you need
sure to check out Barbarian Conquerors of Kanahu, a setting
to customize and expand the material here – creating new
sourcebook for Adventurer Conqueror King System that adds
eldritch spells, or new ceremonial classes.
weird monsters, ancient technology, dinosaurs, bugmen, and
The entire Heroic Fantasy Handbook is in a sense “optional more.
rules” you can use or ignore depending on your preference.
However you decide to use the Heroic Fantasy Handbook we
Here and there, however, we’ve specifically called out some rules
hope you find it a valuable and useful addition to your fantasy
as mutually-exclusive “Tolkienesque” and “Howardian” options.
role-playing game campaign, and would be happy to see you
Despite what we said earlier about the unity of Howard and
join us at www.autarch.co to share your campaign, classes,
Tolkien, there are some distinct differences between them as
spells, templates, and characters with our community.
well as between the other authors of pulp that were our primary
inspiration. The Tolkienesque optional rules dial the game
Heroes
Characters rule is in effect, where players roll up five characters the character roll with blows and survive attacks that would have
and select the best to play with, then adventurers are perhaps killed a lesser combatant. Therefore, the amount of damage a
among the top 20% most talented people, but still drawn from weapon deals must be understood relative to the hit points of the
the common stock. In some heroic campaign settings, however, character struck. It is the percentage of hit points lost, not the raw
the adventurers are men and women of extraordinary gifts – number lost, that indicates how physically wounded a character
protagonists such as Achilles, Aeneas, Aragorn, Beowulf, Conan, or monster is.
Elric, and Red Sonja are gifted with might, confidence, and
However, in virtually every retro-clone (including ACKS), the
power far beyond the norm.
elegant abstraction of hit points is marred by an asymmetry
To account for this, the Heroic Fantasy Handbook offers the between damage and healing. Consider two characters, a normal
following optional methods for rolling up characters with better man with 5 hp and an epic hero with 40 hp. When the normal
ability scores. man is dealt 4 points of damage by a sword, this is a grievous
blow (80% of his hit points); when the epic hero is dealt the same
• Heroic: Roll 4d6 for each ability score in order. Drop the
4 points of damage, this is merely a flesh wound (10% of his hp).
lowest die, tally the remaining dice, and record that result.
This is exactly as it should be. Yet when the epic hero is treated
• Legendary: Roll 5d6 for each ability score in order. Drop with cure light wounds, he recovers 1d6+1 points of damage –
the lowest 2 dice, tally the remaining dice, and record that enough to repair a light wound, as the spell suggests; while when
result. the normal man is treated with cure light wounds, he is likely to
recover from what we just said was a grievous blow that brought
Heroic characters will have ability scores in approximately
him near death. To fix this asymmetry, The Heroic Fantasy
the same range as the top fifth of normal characters (11-14,
Handbook offers rules for proportional healing.
averaging 12.24). Legendary characters will have ability scores in
approximately the same range as the top fifth of heroic characters
(12-16, averaging 13.43). If desired the Judge can have players HEALING
roll up five characters when using either method. All beings recover hit points through rest. For each full day of
complete rest in reasonably sanitary conditions, a creature will
EXAMPLE: Newton is creating an adventurer for use in a recover its base healing rate (BHR). If its rest is interrupted, the
heroic campaign. The Judge has decided to use the optional creature will not heal that day. A creature’s base healing rate is
“Legendary Ability Scores” and “Generating Multiple based on its maximum hit points, as shown on the Base Healing
Characters” rules. Newton therefore will generate five Rate table. A character’s BHR should be recorded on its character
characters; for each character, he will generate six ability sheet, and updated each time the character gains additional hit
scores, rolling 5d6 for each in order and dropping the lowest points.
2 dice. This combination of optional rules creates very
powerful characters! Newton’s results are, in order for STR, Max HP BHR (hp/day)
INT, WIS, DEX, CON, and CHA: #1 STR 13, INT 17, WIS 1-3 1d2
11, DEX 15, CON 13, CHA 13; #2 STR 13, INT 11, WIS 4-9 1d3
15, DEX 16, CON 11, CHA 15; #3 STR 6, INT 14, WIS 16, 10-16 1d4
DEX 12, CON 12, CHA 13; #4 STR 14, INT 9, WIS 16, DEX 17-23 1d6
14, CON 17, CHA 14; #5 STR 15, INT 15, WIS 16, DEX 24-29 1d8
13, CON 14, CHA 17. He decides to select character #5. He 30-36 1d10
selects Elven Spellsinger as his character class, reducing STR 37-49 2d6
to 13 to increase CHA to 18. His final character has STR 13, 50-63 2d8
INT 15, WIS 16, DEX 13, CON 14, CHA 18.
64-76 2d10
77-89 2d12
WISDOM MODIFIER 90-110 3d10
In heroic fantasy campaigns, a character’s WIS modifier should 111-140 4d10
be applied to all saving throws, not just saving throws versus 141-170 5d10
magic.
171+ 6d10, plus 1d10 per 30hp past 170
Ability Scores 13
MORTAL WOUNDS
When a creature’s hit points drop to 0 or fewer, the
creature is unconscious and possibly dead. The
creature’s condition will not be determined until
an ally treats its wounds. When this occurs, the
unconscious creature must roll 1d20+1d6 on the
Mortal Wounds table and apply any appropriate
modifiers listed. The modified 1d20 roll determines
the unconscious creature’s condition while
the modified 1d6 roll determines whether any
permanent wounds are suffered. Characters not
treated within 24 hours of being unconscious must
roll, with no bonus for treatment and at the full -10
penalty for being treated 1 day later.
Heroic Survival: In heroic fantasy campaigns,
heroes are considerably more likely to survive
mortal wounds than ordinary men. Adventurers
with d6 HD add +2 to their 1d20 roll on the Mortal
Wounds table. Adventurers with d8 HD add +4,
adventurers with d10 HD add +6, and adventurers
with d12 HD add +8.
14 Hit Points
the recovery period. However, a character cannot benefit from Khal Drogo Memorial Rule (Optional): In worlds where
more than one type of magical healing per day when recovering wounds can fester and grow foul there is no assurance that an
from mortal wounds. injured hero will recover. Each day that a character rests while
recovering from incapacitation, he must make a saving throw
EXAMPLE: A fight goes badly, and Athelstan suffers
versus Death. Apply the character’s CON modifier to the saving
grievous wounds; he will require 14 days of bed rest to
throw. If the save succeeds, the day counts towards his period
recover. The party hires the patriarch of the local temple
of bed rest. If the save fails, the character’s condition does
to cast cure critical wounds on Athelstan. This heals
not improve. If the save fails by 5 or more, or with a natural
Heroes
Athelstan as if he had rested for 5 days. Athelstan now
1, the character’s condition worsens and the period of bed rest
requires (14-5) 9 days of bed rest to recover.
required advances by one day. If the remaining period of bed
If a character suffers permanent wounds, powerful healing rest required ever reaches more than 45 days, the character dies
magic such as a restore life and limb spell, regeneration spell, of sepsis, shock, or system failure. This optional rule does not
or ring of regeneration can eliminate any penalties caused. apply to magical healing, but if you’re using this rule, you’re
If applied swiftly, other types of healing can also eliminate probably not allowing that anyway!
the penalties from permanent wounds. If healing (magic or
proficiency) restores the character to 1 hit point within 1 turn
(10 minutes) of receiving the permanent wound, then the TEMPORARY HIT POINTS
penalties from the permanent wound will be eliminated once Temporary hit points represent temporary blessings or
the character completes the required bed rest. The permanent inspiration during which character’s fighting skill, stamina,
wound’s effects will still be present during the recovery period, luck, and the favor of the gods is improved. Temporary hit
however. points are not actual hit points; they are a buffer against damage.
Characters with temporary hit points who take damage lose the
EXAMPLE: During a defense of the town from orc raiders, temporary hit points first, with any leftover damage carrying
Athelstan is reduced to -9 hp and must roll on the Mortal over to their normal hit points. For example, if you have 5
Wounds table. The roll goes badly – grievous wounds temporary hit points and take 7 damage, you lose the temporary
resulting in one of his arms being crushed. Fortunately, hit points and then take 2 damage. A character can be at full
the patriarch of the local temple is nearby, and able to cast hit points and receive temporary hit points. Healing can’t
cure critical wounds on Athelstan just a few rounds after restore temporary hit points, and they can’t be added together.
he is injured. Since Athelstan’s base healing rate is 1d4 hp, If a character has 0 or fewer hit points, receiving temporary hit
cure critical wounds heals him of 5d4 hp. The roll is a 10, points does not count as healing.
enough to raise him to 1 hp. When Athelstan finishes his
period of bed rest (2 weeks), he will regain use of his arm.
If a character dies, he can be revived with restore life and limb, NEW & MODIFIED CHARACTER CLASSES
reincarnation, or other magical effect that restores the dead to In order to better represent the archetypes that appear in heroic
life. Characters treated with restore life and limb often need fantasy, the Heroic Fantasy Handbook introduces several new
extensive periods of time to recover, and may suffer strange side campaign and racial classes. The core, campaign, and racial
effects. The character must roll 1d20+1d6 on the Tampering character classes presented in the Adventurer Conqueror King
with Mortality table and apply any appropriate modifiers System and the Player’s Companion can also be used in Heroic
listed. The resulting side effects are permanent and can only be Fantasy Handbook campaigns, although we recommend that
removed with a wish spell. The recovery period, if any, from some classes be modified or replaced, as noted below. To avoid
tampering with mortality can be shorted with magical healing forcing players to flip between multiple books, we have included
as described above. Note that magic which can restore the complete descriptions of class powers such as turn undead even
dead to life is very rare in campaigns using the Heroic Fantasy if they have already appeared elsewhere.
Handbook.
NEW CHARACTER CLASSES
The new classes in this book include the beastmaster,
berserker, chosen, ecclesiastic, elven spellsinger, freebooter,
halfling bounder, halfling burglar, loremaster, Nobiran
champion, Nobiran wizard, occultist, runemaker, Thrassian
deathchanter, warmistress, Zaharan darklord, and Zaharan
sorcerer. In addition, a revised magic-free version of the
venturer (originally appearing in the Player’s Companion) is
presented.
also can perform feats of acrobatics such as Beastmaster Attack and Saving Throws
swinging on vines or leaping over foes. In lieu
Petrification Poison & Blast & Staffs & Attack
of moving during a round, a beastmaster may Level & Paralysis Death Breath Wands Spells Throw
attempt a proficiency throw of 20+ to tumble
1 15+ 14+ 16+ 16+ 17+ 10+
behind an opponent in melee. The proficiency
2-3 14+ 13+ 15+ 15+ 16+ 9+
throw required for the tumble is reduced by 1
4 13+ 12+ 14+ 14+ 15+ 8+
per level of experience the character possesses.
5-6 12+ 11+ 13+ 13+ 14+ 7+
If successful, the beastmaster is now behind
Heroes
7 11+ 10+ 12+ 12+ 13+ 6+
his opponent. The opponent loses the benefit
of his shield, if any, and the beastmaster can 8-9 10+ 9+ 11+ 11+ 12+ 5+
backstab his opponent (gaining +4 to his 10 9+ 8+ 10+ 10+ 11+ 4+
attack throw and bonus damage based on his 11-12 8+ 7+ 9+ 9+ 10+ 3+
level). Beastmasters also gain a +2 bonus to 13 7+ 6+ 8+ 8+ 9+ 2+
saving throws where agility would help avoid 14 6+ 5+ 7+ 7+ 8+ 1+
the situation, such as tilting floors and pit
traps. sacks, stakes, tents, torches, and trained animals. However, any
trained animals that the beastmaster begins play with may be
Like other predators of the night, beastmasters are naturally immediately recruited as henchmen if desired. Any unspent
stealthy, and opponents suffer a -1 penalty to surprise rolls coin is lost.
when encountering them. Outdoors, beastmasters are difficult
to spot, having the ability to seemingly disappear into woods When a beastmaster reaches 5th level (Mighty Warrior), his
and underbrush with a proficiency throw of 3+ on 1d20. In animal magnetism begins to inspire the men and beasts that
dungeons, a beastmaster who is motionless and quiet in cover follow him. Any henchmen of the beastmaster, and any guard
can escape detection with a proficiency throw of 14+ on 1d20. or hunting animals handled by the beastmaster, gain a +1
bonus to their morale score whenever he personally leads them.
As natives of the wild, beastmasters bring significant advantages This bonus stacks with any modifiers from the beastmaster’s
to parties on wilderness adventures. Any time the beastmaster’s Charisma or proficiencies.
party is in country familiar to the beastmaster, they get a +4 bonus
on proficiency throws to avoid getting lost. In any terrain except At 9th level (Lord of the Wild), a beastmaster can establish an
clear and grassland terrain, the beastmaster’s party receives a +5 encampment in a wilderness hex. A beastmaster’s encampment
bonus to proficiency throws to evade wilderness encounters. A is often centered on a wooden cabin or house perched in the
party guided by a beastmaster can evade wilderness encounters highest branches of a great tree. A beastmaster does not attract
even when surprised on a proficiency throw of 19+. followers when he establishes an encampment, but he does gain
the fellowship of animals: all ordinary animals within 5 miles
Once per day, a beastmaster may shout a bestial cry that can of it become kind and helpful (as per an elven fastness).
be heard up to 750’ away. Hostile ordinary animals hearing
the cry must immediately make a successful morale roll or run Beastmaster Proficiency List: Alertness, Animal Husbandry,
away from the beastmaster. Other ordinary animals hearing the Animal Training, Berserkergang, Blind Fighting, Combat
beastmaster’s cry may come to his assistance. If the animal is Trickery (disarm, incapacitate, knock down, overrun),
friendly to the beastmaster (e.g. if it is a henchman, a trained Dungeon Bashing, Endurance, Fighting Style, Land Surveying,
animal, or resident within 5 miles of his encampment) it will Mountaineering, Naturalism, Navigation, Passing Without
automatically run or fly to his assistance as quickly as possible. Trace, Precise Shooting, Riding, Running, Skirmishing, Sniping,
Otherwise, the Judge should make a reaction roll for each Survival, Swashbuckling, Trapping, Wakefulness, Weapon
animal, with a Friendly result indicating the creature comes to Finesse, Weapon Focus*
the beastmaster’s assistance. *Modified or new proficiency described on p. 72.
Having been raised by and with animals, all beastmasters are Template: Wolfpack Runner
friends of birds and beasts. They understand the subtle body
Proficiencies: Running, Tracking
language and moods of normal animals (though the animals
Starting Equipment: Bone-and-wood spear, sling with 30
may not understand the character), which grants beastmasters stones, pair of bone “claws” (hand
a +2 to all reaction rolls when encountering normal animals axes), wolf skin wrapped around loins
and allows them to take animals as henchmen. They also can (15gp value), trained wolf henchman
identify flora and fauna with a proficiency throw of 11+.
Conversely, all beastmasters are discomfited by civilization. Wolfpack Runner Template: This pre-generated template
The sights, smells, and ways of cities are foreign and offensive represents a beastmaster raised by a wolf pack. The template
to them. A beastmaster suffers a penalty to reaction rolls when is ready for adventure. However, if your beastmaster’s INT
in urban settlements equal to 7 minus the settlement’s market is 13 or greater, you may pick one or more additional general
value. proficiencies before play if you’d like (see Starting Proficiencies
in Chapter 4 of ACKS).
When purchasing starting equipment, a beastmaster may
only select primitive weapons, animal parts (from Lairs &
Encounters) blankets, healing herbs, ropes, poles, rations,
Beastmaster 17
Heroes
Panther DEX Weapon Finesse Move 210’, AC5, HD 4*, #AT 3, Dmg 1d4/1d4/1d8
Tiger STR Ambushing Move 150’, AC3, HD 6*, #AT 3, Dmg 1d6/1d6/2d6, - 2 surprise rolls
Wolf CON Running Move 180’, AC2, HD 2+2*, #AT 1, Dmg 1d6
* Berserker retains his normal HD and hp; but if berserker’s HD exceed totem animal form’s HD, increase damage die by +1
EXAMPLE: Beorn is a 7th level berserker. He is struck by laugh. Berserkers often organize themselves into warrior-cults
an ogre, dealing 2d6 damage. The damage roll is a 3 and a dedicated to their particular totem animal.
5, but Beorn reduces the damage from non-magical attacks
The Totem Animals table, below, lists the key abilities and
by 2 points per die, so he takes 1 and 3. Beorn therefore
totem benefits of several sample totems. The Judge may create
only takes 4 damage from the ogre. The damage reduction
additional totems at his discretion. Berserkers from Jutland
is applied per die.
traditionally select either bear, boar, or wolf; from Skysostan,
However, a berserker in a state of greater berserkergang cannot either eagle, hyena, or tiger; and from the Ivory Kingdoms, bull,
retreat from combat, and has trouble distinguishing friend lion, or panther.
from foe. If a berserker in a greater berserkergang rolls a
Starting at 5th level (reaver), a berserker gains the ability to
natural 1 on an attack throw, he automatically hits a nearby ally
shapechange into his totem animal. The berserker remains in
within 5’ in lieu of his preferred target. Once begun, a greater
his new shape until he changes back. A 5th level berserker can
berserkergang cannot be ended until combat ends. When
initially shapechange once per day. For example, if he begins the
the greater berserkergang ends, the berserker is immediately
day in human form, he can shapechange into his totem animal
exhausted. While exhausted, the berserker cannot charge or
form, but he then has to remain in totem animal form until the
run, and suffers a -1 penalty on attack and proficiency throws.
following day, when he can change back to his human shape.
A berserker can recover from exhaustion by resting for 1 turn
With each level of experience gained, the berserker can change
(10 minutes).
shape one additional time per day. When in totem animal form,
Outsiders may view a berserker’s rage as a curse or madness, the berserker has the movement, armor class, attacks, damage,
but berserkers know that their powers are actually gifts granted and powers listed on the Totem Animals table, below. He retains
by the pagan gods. The berserker’s relationship to the gods is his normal Hit Dice, hit points, attack throws, and saving
embodied in a totem animal such as bear totem, boar totem, throws. If the berserker is of greater Hit Dice than his animal
or wolf totem. At 1st level (Hunter), a berserker discovers type, he will appear as a bigger, stronger version of the animal,
the nature of his totem and gains its totem benefit, a bonus to a maximum of twice normal size. For example, a 10th level
proficiency related to the totem. The berserker’s totem should berserker in lion shape would appear as a huge predator, twice
be appropriate to the character’s ability scores and tribal the mass of a normal lion. A larger-than normal totem animal
traditions. At a minimum, the berserker must possess an form increases each damage die by +1. Apart from size, the
ability score of at least 9 in his totem’s key ability. Over time, berserker is indistinguishable from a normal animal. The totem
the berserker will come to resemble his totem animal. For animal shape does not detect as magical, is not detected by spells
instance, a bear berserker might become burly and hirsute, a that reveal illusions, and cannot be dispelled. Changing shape
wolf berserker might become yellow-eyed, lean, and toothy, can be performed during combat in lieu of making an attack.
and a hyena berserker may develop a hunchback and braying Alternatively, a berserker may expend a use of shapechange to
enter into a greater berserkergang, tapping into his animal
spirit to unleash his inner savagery.
Berserker Attack and Saving Throws
Petrification Poison Blast & Staffs & Attack Note that while a berserker’s relationship to his totem animal
Level & Paralysis & Death Breath Wands Spells Throw resembles that of a shaman’s, berserkers do not acquire an
1 15+ 14+ 16+ 16+ 17+ 10+ actual animal companion – they merely take on some of the
2-3 14+ 13+ 15+ 15+ 16+ 9+ characteristics of their totem.
4 13+ 12+ 14+ 14+ 15+ 8+ At 5th level a berserker’s animal magnetism also begins
5-6 12+ 11+ 13+ 13+ 14+ 7+ to inspire those who follow him. Any henchmen and
7 11+ 10+ 12+ 12+ 13+ 6+ mercenaries hired by the berserker gain a +1 bonus to
8-9 10+ 9+ 11+ 11+ 12+ 5+ their morale score whenever he personally leads them.
10 9+ 8+ 10+ 10+ 11+ 4+ This bonus stacks with any modifiers from the berserker’s
11-12 8+ 7+ 9+ 9+ 10+ 3+ Charisma or proficiencies.
13 7+ 6+ 8+ 8+ 9+ 2+
14 6+ 5+ 7+ 7+ 8+ 1+
Berserker 19
Heroes
At 9th level a berserker also gains the ability to spiritwalk. weapon of his own destruction into Lord Foul’s hands.”
After 1 turn (10 minutes) of chanting, the berserker enters - Lord Mhoram in The Illearth War (S.R. Donaldson)
a deep trance during which his spirit walks free of his body.
Once a spiritwalk begins, it continues until the berserker’s Prime Requisite: Lowest ability score
Requirements: Any ability score 18
spirit returns to his body, to a maximum duration of 1 hour
Hit Dice: 1d6
per level. A spiritwalking berserker’s spirit can assume either Maximum Level: 14
human or totem animal shape as desired. In either shape, the Some men, whether out of desire for wealth, or fame, or power,
berserker can see and hear normally, move around at his shape’s or mere wanderlust, choose to be adventurers. But others are
normal movement rate, and pass through solid objects without chosen, their paths guided by great powers toward heroic roads
difficulty. However, the spiritwalking berserker cannot see into, that lead them to everlasting glory—or ignominious death. A
hear sounds from, or move through an area warded by an anti- chosen can appear anywhere and at any time. The humblest
magic shell or protection from evil spell or similar effect. The farm boy is as likely to be marked by fate as the scion of a
spiritwalking berserker is incorporeal and invisible, but can king. Chosen are, however, quite rare; fewer than 1 in 1,000
be detected with detect invisible or true seeing, harmed by adventurers are chosen, and most people will live their entire
spells and magic weapons if detected, and forced to return to lives without ever seeing one. When they do appear, they
his body with dispel evil. If the berserker’s body is destroyed, inevitably draw the attention of the great powers of light and
the character dies at the end of the spiritwalk. If the berserker’s darkness, ever ready to anoint a new champion or preemptively
spirit is destroyed, his body falls into a catatonic slumber that slay a new foe before he can come into the fullness of his power.
can only be lifted with restore life and limb, resurrection, or
wish. Spiritwalking is so taxing that it can be performed but To qualify as a chosen, a character must have at least one
once per week. natural ability score of 18. The chosen’s prime requisite is his
lowest ability score. Since a character must have an ability score
Berserker Proficiency List: Alertness, Ambushing, Beast of at least 9 in a class’s prime requisite(s) in order to choose a
Friendship, Berserkergang, Blind Fighting, Climbing, particular class, a character must have at least 9 in every ability
Combat Reflexes, Combat Trickery (force back, knock down, score or he cannot become a chosen. A chosen must always
overrun, wrestling), Command, Divine Blessing, Divine be of Lawful alignment. A chosen who changes to Neutral or
Health, Endurance, Fighting Style, Mountaineering, Passing Chaotic alignment loses all his gifts. (At the Judge’s discretion,
Without Trace, Precise Shooting, Riding, Running, Seafaring, Chaotic chosen may be permitted, who work for the powers of
Skirmishing, Sniping, Survival, Swashbuckling, Weapon darkness.)
Finesse, Weapon Focus
Chosen are blessed with an instinctive natural aptitude for
*Modified or new proficiency described on p. 72. combat. At first level, chosen hit an unarmored foe (AC 0) with
Template: Bear-Cult Warrior an attack throw of 10+. Like fighters, they advance in attack
throws and saving throws by two points every three levels of
Proficiencies: Fighting Style (weapon & Shield), Endurance,
Berserkergang experience. Whether from preternatural skill or uncanny link,
Starting Bearded axe, shield, francisca, bearskin leather chosen increase their base damage roll from successful melee
Equipment: armor, wool tunic and pants, leather belt, low and missile attacks by +1 at 1st level and by an additional +1
boots, silver arm-bands (45gp value), wineskin at 3rd, 6th, 9th, and 12th level. A chosen can fight with a two-
with strong ale, small sack, 50’ rope, grappling handed weapon, a weapon in each hand, or a weapon and
hook, 1 weeks’ iron rations shield, as desired.
Despite their talents, most chosen begin their adventuring
Bear-Cult Warrior Template: This pre-generated template
careers with limited knowledge of arms and armor. Chosen
represents a pagan warrior of the bear-cult. The template is ready
may only wear hide or lighter armor, and may only fight with
for adventure. However, if your berserker’s INT is 13 or greater,
bolas, clubs, daggers, darts, javelins, nets, slings, saps, and staffs.
you may pick one or more additional general proficiencies
However, a chosen may use one or more gifts (see below) to
before play if you’d like (see Starting Proficiencies in Chapter
train in the use of better armor or weapons, either at 1st level
4 of ACKS).
or later.
Every chosen receives gifts from the powers that have chosen
him. Some gifts reveal themselves in overtly magical displays;
other gifts may manifest as merely an instinctive aptitude for
Chosen 21
Heroes
41,600 Champion 6 6d6 +3 8
85,000 Protagonist 7 7d6 +3 9
170,000 Epic Hero 8 8d6 +3 10
290,000 Chosen 9 9d6 +4 11
410,000 Chosen, 10th lvl 10 9d6+1* +4 12
530,000 Chosen, 11th lvl 11 9d6+2* +4 13
650,000 Chosen, 12th lvl 12 9d6+3* +5 14
770,000 Chosen, 13th lvl 13 9d6+4* +5 15
890,000 The One 14 9d6+5* +5 16
*Hit point modifiers from Constitution are ignored
learning of particular skills, enabling the chosen to master in This gift can be selected multiple times. Each subsequent time it
mere months what takes others a lifetime to learn. is selected, the chosen can either reduce the proficiency throw
required to identify trinkets and talismans of a tradition he
At 1st level (Innocent), a chosen begins with three gifts. With
already knows by 4; learn another tradition; add one ceremony
each level of experienced gained thereafter, the number of
(of any level he can perform) to his repertoire; or increase his
gifts bestowed upon by the chosen increases, as shown on the
ceremonialist caster level by two, up to a maximum of his class
Chosen Level Progression table.
level. Spells learned from other gifts (such as Eldritch Talent) are
Just as each chosen has a different destiny, so each has a different not included in the chosen’s repertoire of ceremonies.
set of gifts. Chosen select their gifts from the list below. All
Charismatic Ferocity: When attacking with one-handed melee
selections must be approved by the Judge. Some gifts may be
weapons or thrown weapons, the chosen may apply his CHA
banned from particular settings where they are inappropriate or
modifier instead of his STR modifier on his damage rolls.
where they refer to optional rules that the Judge has opted not
to use. Chosen can only select the same gift multiple times at the Chosen Weapon: The chosen can designate a particular
same level with the Judge’s approval. individual weapon as his chosen weapon. The chosen weapon
must be given a name (e.g. “Excalibur” or “Anduril”). When the
CHOSEN GIFTS chosen wields his chosen weapon, it is treated as if its magical
Armor Training: The chosen trains to fight in armor. This gift bonus to attack and damage were 1 point greater. This gift may
may be selected multiple times. If selected once, the chosen can be selected multiple times, but no more than once at 1st to 4th
wear leather armor. If selected twice, the chosen can wear chain level, twice at 5th to 9th level, and thrice at 10th level and above.
mail armor. If selected thrice, the chosen can wear plate armor. Each time it is selected the chosen can increase the bonus of his
chosen weapon or designate an additional weapon as a chosen
Aura of Protection: The chosen gains a +1 bonus to AC and a +1 weapon.
bonus on saving throws against attacks made or effects created
by evil creatures. The chosen’s aura of protection appears as a Cleansing Touch: By touching a creature and spending a Fate
golden halo when viewed with detect good, detect magic, or Point, the chosen can instantly remove a curse or dispel a
true seeing. harmful magical effect. The chosen must be of equal or greater
level than the spellcaster who cast the curse or effect.
Boon Companion: Whenever an ally within 30’ makes an attack
throw, proficiency throw, or saving throw, the chosen may spend Courage: The chosen has mastered his fear and will never shirk
a Fate Point to allow the ally to re-roll the throw. The chosen can from his destiny. He is immune to normal and magical fear
spend additional Fate Points to allow further re-rolls if desired. effects.
However, the ally can never re-roll a natural 1. Destined: The chosen gains two Fate Points. This gift may be
Ceremonial Magic: The chosen has learned the ceremonies of a selected multiple times.
particular tradition of ceremonial magic (antiquarian, liturgical, Determined: The chosen may spend a Fate Point after making
runic, sylvan, shamanic, or theurgical). The chosen must choose an attack throw, proficiency throw, or saving throw to set the
the tradition at the time he chooses the gift. When this gift is result of the throw to 10 (instead of re-rolling). The chosen
selected, the chosen becomes a 1st level ceremonialist with a cannot spend a Fate Point in this manner if the original roll was
repertoire of one 1st level ceremony. He can perform ceremonies a natural 1, however.
in the tradition and create and use trinkets and talismans in the
tradition as a 1st level ceremonialist, and can identify trinkets Divine Proficiency: The chosen can select one class proficiency,
or talismans created by a ceremonialist of the tradition with a choosing from Divine Blessing, Divine Health, Laying on
proficiency throw of 11+ and of other traditions with an 18+. Hands, Prophecy, and Sensing Evil. This gift can be selected
Chosen 23
Heroes
7 11+ 10+ 12+ 12+ 13+ 6+
8-9 10+ 9+ 11+ 11+ 12+ 5+
10 9+ 8+ 10+ 10+ 11+ 4+
11-12 8+ 7+ 9+ 9+ 10+ 3+
13 7+ 6+ 8+ 8+ 9+ 2+
14 6+ 5+ 7+ 7+ 8+ 1+
Meditative Focus: The chosen can go into a state of intense Zen- name a new sworn foe at any time thereafter. A sworn foe must
like focus once per day per level of experience. While in focus, have HD or levels of experience at least equal to those of the
the character gains a +1 bonus to all attack throws, proficiency chosen; if the chosen ever surpasses his sworn foe in level or
throws, saving throws, and initiative rolls. A meditative focus HD, he must select a new foe.
lasts for 1 turn (10 minutes).
Thievery Proficiency: The chosen can select one class proficiency,
Military Genius: The chosen commands the battlefield like a god choosing from Acrobatics, Alertness, Ambushing, Cat Burglary,
of war. He gains a permanent +1 bonus to his strategic ability, Climbing, Contortionism, Eavesdropping, Lip Reading,
leadership ability, and morale modifier when commanding Lockpicking, Passing Without Trace, Running, Skulking, and
troops on the battlefield. Trap Finding. This gift can be selected multiple times, selecting
an additional proficiency each time, to a maximum limit of
Mystical Bloodline: The chosen is the scion of an otherworldly or
three selections.
inhuman power. When this gift is selected, the chosen’s lifespan
is extend to three times longer than normal, and he ceases to Thievery Training: The chosen can select one thief skill, choosing
show further signs of aging. He also gains the elf ’s immunity from Find Traps, Hide in Shadows, Move Silently, Open Locks,
to paralysis. When this gift is selected, the chosen’s ancestry Pick Pockets, and Remove Traps. Thereafter the chosen can
manifests somehow in his appearance (pointed ears, golden perform this skill as a thief of his level. This proficiency may
eyes, a strange birthmark, or other unusual trait.) be selected multiple times to gain additional thief skills, to a
maximum limit of three selections.
Scion of Kings: The blood of ancient lords flows in the chosen’s
veins. The character may hire one more henchman than his Tribulating Adversary: Whenever an enemy within 30’ makes
Charisma would otherwise permit, and the base morale score an attack throw, proficiency throw, or saving throw, the chosen
of any henchmen is increased by 1. may spend a Fate Point to force the enemy to re-roll the throw.
The chosen can spend additional Fate Points to allow further
Second Sight: The chosen has a connection to the hidden world,
re-rolls if desired. However, the chosen can never force a re-roll
and can see innately or magically invisible creatures within 60’.
of a natural 20.
Invisible creatures are aware that the chosen can see them, and
may often take a particular interest in him as a result. Second Wholeness of Body: The chosen is immune to all forms of poison,
Sight does not provide the ability to see characters hiding including magical poisons.
in shadows, secret doors, traps, or other creatures or objects
When a chosen reaches 5th level (Exemplar), his sense of
hidden through cover and concealment, but does provide a +4
destiny inspires others to follow him. Any henchmen and
bonus to saving throws to disbelieve illusions.
mercenaries hired by the chosen gain a +1 bonus to their morale
Student of War: The chosen can select one proficiency, choosing score whenever he personally leads them. This bonus stacks
Command, Military Strategy, Leadership, or Siege Engineering. with any modifiers from the chosen’s Charisma, proficiencies,
This gift can be selected multiple times, selecting an additional or class powers.
proficiency or proficiency rank each time.
At 9th level (Chosen), a chosen can establish a stronghold and
Sworn Foe: When this gift is selected, the chosen must designate become a protector of men. When he does so, up to 1d4+1x10
one specific individual monster or NPC by its name or unique 0th level mercenaries will come to apply for jobs and training. If
physical characteristic (e.g. “the six-fingered man”). That creature hired, they must be paid standard rates for mercenaries.
becomes his sworn foe. The chosen gains a +2 bonus to attack
Chosen Proficiency List: Alertness, Arcane Dabbling, Armor
throws and saving throws when confronting his sworn foe. If
Training, Beast Friendship*, Blind Fighting, Combat Reflexes,
the chosen lands a successful attack on his sworn foe (including
Combat Trickery (force back, overrun, sunder), Command,
spells), the chosen can spend a Fate Point to deal double damage
Diplomacy, Divine Blessing, Endurance, Farseeing*, Fighting
with the attack. If the sworn foe lands a successful attack on the
Style, Goblin-Slaying, Healing*, Laying on Hands*, Leadership,
chosen, the chosen can spend a Fate Point to halve the damage
Military Strategy, Mystic Aura, Passing Without Trace,
dealt by the attack. Once a chosen defeats his sworn foe, he may
Chosen 25
26 Ecclesiastic
Heroes
5,000 Curate 4 4d4 - 2 2 - - - -
10,000 Vicar 5 5d4 Magic research (minor) 2 2 1 - - -
20,000 Rector 6 6d4 - 2 2 2 - - -
40,000 Prelate 7 7d4 - 3 2 2 1 - -
80,000 Bishop 8 8d4 - 3 3 2 2 - -
180,000 Patriarch 9 9d4 Cathedral, magic research 3 3 3 2 1 -
280,000 Patriarch, 10th lvl 10 9d4+1* - 3 3 3 3 2 -
380,000 Patriarch, 11th lvl 11 9d4+2* Magic research (advanced) 4 3 3 3 2 1
480,000 Patriarch, 12th lvl 12 9d4+3* - 4 4 3 3 3 2
580,000 Patriarch, 13th lvl 13 9d4+4* - 4 4 4 3 3 2
680,000 Saint 14 9d4+5* - 4 4 4 4 3 3
*Hit point modifiers from constitution are ignored
By reciting a sermon or singing a hymn of battle, an ecclesiastic hp, putting him at 9 (of 17) hp and 6 temporary hp. These
can rally the faithful. Rallying the faithful requires a few temporary hp will be lost first if the adventurers are hit.
moments of oration (one round), and grants allied creatures Otherwise they will last one turn.
within 30’ a pool of temporary hit points equal to the lower
Finally, all ecclesiastics have the ability to turn undead, calling
of the ecclesiastic’s or the subject’s base healing rate. These
upon the liturgy of their faith to drive back, and even destroy,
temporary hit points last for one turn (10 minutes) or until lost
undead. The potency of this ability is determined by level. On
to damage, whichever comes first. To benefit from this spell,
the Turning Undead table, there will be a dash, a “T”, a “D”, or a
the subjects must either be of the same alignment and religion
number corresponding to the type of undead monster and the
of the ecclesiastic, or must have personally benefited from his
level of the ecclesiastic. A dash means that the ecclesiastic has
magic in the past. An ecclesiastic can rally the faithful once per
not attained high enough level to turn the undead type. A “T”
day per level.
means that the ecclesiastic automatically turns the undead, and
EXAMPLE: Balbus, now a 5th level ecclesiastic, has a base a “D” means that the undead will be destroyed automatically. A
healing rate of 1d8. He is adventuring with Athelstan (a number indicates that the player must roll that number or higher
paladin with 12 hp and a base healing rate of 1d4) and on 1d20 in order to turn the undead. If this roll is successful, or
Raknar Red-Handed (a barbarian with 17 hp and a base there is a “T” in the chart, the player rolls 2d6 and the result
healing rate of 1d6). The adventurers confront an ogre, equals the number of total Hit Dice of undead monsters turned.
which hits Raknar for 8 points of damage, reducing him A “D” in the chart requires the same roll to determine how many
to 9 hp. On his action, Balbus rallies the faithful, granting HD of undead are destroyed. No matter what the dice roll result,
Athelstan and Balbus temporary hit points. Each character at least one undead monster will always be turned or destroyed,
receives the temporary hit points equal to the lower of as appropriate, on a successful use of turning.
Balbus’ or their own base healing rate; for both characters
Turned undead flee the area for 10 rounds by the best and
that is their own healing rate. Athelstan rolls 1d4 and
fastest means available to them. If they cannot flee, they cower
receives 2 temporary hit points, putting him at 12 hp and
in terror, taking no actions and suffering a -2 penalty to AC.
2 temporary hp. Balbus rolls 1d6 and receives 6 temporary
If the ecclesiastic attacks turned undead in melee combat, the
Heroes
9-10 9+ 6+ 12+ 9+ 11+ 13+ 6+
11-12 8+ 5+ 11+ 8+ 10+
13- 14 7+ 4+ 10+ 7+ 9+
turning effect is broken, but he can use spells or missile weapons infantry, etc. Ecclesiastic’s cathedrals are otherwise identical to
against them, and other characters may attack them in any cleric’s fortified temples, as detailed in the Campaign chapter of
fashion, without breaking the turning effect. Destroyed undead the ACKS Rulebook.
are immediately turned to ash.
At 11th level, an ecclesiastic may learn and cast ritual eldritch
There is no limit to how often an ecclesiastic may attempt to pells of great power (6th and 7th level), craft magical constructs,
turn undead each day, but if an attempt to turn undead fails and create magical cross-breeds. If chaotic, the ecclesiastic will
during an encounter, the ecclesiastic may not attempt to turn become able to create necromantic servants and even become
undead again for the remainder of that encounter. undead himself.
Certain chaotic sects teach their ecclesiastics to control undead Ecclesiastic Proficiency List: Alchemy, Animal Husbandry,
rather than turn them. The undead are controlled for 1 turn per Apostasy*, Beast Friendship, Ceremonial Magic*, Command,
level of the character. If the undead would have been destroyed, Divine Blessing, Divine Health, Farseeing*, Healing*,
the undead are controlled for 1 day per level of the ecclesiastic Knowledge, Laying on Hands*, Loremastery, Magical
instead. Controlled undead behave as if charmed, obeying the Engineering, Magical Music*, Mystic Aura, Naturalism,
ecclesiastic as if they were friends. However, if the controlled Performance, Personal Talisman*, Prestidigitation, Profession,
undead are turned or destroyed by an ecclesiastic during the Prophecy*, Quiet Magic, Righteous Turning, Second Sight*,
duration of the control, the control is dispelled immediately. If Sensing Evil, Sensing Power, Unflappable Casting
the duration of the control ends without incident, the undead
*Modified or new proficiency described on p. 72.
will flee (as if turned).
An ecclesiastic can use any magic items usable by mages or Template: Priest
clerics. When an ecclesiastic reaches 5th level (Vicar), he Proficiencies: Divine Blessing, Performance
may begin to research spells, scribe scrolls, and brew potions. (oration)
Ecclesiastics may collect and use divine power as clerics in order Starting Equipment: Bronze-shod staff, white cassock,
to fuel their magical research. gold silk sash, high boots, backpack,
liturgical implements (level 1), holy
At 9th level (Patriarch), he is able to create more powerful magic
symbol (winged sun of Ammonar),
items such as weapons, rings, and staffs. Also upon attaining
holy book (The Laws of the Light), 2
9th level (Patriarch), an ecclesiastic may establish or build a
weeks’ iron rations, 1gp
cathedral. So long as the ecclesiastic is currently a member in
good standing of his order, he may buy or build his cathedral at
half the normal price due to aid from his order. Once a cathedral Priest Template: This pre-generated template represents a
is established, the ecclesiastic’s reputation will spread and he will devout priest from an organized religious order. The template
attract 5d6x10 0th level soldiers armed with various weapons, is ready for adventure. However, if your ecclesiastic’s INT is
plus another 1d6 ecclesiastics of 1st-3rd level of the same 13 or greater, you may pick one or more additional general
religion to serve the order. They are completely loyal (morale proficiencies before play if you’d like (see Starting Proficiencies
+4). While in the ecclesiastic’s service, his followers must be in Chapter 4).
provided food and lodging, but need not be paid wages. The
Judge determines which proportions of followers are archers,
Ecclesiastic 29
of low level spells, a small number of high level spells, or any At 11th level, an elven spellsinger may learn and cast ritual spells
combination in between. See p. 102 of the Heroic Magic chapter of great power (7th, 8th, and 9th level), craft magical constructs,
for details on spellsinging. and create magical cross-breeds. If chaotic, the spellsinger may
create necromantic servants and become undead, though such a
Spell Level Spell Point Cost choice is understandably rarer among the ageless elves.
1st 1
2nd 2 Like other elves, spellsingers gain a +1 bonus to surprise rolls
3rd 3
when in the wilderness due to their attunement to nature. Elves
Heroes
have keen eyes that allow them to detect hidden and secret doors
4th 5
with a proficiency throw of 8+ on 1d20 when actively searching,
5th 7
or 14+ on casual inspection. Because of their connection to
6th 10
nature, elves are completely unaffected by the paralysis ghouls
can inflict, and the target values for all their saving throws
Spellsingers recover their spell points in the same way versus Petrification/Paralysis and Spells are reduced by 1. (These
spellcasters recover their daily spell castings, by spending eight adjustments are already factored into the saving throws on the
hours resting without interruption and one hour concentrating table below.) All elves can speak the Common, Elven, Gnoll,
on prayer or study. Spell points can only be recovered by resting Hobgoblin, and Orc languages.
once every 24 hours. Spellsingers can also tap ambient magic to
fuel their spells without expending their own SPs. See p. 104 of Elven Spellsinger Proficiency List: Alchemy*, Art*, Beast
the Heroic Magic chapter for details on tapping ambient magic. Friendship, Bright Lore of Aura*, Ceremonial Magic*,
Contemplation*, Craft*, Diplomacy, Familiar, Farseeing*,
Like other eldritch casters, a spellsinger’s spell selection is Healing, Knowledge, Laying on Hands*, Loremastery, Magical
limited to the spells in his repertoire. A spellsinger’s repertoire Engineering, Magical Music*, Mastery of Charms and Illusions*,
can include a number of spells up to the number and level of Naturalism, Quiet Magic, Passing Without Trace, Performance,
spells listed for his level, increased by his Intelligence bonus, Prophecy*, Prestidigitation, Second Sight*, Sensing Evil, Sensing
and functions exactly like an arcane/eldritch caster’s repertoire Power, Swashbuckling, Transmogrification, Unflappable
in all respects. Unlike other casters, however, spellsingers can Casting, Wakefulness
cast spells that are not in their repertoire by extemporaneously
singing spells. See p. 103 of the Heroic Magic chapter for details *Modified or new proficiency described on p. 72.
on extemporaneous spellsinging. Template: Siren
When an elven spellsinger reaches 5th level (Spellbinder), she Proficiencies: Mastery of Charms and Illusions,
may begin to research spells, scribe magical scrolls, and brew Seduction
potions. Elven spellsingers may collect and use divine power as Starting Equipment: Silk stitched spellbook with
clerics in order to fuel their magical research. When an elven ensorcellement, dagger, blue silk cloak,
veil, sash, white silk dress, long leather
spellsinger reaches 9th level (Spellsinger), she is able to create gloves, silver bangles (10gp value), silver
more powerful magic items such as weapons, rings, and staffs. earrings (10gp), high boots, backpack,
quill and ink, 2 weeks’ iron rations, 4gp
At 9th level, an elven spellsinger can also establish a fastness in
a natural setting, such as a forest or glen. Rather than impose
upon nature, this keep must blend seamlessly with it. A total Siren Template: This pre-generated template represents an
of 3d6x10 1st level elven NPCs will move in to help with it and alluring enchantress. The template is ready for adventure.
defend the fastness at no cost to the character. Additional rules However, if your spellsinger’s INT is 13 or greater, you may pick
for elven fastnesses are detailed in the Campaign chapter of one or more additional general proficiencies and starting spells
ACKS. before play if you’d like.
Elven Spellsinger 31
Heroes
5 14+ 14+ 13+ 13+ 4+ 15+ 10+
6 12+ 13+ 12+ 12+ 4+ 14+ 9+
7 10+ 11+ 10+ 10+ 3+ 12+ 8+
8 8+ 9+ 8+ 8+ 3+ 10+ 7+
9 6+ 7+ 6+ 6+ 3+ 8+ 6+
10 4+ 5+ 4+ 4+ 3+ 6+ 5+
11 3+ 3+ 2+ 2+ 2+ 4+ 4+
12 2+ 2+ -1+ 2+ 2+ 3+ 3+
13 1+ 2+ -3+ 1+ 1+ 2+ 2+
14 1+ 1+ -5+ 1+ 1+ 1+ 1+
*-1 penalty on the proficiency throw per each level the freebooter is lower than the victim.
At the Judge’s discretion, a freebooter may follow a unique path, PATH OF THE SCOUNDREL
outside of the four listed above. The player and Judge should Prime Requisite: CHA
collaborate to choose five weapons, four thief skills, and five Weapons: arbalest, dart, mace, sap, whip
bonus proficiencies that are appropriate to the freebooter. Thief Skills: Hide In Shadows, Move Silently, Open Locks,
Pick Pockets
PATH OF THE EXPEDITIONARY Bonus Proficiencies: Cat Burglary, Climbing, Disguise,
Prime Requisite: WIS Eavesdropping, Lip Reading
Weapons: hand axe, pole arm, spear, staff, war hammer The scoundrel is a gentleman thief. His ability to scale walls,
Thief Skills: Find Traps, Open Locks, Move Silently, open locks, hide in shadows, and move silently enables him to
Remove Traps function as nigh-undetectable cat burglar, stealing his victims’
Bonus Proficiencies: Alertness, Climbing, Dungeon most precious treasures without need for violence. An expert
Bashing, Mapping, Trap Finding in disguise, he can blend in to any crowd, where his graceful
The expeditionary is a looter of tombs and a delver of dungeons. sleight-of-hand can relieve his marks of their important papers
He often serves as point-man on dungeon delves due to his and burdensome purses. Skilled eavesdroppers and lip readers,
ability to find both secret doors and traps more effectively than scoundrels often work as spies and secret agents, uncovering
almost any other adventurer. His ability to climb walls and secrets that the powerful wish to keep hidden.
move silently allows him to scout ahead undetected by listening
guards, while his training in disarming traps, opening locks, PATH OF THE WAYFARER
and bashing doors enables him to penetrate almost any obstacle Prime Requisite: CON
in his path to plunder. Expeditionaries are also excellent map- Weapons: bola, hand axe, longbow, net, staff
makers and most treasure maps are created by them. Thief Skills: Climb Walls, Hear Noise, Hide In Shadows,
Move Silently
PATH OF THE RUFFIAN Bonus Proficiencies: Land Surveying, Running, Sniping,
Prime Requisite: STR Skirmishing, Tracking
Weapons: battle axe, club, morning star, sap, whip The wayfarer is a highwayman, outrider, and scout. He excels
Thief Skills: Hide In Shadows, Move Silently, Open Locks, at hit-and-run attacks, sniping from the cover of darkness and
Pick Pockets brush, then falling back swiftly and silently into the wilderness.
Bonus Proficiencies: Dungeon Bashing, Fighting Style He has the ability to move through the wilderness at great speed,
(ruffian’s choice), Intimidation, Skulking, Swashbuckling and can navigate mountainous terrain, climb trees, and scale
The ruffian is a cut-throat and killer. A ruffian can cut the purses precipices that halt pursuers. If inclined to law, wayfarers may
of passersby, skulk in the shadows to waylay unsuspecting use their expertise in tracking and land surveying to discover
victims, break into homes and burglarize their valuables, or monster lairs in the wilderness for adventuring parties or local
simply rely on his threatening demeanor and martial prowess to garrisons.
rob victims at sword-point. Most freebooters are ruffians, and While each path of freebooter knows different thief skills, all
they can be found in great numbers in any den of scum and follow the same progression of improvement, as shown on the
villainy. Freebooter (Thief) Skill Progression table, below.
Freebooter 33
Heroes
9-10 9+ 9+ 12+ 10+ 11+ 7 6+
11-12 8+ 8+ 11+ 9+ 10+ 8-9 5+
13- 14 7+ 7+ 10+ 8+ 9+ 10 4+
11-12 3+
13 2+
14 1+
Halfling Bounder 35
Heroes
Halfling crave comfort and security far to much to be able
to descend into dastardly wickedness. They are difficult to
corrupt, suffering only ½ the usual amount of Corruption from
spending time in sinkholes of evil (p. 98), using evil magic items
(p. 94), or from the effects of corrupting dreams (p. 132).
While spiritually strong, halflings are physically weak and
suffer a -4 penalty to proficiency throws to open doors and
other feats of strength. For the same reason halflings are easily
encumbered. They can only carry 3 stone without becoming
encumbered. When carrying 4 stone their encounter movement
rate is reduced to 90’. When carrying 5-6 stone, their encounter
movement rate is reduced to 60’. When carrying 7 stone or more,
their encounter movement rate is reduced to 30’. A halfling can
carry a maximum of 12 stone, modified by his Strength bonus
or penalty.
Because of their small size, halflings can get underfoot of large,
clumsy creatures. Monsters of larger than man-sized suffer a -2
penalty to their attack throws against halflings.
Halfling bounders cannot attain 9th level, and therefore never
attract followers by establishing a stronghold.
Halfling Bounder Proficiency List: Acrobatics, Alertness, HALFLING BURGLAR
Ambushing, Animal Training, Blind Fighting, Combat Reflexes, His small hand would not close about it for it was a large and
Combat Trickery (disarm, knockdown, incapacitate, underrun), heavy gem; but he lifted it, shut his eyes, and put it in his deepest
Command, Contortionism, Craft*, Diplomacy, Endurance, pocket. "Now I am a burglar indeed!" thought he. "But I suppose
Fighting Style, Goblin-Slaying, Land Surveying, Leadership, I must tell the dwarves about it-some time. They did say I could
Lip Reading, Mapping, Military Strategy, Mountaineering, pick and choose my own share; and I think I would choose this, if
Navigation, Passing Without Trace, Precise Shooting, Riding, they took all the rest!
Signaling, Skirmishing, Sniping, Swashbuckling, Tracking,
Weapon Finesse, Weapon Focus* – Bilbo Baggins, in The Hobbit (J.R.R. Tolkien)
Prime Requisite: DEX
*Modified or new proficiency described on p. 72.
Requirements: DEX 9
Template: Kennelmaster Hit Dice: 1d4
Maximum Level: 10
Proficiencies: Precise Shot, Animal Training (dogs) Legend has it that the first halfling burglar was nothing of the sort,
Starting Equipment: Shortbow, quiver with 20 arrows, merely some hapless shire-dweller drawn into an expedition by
short sword, 3 daggers, chainmail the machinations of a meddlesome Nobiran wizard and a band
armor, small shield, tanned brown of dwarven delvers. Legend also has it that the halfling later
cloak, thick tunic and pants, leather returned home from his expeditions richer than any halfling in
belt, backpack, blanket, lantern, 3 history and established himself as a leading gentleman in his
flasks of common oil, 2 weeks’ iron shire. The tale has two endings; in the happy version of the tale,
rations, waterskin, 3 cute but fierce the halfling burglar ended his years in luxurious retirement,
hunting dogs training his nephew and nephew’s friends in the tricks he had
learned. The tragic ending claims that the burglar was corrupted
Kennelmaster Template: This pre-generated template by dark magic and abandoned his friends and family to dwell
represents a halfling kennelmaster trained to fight alongside forever in cavernous darkness.
his dogs. The Template is ready for adventure. However, if your Learned sages are confident this story is just a faery-tale, and
halfling bounder’s INT is 13 or greater, you may pick one or that no such halfling ever existed. Nevertheless, the tale’s
more additional general proficiencies before play if you’d like influence has been profound. More than one young halfling,
(see Starting Proficiencies in Chapter 4 of ACKS). despite belonging to a race utterly unsuited for adventuring, has
left the comforts of his family hobbit-hole to seek out fame and
Halfling Burglar 37
38 Halfling Burglar
Heroes
5 14+ 14+ 13+ 13+ 4+ 10+
6 12+ 13+ 12+ 12+ 4+ 9+
7 10+ 11+ 10+ 10+ 3+ 8+
8 8+ 9+ 8+ 8+ 3+ 7+
9 6+ 7+ 6+ 6+ 3+ 6+
10 4+ 5+ 4+ 4+ 3+ 5+
* -1 penalty on the proficiency throw per each level the burglar is lower than the victim.
Halfling Burglar 39
with quarterstaffs, clubs, daggers, and darts. They are unable to of 5+ on 1d20. If the roll does not succeed, the loremaster may
use shields, fight with two weapons, or wear any kind of armor. not try to read that particular piece of writing until he reaches a
For these reasons, loremasters are quite vulnerable to physical higher level of experience.
danger, and in an adventuring group they should be protected.
From careful study of ancient annals and legends, loremasters
The books and scrolls of interest to the loremaster are virtually can decipher occult mysteries, remember ancient history,
never written in the Common tongue so loremasters soon identify historic artifacts, and similar tasks. At 1st level, a
become familiar with even the most obscure scripts, codes, loremaster must make a proficiency throw of 18+ on 1d20 to
and languages. At 1st level, a loremaster may read languages succeed in loremastery. The proficiency throw for loremastery
unfamiliar to them (including ciphers, treasure maps, and dead reduces by 1 per level.
languages, but not magical writings) with a proficiency throw
Most importantly, the scholarly pursuits of loremasters allow
them to learn and perform eldritch ceremonies in the
theurgical tradition. A loremaster’s selection of ceremonies
is limited to the ceremonies in his repertoire. A loremaster’s
repertoire can include a number of eldritch ceremonies up to
the number and level of ceremonies listed for his level, increased
by his Intelligence bonus. A loremaster can use any magic items
usable by mages or clerics, and can make trinkets to aid his
performance of ceremonies. More information on ceremonial
magic, and individual spell descriptions, can be found in the
Heroic Magic chapter (p. 105).
As they advance in level, loremasters may add new ceremonies
to their repertoire by visiting an athenaeum or other place
of learning (see below) and spending one game week per
ceremony. Particular athenaeums may only offer particular
ceremonies at each level, either due to the limitations of their
libraries or doctrinal beliefs. Loremasters who wish to learn
unavailable ceremonies must find or research them on their
own. The specific ceremonies taught at any given athenaeum
should be determined by the Judge based on his setting.
As part of his training in ceremonial magic, every loremaster
creates a personal talisman to aid him in performing
ceremonies. The loremaster’s personal talisman provides a +1
bonus to ceremony throws for ceremonies of one particular
type. (The loremaster may choose from death & necromancy;
detection; elemental air; elemental earth; elemental fire;
elemental water; enchantment & illusion; healing; movement;
protection; summoning; and transmogrification). When the
loremaster advances to 3rd level, his personal talisman can
40 Halfling Burglar
Heroes
9-10 9+ 6+ 12+ 9+ 11+ 13+ 6+
11-12 8+ 5+ 11+ 8+ 10+
13- 14 7+ 4+ 10+ 7+ 9+
increase its bonus by +1 for ceremonies of one particular type *Modified or new proficiency described on p. 72.
(e.g. increase the bonus to +2 for the current type or add a bonus
of +1 with a new type). When the loremaster reaches 11th level, Template: Magical Scholar
his personal talisman can increase its bonus by another +1 for Proficiencies: Magical Engineering, Collegiate Wizardry
ceremonies of one particular type (e.g. increase a +2 bonus to Starting Equipment: Well-kept ceremonial codex with slumber,
+3 for a current type, or increase a +1 bonus to +2 for a current rune-etched staff, blue mage’s cassock,
leather belt, low boots, backpack, theurgical
type, or add a bonus of +1 with a new type). If desired, the implements (level 1), quill and ink, 1 week’s
loremaster may increase the bonus afforded by, or number of iron rations, 55gp
ceremony types covered by, his personal talisman by selecting
the Personal Talisman proficiency (see p. 78). More information
Magical Scholar: This pre-generated template represents a
on talismans can be found in the Ceremonial Talismans section
curious magical scholar from an organized guild of mages. The
of the Heroic Magic chapter (p. 114).
template is ready for adventure. However, if your loremaster’s
When a loremaster reaches 5th level (Scholar), he may begin INT is 13 or greater, you may pick one or more additional
to research ceremonies, scribe scrolls, brew potions, and make general proficiencies and starting spells before play if you’d like
talismans. Loremasters may collect and use divine power as (see Starting Proficiencies in Chapter 4 and Spell Repertoire
clerics in order to fuel their magical research. in Chapter 5 of ACKS).
When a loremaster reaches 9th level (Loremaster), he is able
to create more powerful magic items such as weapons, rings, NOBIRAN CHAMPION
and staffs. A loremaster may also build an athenaeum, typically “Many evil things there are that your strong walls and bright
a great library, when he reaches 9th level. He will then attract swords do not stay. You know little of the lands beyond your
1d6 apprentices of 1st-3rd level plus 2d6 normal men seeking bounds. Peace and freedom, you say? The North would have
to become loremasters. Their intelligence scores will be above known them little but for us. Fear would have destroyed them.
average, but many will become discouraged from the rigorous But when dark things come from the houseless hills, or creep from
mental training and quit after 1d6 months. While in the the sunless woods, they fly from us.”
loremaster’s service, apprentices must be provided food and
lodging, but need not be paid wages. If the loremaster builds – Aragorn, in The Lord of the Rings (J.R.R. Tolkien)
a menagerie beneath or near his athenaeum, monsters may Prime Requisite: STR and CHA
be collected therein. Loremaster’s athenaeum and menageries Requirements: STR 11, INT 11, WIS 11,
are otherwise identical to mages’ sanctums and dungeons, as DEX 11, CON 11, CHA 11
detailed in the Campaign chapter of the ACKS Rulebook. Hit Dice: 1d8
Maximum Level: 14
At 11th level, a loremaster may create learn and cast ritual
Civilization is ever under threat – barbarians, beastmen, the
eldritch spells of great power (7th, 8th, and 9th level), craft
very forces of Chaos itself ever assail the realms of man. Against
magical constructs, and create magical cross-breeds. If chaotic,
these threats, the Nobiran champion stands firm and ever-
the loremaster may create necromantic servants and become
watchful, shield high and sword in hand. Descended from the
undead.
very heroes who first carved the realm from the wilderness,
Loremaster Proficiency List: Alchemy*, Battle Magic, Nobiran champions are sometimes found among the old
Beast Friendship, Black Lore of Zahar, Bright Lore of Aura*, nobility, but most are lonely wanderers who protect realms that
Ceremonial Magic*, Collegiate Wizardry, Contemplation*, have forgotten their kings of old.
Craft*, Diplomacy, Elementalism, Elven Bloodline, Engineering,
Note: Nobirans are a race of divinely-blessed men from
Familiar, Farseeing*, Healing, Knowledge, Magical Engineering,
the Auran Empire campaign setting. Outside of the Auran
Mystic Aura, Naturalism, Personal Talisman*, Prestidigitation,
Empire campaign setting, Nobirans could be used to
Prophecy*, Second Sight*, Sensing Power, Transmogrification,
model any demi-human race of exceptional power and
Soothsaying*, Unflappable Casting
nobility, such as the half-human, half-divine demigods
of Greek myth, the Aasimar of the Forgotten Realms, or
the Dúnedain of Tolkien’s Middle Earth. In settings where
normal men cannot become spellcasters, Nobirans can also
Nobiran Champion 41
College Description
represent those mortals born with a gift for magical talent Armiger The realms of man are defended, not with words or
arising from benign or divine sources. wits, but with warriors with steel armor and iron will.
It is the calling of the armiger to devote himself to the
Some Nobiran champions eventually become renowned for study of armored combat on the battlefield.
their glorious deeds and claim high places as leaders of men.
Herald The agents of chaos ceaselessly sow discord and
Others, scorned by the very people they defend, defect to the hatred, and through their treachery wars can be lost
Enemy and become terrible foes of the realm. Most die in even if every battle is won. It is the calling of the
Heroes
forlorn battles, remembered only by the brothers, sons, and herald to forge the alliances and craft the strategies
comrades who pick up the swords of the fallen and continue to that unite kingdoms and win wars.
fight the long defeat. Ranger Dark things lurk at the borders of civilization, ever
encroaching when they sense weakness. It is the
Nobiran champions are raised to be warriors from a young age. calling of the ranger to hunt them down in their
At first level, champions hit an unarmored foe (AC 0) with an forests, swamps, and hidden places before they can
attack throw of 10+. Like fighters, they advance in attack throws threaten the heartland.
and saving throws by two points every three levels of experience.
All Nobiran champions may wear chainmail armor or lighter,
CALLING OF THE ARMIGER
Class Proficiencies: Combat Trickery (knock down),
and may wield daggers, lances, javelins, pole arms, spears, short
Dungeon Bashing, Martial Training, Riding
swords, swords, and two-handed-swords, as well as five other
Weapons: battle axe, flail, great axe, morning star, war
weapons determined by their calling (see below). They may
hammer
fight wielding a weapon and shield, wielding a weapon two-
handed, and wielding a weapon in each hand. They may use 1st level: The armiger has devoted himself to the study of
any magic item usable by fighters. armored combat. This armor training permits him to wear
banded, lamellar, and/or plate armor rather than just chainmail.
Nobiran champions increase their damage from their choice
of either missile or melee attacks by +1 at 1st level, and by an 3rd level: Years of fighting in a panoply of steel has taught
additional +1 at 3rd, 6th, 9th, and 12th level. The champion the armiger to endure heavy loads. He reduces his effective
must choose which type of attack will receive the damage bonus encumbrance by 2 stone for purposes of determining his
at 1st level, and may not change the choice as he advances (i.e. movement rate.
they may choose to be either melee or missile specialists).
7th level: The armiger has learned to mitigate damage by
A champion’s martial talents are shaped by his calling of absorbing the blow on his armor or shield. When an armiger
arms. There are three callings of arms available to a champion: mitigates damage, the damage dealt by the attack is reduced to
Armiger, Herald, and Ranger. Each calling offers a different set of 1 point. The excess damage is absorbed by the armiger’s armor
abilities reflecting that calling’s specific viewpoint on the duties or shield, which is reduced in effectiveness (AC) by 1 point per
of a champion. When a Nobiran champion is created, select a 10 points of damage mitigated (rounded up). In addition, if
calling for the character from the Calling of Arms table below, the amount of damage mitigated is greater than the armiger’s
and write down the proficiencies and powers of the calling. Each current hit points, then he is also knocked prone. The armiger
calling teaches the use of a selection of five additional weapons, cannot mitigate damage if he is backstabbed, frightened,
adds four proficiency selections to the Nobiran Champion helpless, infuriated, mesmerized, prone, surprised, or stunned.
Proficiency List as potential class proficiency choices, and Special maneuvers cannot be mitigated, nor can damage from
unlocks four special abilities earned as the character advances critical hits, magic, or area of effect attacks. Armor and/or
in level. shields that are reduced to 0 or less effectiveness are ruined and
cannot be repaired. Otherwise an armorer with a workshop can D@W battle if the opposing army is surprised or outnumbered
repair the damage to an armiger’s armor and shield at a cost of by the herald’s army.
10gp per point of effectiveness.
11th level: The herald is a clarion commander who can rouse
11th level: The armiger is a lion-hearted leader whose courage the populace in times of danger. When the herald issues a call to
inspires his men to fight on. If the armiger is fighting on the arms to his vassals, he can ask them to muster their full garrison
battlefield with an army, the army automatically stands firm without provoking a Henchman Morale roll. When the herald
on its first morale roll, or rallies if it would have stood firm. levies the peasant militia of his domain, or when his vassals
This benefit is lost for the duration of the battle, however, if the levy their militias in response to his call to arms, morale of the
armiger himself routs, flees, or leads from the rear (see Domains domain does not suffer a penalty. All militia levied by the herald,
at War: Battles, p. 42). or by his vassals in response to the herald’s call to arms, gain a +1
bonus to their morale scores, for the duration of the call. (This
CALLING OF THE HERALD bonus does not stack if both the ruler and a vassal are heralds.)
Class Proficiencies: Armor Training, Leadership, Mystic
Aura, Siege Engineering CALLING OF THE RANGER
Weapons: battle axe, composite bow, flail, mace, war Class Proficiencies: Ambushing, Land Surveying, Precise
hammer Shooting, Sniping
1st level: The herald has the ability to inspire courage. Inspiring Weapons: composite bow, hand axe, long bow, staff, short
courage requires a few moments of oration (one round), and bow
grants the herald’s allies within a 50' radius a +1 bonus to attack 1st level: The ranger is difficult to spot in the wilderness, having
throws, damage rolls, morale rolls (for monsters or NPCs allied the ability to seemingly disappear into woods and underbrush
with the character), and saving throws against magical fear. with a proficiency throw of 3+ on 1d20. In dungeons, the ranger
The bonus lasts for 10 minutes (1 turn). The herald can inspire can escape detection with a proficiency throw of 14+ on 1d20 if
courage in any given character once per day per class level. The he remains quiet and motionless.
herald cannot inspire courage in characters who are already
3rd level: Years of pursuing his foe have taught the ranger to be
engaged in combat or in characters of different alignment.
a highly proficient tracker. He gains the Tracking proficiency, if
3rd level: As an envoy to lords and rulers, the herald has become he does not have it already. If he already has one or more ranks
conversant in the tongues of all the great civilizations. The of Tracking, then this class power grants the ranger the ability to
character gains the ability to speak, read, and write four bonus move at full speed while tracking.
languages. The languages chosen must be in common use by
7th level: The ranger is an expert scout trained to find monster
his realm’s historical allies or enemies (Judge’s discretion).
lairs in the wilderness (see Lairs & Encounters, p. 13). When
7th level: The herald knows that the greatest victories come searching a hex, the ranger receives a searching throw to
without fighting. In lieu of moving or attacking on his initiative, discover a lair every 30 minutes instead of every hour (or every
the herald may demand surrender from a group of hostile 15 minutes if aerial). When first arriving in a hex, the ranger
creatures. The group can be of any size, but the creatures must may attempt to assess the total number of lairs in the hex as if
be able to see, hear, and understand the herald, and must be he had Land Surveying proficiency. If the ranger already has
either outnumbered or surprised by the herald and his allies or later gains Land Surveying, this class power stacks with the
in order to be affected. Affected creatures must make an proficiency to grant the ranger a +4 bonus to his assessment
immediate morale roll with a penalty equal to the herald’s CHA throws.
bonus. A result of Retreat or Fighting Withdrawal will lead to
11th level: The ranger is a cunning and flexible reconnoiter
their immediate surrender. If the demand fails, a herald may not
who excels in scouting and screening the enemy. Whenever
demand surrender from the same creature or creatures again
the ranger is commander of the scouting or screening units
until other circumstances have triggered a morale roll by the
in an army, or its overall leader, the army treats any opposing
creature or creatures. This ability can be used at the start of a
44 Nobiran Champion
army as if it were one row more proximate on the Results of This class power has no effect if the champion is not the ruler of
Reconnaissance Rolls table. If the opposing army is already a domain.
in the same 6-mile hex, then the army treats its degree of
In addition to the abilities they gain from their class, Nobiran are
success as one column better instead. Any opposing army
also born with certain gifts. The blood of ancient kings flows in
treats the ranger’s army as if it were one row less proximate for
Nobiran veins. All Nobirans may hire one more henchman than
reconnaissance results, or if already at maximum distance, as if
their Charisma would otherwise permit, and the base morale
its degree of success were one column worse.
score of any henchmen is increased by 1. Due to the favor of
Heroes
Note: The 11th level class power for each calling is designed the gods, all Nobirans receive a +2 bonus to all saving throws.
for use with the Domains at War rules for mass combat. (This adjustment is already factored into the saving throws on
The 7th level class power for the ranger calling is designed the Nobiran Champion Saving Throws table below.) Nobirans
for use with the Lairs & Encounters rules for wilderness are also ageless, enjoying a lifespan three times longer than
exploration. If the Judge is not using these rules in his that of normal men, free from decrepitude and weariness. Like
campaign, then the Nobiran champion should receive a elves, they are immune to ghoul paralysis. Finally, they enjoy
bonus class proficiency instead of the listed class power. divine health that renders them immune to all forms of disease,
including magical diseases caused by spells, mummies, or
At 5th level (Guardian), a Nobiran champion’s battlefield
lycanthropes.
prowess inspires others to follow him. Any henchmen and
mercenaries hired by the champion gain a +1 bonus to their Nobiran Champion Proficiency List: Alertness, Arcane
morale score whenever he personally leads them. This bonus Dabbling, Beast Friendship, Blind Fighting, Combat Reflexes,
stacks with any modifiers from the champion’s Charisma, Combat Trickery (force back, overrun, sunder), Command,
proficiencies, or class powers. Diplomacy, Endurance, Farseeing*, Fighting Style, Goblin-
Slaying, Healing, Laying on Hands, Military Strategy,
When a Nobiran champion reaches 9th level (Captain), he
Passing Without Trace, Prophecy*, Running, Second Sight*,
undertakes a study of war. The Nobiran champion gains one
Skirmishing, Weapon Finesse, Weapon Focus*
rank in one of the following proficiencies: Command, Military
Strategy, Leadership, or Siege Engineering. Such military *Modified or new proficiency described on p. 72.
knowledge is quite timely, because at 9th level a champion can
also found or capture a stronghold and become a protector of Template: Warden (Ranger calling)
men. When he does so, up to 1d4+1x10 0th level mercenaries Proficiencies: Beast Friendship, Tracking
and 1d6 Nobiran champions of 1st-3rd level will come to apply Starting Equipment: Sturdy longbow, quiver with 20 arrows,
for jobs and training. If hired, they must be paid standard rates iron-tipped spear, archaic sword, dagger,
chain mail armor, wind-battered fur
for mercenaries. cloak, wool tunic and pants, leather belt,
When he reaches 13th level (Captain), a Nobiran champion low boots, backpack, lantern, tinderbox,
2 flasks of common oil, blanket, 50’ rope,
achieves oneness of land and lord. The Nobiran champion’s 12 iron spikes, small hammer, wineskin, 1
hit points are increased by 2 x the current morale score of his week’s iron rations, 7gp
domain (a negative morale score will decrease his hp). Provided
the champion remains Lawful, healthy, and free of corrupting
Warden Template: This pre-generated template represents
weaknesses (see p. 96), his domain’s Land Value is increased
a keen-eyed ranger, friend to birds and beast, defending the
by 2gp, as if it were benefitting from a Harvest ritual. If the
borders of civilization. The template is ready for adventure.
champion is Neutral, but otherwise healthy and uncorrupted,
However, if your Nobiran champion’s INT is 13 or greater, you
there is no effect. If the champion is suffering from a curse,
may pick one or more additional general proficiencies before
disease, or corrupting weakness, then his domain’s Land Value
play if you’d like (see Starting Proficiencies in Chapter 4 of
is decreased by 2gp, as if it were suffering from a Ravage ritual.
ACKS).
Nobiran Champion 45
Heroes
42,000 Enchanter 6 6d4 - 3 3 2 - - -
85,000 Conjurer 7 7d4 - 4 3 2 1 - -
170,000 Mage 8 8d4 - 4 3 3 2 - -
360,000 Wizard 9 9d4 Magic research, college, tower 4 4 3 2 1 -
550,000 Wizard, 10th level 10 9d4+1* - 4 4 3 3 2 -
740,000 Wizard, 11th level 11 9d4+2* Magic research (advanced), college 5 4 4 3 2 1
930,000 Wizard, 12th level 12 9d4+3* - 5 4 4 3 3 2
1,120,000 Wizard, 13th level 13 9d4+4* - 5 5 4 4 3 2
1,310,000 Wizard of the Council 14 9d4+5* - 6 5 4 4 3 3
*Hit point modifiers from constitution are ignored
wizard can inspire courage in any given character once per day WIZARD OF LORE
per class level. The wizard cannot inspire courage in characters Class Proficiencies: Mapping, Navigation, Riding,
who are already engaged in combat or in characters of different Seafaring
alignment. Weapons: Dagger, dart, sling, staff
3rd level: The wizard is ready to take the battle to the enemy. He 1st level: The wizard has undertaken a careful study of ancient
gains the Martial Training proficiency, learning the use of short annals and occult mysteries. He gains the Loremastery
swords, swords, and two-handed swords. proficiency.
5th level: Though he may take a humble mien as he walks among 3rd level: Few books and scrolls of interest to the wizard are
the common man, a wizard in the fullness of his power is a written in the Common tongue, so the wizard must master
luminous being that the dark cannot stand against. Once per obscure scripts, codes, and languages. He may read languages
day the wizard can cast inspire awe (as the 3rd level spell). The (including ciphers, treasure maps, and dead languages, but not
casting time is one round (10 seconds). magical writings) with a proficiency throw of 5+ on 1d20. If
the roll does not succeed, the wizard may not try to read that
9th level: The wizard is blessed with an aura of protection that
particular piece of writing until he reaches a higher level of
grants a +1 bonus to AC and a +1 bonus on saving throws against
experience.
attacks made or effects created by evil creatures. The wizard’s
aura of protection appears as a golden halo when viewed with 5th level: In his studies, the wizard has learned ancient runes of
magic. power. Once per day, he can cast glyphs of warding (as the 3rd
level spell). The casting time ins one round (10 seconds).
11th level: The powers of darkness cannot stand before the
wizard’s bright lore. The character can turn undead as an 9th level: The wizard can unveil esoteric meaning hidden in
ecclesiastic of one-half his class level. If the character casts spells mundane texts. The gp value of the wizard’s library is doubled
that require a saving throw versus Paralysis, his targets suffer for purposes of magical research, and he is eligible for a bonus
a -2 penalty on the save. When the character casts protection of up to +5 (instead of +3) from library value.
spells, the spell effects are calculated as if he were two class levels
11th level: By studying astrology and metaphysics, the wizard
higher than his actual level of experience. This class power
masters the lore of the stars and spheres. The wizard is able to
stacks with the Bright Lore of Aura class proficiency (see p. 75).
learn and cast ritual magic at half the usual base time and cost.
Nobiran Wizard 47
WIZARD OF NATURE The Nobiran’s ancestry offers more gifts than just spellcasting.
Class Proficiencies: Animal Husbandry, Contemplation, The blood of ancient kings flows in every Nobiran. The character
Divine Health, Survival may hire one more henchman than his Charisma would
Weapons: Club, dagger, sling, staff otherwise permit, and the base morale score of any henchmen
is increased by 1. Due to the favor of the gods, all Nobirans
1st level: As a friend of birds and beasts, the wizard can
receive a +2 bonus to all saving throws. (This adjustment is
understand the subtle language of normal animals. He gains a
already factored into the saving throws on the Nobiran Wizard
+2 to all reaction rolls when encountering animals, and may
Saving Throws table below.) They are also ageless, enjoying
Heroes
take them as henchmen. He can identify flora and fauna with
a lifespan three times longer than that of normal men, free
a proficiency throw of 11+. This class power stacks with Beast
from decrepitude and weariness. Like elves, they are immune
Friendship proficiency (see p. 73).
to ghoul paralysis. They also enjoy divine health that renders
3rd level: The ways of the wild include the art of the hunt. The them immune to all forms of disease, including magical diseases
wizard gains Martial Training proficiency, learning the use of caused by spells, mummies, or lycanthropes.
short bows, short swords, and spears.
Wizard Proficiency List: Alchemy*, Battle Magic, Beast
5th level: So close has the wizard grown to his wild kin that their Friendship*, Black Lore of Zahar*, Bright Lore of Aura*,
shape is as natural to him as his own skin. Once per day, the Ceremonial Magic*, Collegiate Wizardry, Crafting*,
wizard can cast skinchange (as the 3rd level spell). The casting Elementalism, Familiar, Healing, Language, Laying on Hands,
time is one round (10 seconds). Magical Engineering, Mastery of Charms and Illusions*, Mystic
Aura, Naturalism, Quiet Magic, Second Sight*, Sensing Evil,
9th level: The spirits of nature reward the wizard with an
Sensing Power, Soothsaying*, Transmogrification, Unflappable
animal companion. A wizard of nature’s animal companion is
Casting,
mechanically identical to a shaman’s totem animal, including
totem benefit (see Player’s Companion, p. 38) *Modified or new proficiency described on p. 72.
11th level: Due to his attunement to nature, the wizard gains a Template: Servant of Fire (Fellowship path)
+1 bonus to surprise rolls when in the wilderness. All ordinary Proficiencies: Elementalism, Theology
animals within 5 miles of the wizard’s home or sanctum become
Starting Red leather spellbook with blinding flash, holy
kind and helpful, knowing him as a steward of the wild. Equipment: symbol (ivory torch), gnarled oaken quarterstaff,
5 darts, flame red cassock with hood, leather belt,
When a Nobiran wizard of any college reaches 5th level
low boots, backpack, quill and ink, flask of holy
(Thaumaturge), he may begin to research spells, scribe magical water, 2 weeks’ iron rations, 7gp
scrolls, and brew potions. Nobiran Wizards may collect and use
divine power as clerics in order to fuel their magical research.
Servant of Fire: This pre-generated template represents an
When a wizard reaches 9th level (Wizard), he is able to create elementalist in the service of light and law. The template is ready
more powerful magic items such as weapons, rings, and staffs. A for adventure. However, if your wizard’s INT is 13 or greater,
Nobiran wizard may also build a wizard’s tower when he reaches you may pick one or more additional general proficiencies and
9th level. He will then attract 1d6 apprentice wizards of 1st-3rd starting spells before play if you’d like (see Starting Proficiencies
level plus 2d6 young Nobirans seeking to become wizards. Their in Chapter 4 and Spell Repertoire in Chapter 5 of ACKS).
intelligence scores will be above average, but many will become
discouraged from the rigorous mental training and quit after Note: Judges may wish to allow human wizards that cast
1d6 months. While in the wizard’s service, apprentices must eldritch spells. Human wizards are identical to Nobiran
be provided food and lodging, but need not be paid wages. wizards, except that they use the mage experience point
If the wizard builds a dungeon beneath or near his tower, progression and lose the Nobiran racial powers (don’t
monsters will start to arrive to dwell within, followed shortly by forget to increase the target value of all of their saving
adventurers seeking to fight them. throws by 2 points). If the Judge has Axioms Issue 1, he
can also use the alternative wizard class in that book, but
At 11th level, a Nobiran wizard may learn and cast ritual spells should replace the arcane spells with eldritch spells and the
of great power (7th, 8th, and 9th level), craft magical constructs, eldritch spell progression.
and create magical cross-breeds. If chaotic, a Nobiran wizard
may create necromantic servants and even become undead
himself, though few of their long-lived race choose to do so.
Nobiran Wizard 49
Heroes
Contact dark powers, magic
16,000 5 Warlock 5d4 3 2 1 - - -
research (minor)
32,000 6 Cursebringer 6d4 - 3 3 2 - - -
65,000 7 Necromancer 7d4 - 4 3 2 1 - -
130,000 8 Black Magician 8d4 - 4 3 3 2 - -
Cult temple, magic research,
230,000 9 Occultist 9d4 4 4 3 2 1 -
summon infernal creature
330,000 10 Occultist, 10th level 9d4+1* 4 4 3 3 2 -
Magic research (advanced),
430,000 11 Occultist, 11th level 9d4+2* 5 4 4 3 2 1
personal talisman 3
530,000 12 Occultist, 12th level 9d4+3* - 5 4 4 3 3 2
630,000 13 Occultist, 13th level 9d4+4* 5 5 4 4 3 2
730,000 14 Hierophant 9d4+5* - 6 5 4 4 3 3
*Hit point modifiers from constitution are ignored
At 11th level, an occultist may cast ritual arcane spells of great *Modified or new proficiency described on p. 72.
power (7th, 8th, and 9th level), craft magical constructs, create
magical cross-breeds, create necromantic servants, and become Template: Corrupt Scholar
undead. Of those few occultists who reach this level of power, Proficiencies: Loremastery, Knowledge (occult)
many sacrifice body and soul in pursuit of power and become Starting Equipment: Bloodstained ceremonial codex with
undead. summon manes, rune-etched staff,
silver dagger, chthonic implements (level
Occultist Proficiency List: Alchemy*, Battle Magic, 1), grey occultist’s cassock, leather belt,
Ceremonial Magic*, Collegiate Wizardry, Contemplation*, low boots, backpack, quill and ink, 1
week’s iron rations, 25gp
Craft*, Elementalism, Elven Bloodline, Engineering, Familiar,
Farseeing*, Healing, Knowledge, Language, Loremastery,
Magical Engineering, Mastery of Charms and Illusions*, Corrupt Scholar Template: This pre-generated template
Mystic Aura, Naturalism, Personal Talisman*, Prestidigitation, represents a former loremaster corrupted by investigation into
Prophecy*, Second Sight*, Sensing Evil, Sensing Power, blasphemous, alien powers. The template is ready for adventure.
Transmogrification, Soothsaying*, Unflappable Casting However, if your occultist’s INT is 13 or greater, you may pick
one or more additional general proficiencies and starting spells
before play if you’d like.
Occultist 51
RUNEMAKER Intelligence bonus. Runemakers can use any magic items usable
“There are cure runes, and aid runes, and ale runes, and peerless by mages or clerics. More information on ceremonial magic,
power runes, for all to use unspoiled and unprofaned, to bring and individual spell descriptions, can be found in the Magic
about good fortune. Enjoy them if you have learned them, until chapter (p. 105).
the gods perish.” At 3rd level (Runegiver), a runemaker can curse an enemy with
– Brynhild, in The Saga of the Volsungs (Chapter 21) ill fate once per day, by either chanting the curse or activating
a curse-pole. Chanting a curse takes one round (10 seconds)
Heroes
Prime Requisite: STR and WIS and must be done when the target is nearby (within 30’) and in
Requirements: None
earshot. In combat, chanting a curse must be declared before
Hit Dice: 1d6
Maximum Level: 14
initiative is rolled, and it fails if the runemaker’s concentration
Runemakers are warriors skilled in the lore of runes, magic is interrupted before the process is completed (as with casting a
sigils that contain eldritch power. Though unable to cast spells spell). Chanting a curse can be a dangerous practice, since most
in the manner of a mage or wizard, runemakers can accomplish targets take unkindly to being cursed!
many of the same feats through their runes. Through rune- As a safer alternative, the runemaker can activate a curse-pole.
lore, runemakers can see the future, curse their enemies, and A curse-pole is an 8’-10’ wooden staff carved with the target’s
perform other miraculous deeds. name and topped with an animal’s severed head or skull.
Runemakers are skilled combatants, albeit not as good as Assuming materials are at hand, it takes 1 hour to carve a curse-
fighters. At first level, runemakers hit an unarmored foe (AC pole, 1 turn (10 minutes) to raise it, and finally 1 round (10
0) with an attack throw of 10+. They advance in attack throws seconds) to activate it. The runemaker can be freely interrupted
and saving throws by two points every four levels of experience while carving or raising the curse-pole without this affecting
(a progression mid-way between fighters and mages). Because the success or failure of his efforts, but if he is interrupted while
runemakers lack the broad professional training of the fighter, activating the curse-pole, the curse fails and the whole process
they may only wear chain mail or lighter armor, and are limited must be begun again. A curse-pole can be carved anywhere, but
to fighting with the traditional weapons of their homeland. it must be raised and activated within sight of the entrance to
the target’s home. A curse-pole cannot be moved once raised,
When a runemaker is created, select a region of origin for but it can be camouflaged or hidden with magic once placed.
the character from the Regional Origin table below, and note
down the permitted weapons, bonus proficiency, and fighting Once the curse is chanted or curse-pole is activated, the target
styles. The regions below are identical to those presented for must make a saving throw versus Spells. If the target fails the
the barbarian class in the Player’s Companion. The Judge may saving throw, he is cursed and immediately begins to suffer the
create other regions of origin for runemakers within his own runemaker’s choice of one of the following three ill fates:
campaign setting where necessary. • -4 decrease to an ability score (minimum 1)
Bonus Weapons Fighting Styles • -4 penalty on attack and saving throws
Region Proficiency Permitted Permitted
• Prime requisite halved (minimum 1)
Jutland Climbing Battle axe, dagger, Weapon &
shortbow, spear, shield, two- A curse cannot be dispelled, but it can be removed with a
sword, war hammer handed weapon remove curse spell. A curse caused by a curse-staff can also be
Skysostan Precise Composite bow, Weapon & removed if the curse-staff is moved or broken. A runemaker can
Shooting hand axe, javelin, shield, two
have only one curse in effect at a time; if he curses an enemy
lance, short sword weapons
(scimitar), spear while a prior curse is still in effect, the prior curse is immediately
Ivory Running Bola, club, dart, hand Weapon & removed. Calling down a curse is considered grey magic for
Kingdoms axe, net, spear shield, two purposes of corruption (see p. 94).
weapons
When a runemaker reaches 5th level (Runecrafter), he may
begin to research ceremonies, scribe scrolls, and brew potions.
Those who study runes known that gods and men alike are Runemakers may collect and use divine power as clerics in
ruled by fate. At 1st level (Runelearner), a runemaker can cast order to fuel their magical research. Also at 5th level, the
the runes to receive an augury (as the spell) about what fate has runemaker’s widespread renown inspires his hirelings to strive
in store. It takes one round to cast the runes. A runemaker must for glory themselves. Any henchmen and mercenaries hired by
have access to his runic implements (see New Equipment, p. 78) the runemaker gain a +1 bonus to their morale score whenever
in order to cast the runes, and he can do so only once every 8 he personally leads them. This bonus stacks with any modifiers
hours. (Note that “casting” in this context is analogous to the from the runemaker’s Charisma or proficiencies.
casting of dice, not the casting of spells).
At 9th level (Runelord), he is able to create more powerful
Starting at 2nd level (Runecarver), a runemaker begins to learn magic items such as weapons, rings, and staffs. A runemaker
and perform eldritch ceremonies in the runic tradition. The may also build or claim a chieftain’s hall when he reaches 9th
runemaker’s selection of ceremonies is limited to the ceremonies level. When the runemaker establishes his hall, 1d4+1x10 0th
in his repertoire. The number and levels of ceremonies the level mercenaries and 1d6 runemakers of 1st-3rd level seeking
runemaker can include in his repertoire is shown on the the secrets of the runes will join his service. If hired, they must
Runemaker Ceremony Progression table, but is increased by his be paid standard rates for mercenaries. Runemakers’ halls
Runemaker 53
are otherwise identical to fighters’ castles, as detailed in the Style, Healing, Laying on Hands, Martial Training, Personal
Campaign chapter of the ACKS rulebook. Talisman*, Prestidigitation, Prophecy*, Running, Second
Sight*, Skirmishing, Swashbuckling, Theology, Unflappable
At 11th level (Runelord), a runemaker may, learn and cast
Casting, Weapon Finesse, Weapon Focus
ritual spells of great power (7th, 8th, and 9th level), craft
magical constructs, and create magical cross-breeds. If chaotic, *Modified or new proficiency described on p. 72.
the runemaker may create necromantic servants and become
undead. Template: Watcher
Proficiencies: Second Sight, Craft (rune-carving)
Any time after reaching 11th level, the runemaker can choose
Starting Equipment: Shortbow, quiver with 20 arrows,
to learn the wisdom of the ages. Learning the wisdom of the
spear, sword, chain mail armor,
ages, however, requires a terrible sacrifice – the runemaker must
wind-battered fur cloak, wool tunic
either pluck out his own eye, chop off his own hand, slice off
and pants, leather belt, low boots,
his own ears, or cut off his own nose. The injury must be self-
backpack, runic implements (level
inflicted, and if it is ever healed (through magic) the runemaker
1), blanket, wineskin, 1 week’s iron
loses the wisdom of the ages irrevocably. A runemaker who
rations
learns the wisdom of the ages gains insight into secrets of the
past, the present, and the future that are hidden from all except
the gods. In game terms, the runemaker may cast commune Watcher Template: This pre-generated template represents
once per week (note that commune is a ritual-level spell in a watcher who guards the world of man from intruders from
Heroic Fantasy Handbook campaigns). the spirit world. The template is ready for adventure. However,
if your runemaker’s INT is 13 or greater, you may pick one or
Runemaker Proficiency List: Armor Training, Battle Magic, more additional general proficiencies before play if you’d like
Beast Friendship, Ceremonial Magic*, Combat Reflexes, (see Starting Proficiencies in Chapter 4).
Combat Trickery (disarm, knock down), Command, Craft*,
Divine Blessing, Divine Health, Endurance, Farseeing*, Fighting
54 Runemaker
Heroes
Runemaker 55
Heroes
9-10 9+ 6+ 12+ 9+ 11+ 7 6+
11-12 8+ 5+ 11+ 8+ 10+ 8-9 5+
13- 14 7+ 4+ 10+ 7+ 9+ 10 4+
11-12 3+
13 2+
14 1+
minutes (1 turn). The Thrassian deathchanter can rouse to fury deathchanter gain a +1 bonus to their morale score whenever
once per day per class level, but cannot inflame the minds of he personally leads them. This bonus stacks with the modifiers
allies already engaged in combat. from the Thrassian deathchanter’s Charisma, proficiencies, and
race.
Deathchanters are infamous for their chthonic chants of life and
death. Beginning at 2nd level (Talon of Scales), a deathchanter’s If they remain living creatures, Thrassian deathchanters can
chant becomes infused with eldritch power and song, granting only advance to 8th level. However, like Zaharans, they may
them the art of spellsinging. A deathchanter performs magic by grow in power after the flesh. If transformed into intelligent
spending spell points (SP) rather than by expending daily spell undead, they retain their racial powers and any class abilities.
castings. Each spell costs a number of spell points to sing. The Once transformed, a 1 HD undead Thrassian requires 4,850
higher the level of the spell, the more points it costs. The Spell XP to advance to 2 HD, and the amount of XP required to
Point Costs table describes each spell’s cost. The deathchanter’s advance as an undead doubles with each HD thereafter (round
use of spell points gives them the flexibility to choose to cast values greater than 20,000 XP to the nearest 1,000). All of the
a large number of lower level spells, a small number of higher deathchanter’s class abilities will continue to progress without
level spells, or any combination in between. See p. 102 of the regard to his class’s maximum level, to a maximum of 14th level.
Heroic Magic chapter for details on spellsinging. The deathchanter may continue to advance in Hit Dice without
limit, even past his class’s maximum level.
Most deathchanters cannot resist the call of the wicked darkness
that whispers to the souls of all Thrassians, and as a result the Should he become undead and advance to 9th level
overwhelming majority of deathchanters bear the hideous (Deathchanter Lord), a Thrassian deathchanter can build a
scars and unsettling signs of depravity that mark all those who fortress-chantry to praise the Chthonic host and the Thrassian
embrace the most tenebrous chants of black magic. (See Shades race. When he does so, up to 1d4+1x5 lizardmen mercenaries
of Magic, p. 94.) There are a miniscule few, however, who walk and 1d6 Thrassian deathchanters of 1st-3rd level will come to
the narrower paths of grey or even white magic in their pursuit add their voices to the chant. If the lizardmen are hired, they
to voice the Thrassian chants of making and unmaking. must be paid standard rates for mercenaries. Through force
of arms and dark blessing, the Thrassian deathchanter may
Thrassian deathchanters recover their spell points in the
ultimately control several fortresses or even entire realms,
same way spellcasters recover their daily spell castings, by
though he can expect to face ongoing challenges to his rule
spending eight hours resting without interruption and one
from humans and demi-humans. Additional rules for castles are
hour concentrating on prayer or study. Spell points can only be
detailed in the ACKS Core Rulebook as well as Domains of War.
recovered by resting once every 24 hours. Deathchanters can
also tap ambient magic to fuel their spells without expending Finally, should a Thrassian deathchanter reach 9th level
their own SPs. See p. 104 of the Heroic Magic chapter for details (Deathchanter), he may begin to research spells, scribe magical
on tapping ambient magic. scrolls, and brew potions, as if he were a 5th level eldritch caster.
Like other eldritch casters, a deathchanter’s spell selection is Thrassian Deathchanter Proficiency List: Apostasy*,
limited to the spells in his repertoire. A deathchanter’s repertoire Berserkergang, Battle Magic, Black Lore of Zahar*, Blind
can include a number of spells up to the number and level of Fighting, Ceremonial Magic*, Combat Trickery (Force Back,
spells listed for his level, increased by his Intelligence bonus, Knock Down, Overrun, Sunder, Wrestle), Command, Divine
and functions exactly like an arcane/eldritch caster’s repertoire Blessing, Dungeon Bashing, Elementalism, Endurance,
in all respects. Unlike other casters, however, deathchanters can Familiar, Farseeing*, Fighting Style, Intimidation, Kin-
cast spells that are not in their repertoire by extemporaneously Slaying, Leadership, Loremastery, Magical Music*, Military
singing spells. See p. 103 of the Heroic Magic chapter for details Strategy, Mystic Aura, Performance, Precise Shooting, Quiet
on extemporaneous spellsinging. Magic, Sensing Power, Skirmishing, Soothsaying*, Theology,
Unflappable Casting.
When a Thrassian deathchanter reaches 5th level (High
Chanter), his battlefield prowess begins to inspire others to *Modified or new proficiency described on p. 72.
follow him. Any henchmen and mercenaries hired by the
Thrassian Deathchanter 57
Heroes
9-10 9+ 9+ 12+ 10+ 11+ 6+
11-12 8+ 8+ 11+ 9+ 10+ 5+
13-14 7+ 7+ 10+ 8+ 9+ 4+
In order to open new markets and establish trade with unknown WARMISTRESS
tribes, venturers study diplomacy. They receive a +2 bonus on She was untamed as a desert wind, supple and dangerous as a
all reaction rolls when they attempt to parley with intelligent she-panther. “Look at me!” She threw wide her arms. ”I am
creatures (as per the Diplomacy proficiency). Of course, not Bêlit, queen of the black coast. I am a queen by fire and steel and
every market obeys the rule of law, so venturers also become slaughter!”
exceptionally skilled at the art of bribery. Offering a bribe
permits an additional reaction roll during encounters, with – Bêlit, in The Queen of the Black Coast (R. E. Howard)
the throw modified by the size of the bribe. As a general rule, a Prime Requisite: DEX and CHA
bribe equal to one day’s pay for the target provides a +1 bonus, Requirements: STR 9
a week’s pay provides a +2 bonus, and a month’s pay provides Hit Dice: 1d6
a +3 bonus. Only one bribe can be attempted per target in any Maximum Level: 14
given situation. Some heroes embody mythic archetypes. One such archetype is
the coupling of love and war: sometimes the violent god of war
When a venturer attains 9th level (Merchant Prince), he can and the mercurial goddess of love are united as paramours; other
establish a guildhouse, and 2d6 venturer apprentices of 1st level times, love and war are symbolically united as one mercurial
will offer to work for him. If hired, they must be paid standard and violent being, a goddess of love and war; but in every case,
rates for ruffians. Many venturers use these followers to start violence and sensuality, lust and bloodlust, are intertwined.
a syndicate, expanding their wealth through legitimate and The warmistress is the living embodiment of such myths,
illegitimate channels. Except as noted, a venturer’s guildhouse a swordswoman blessed by divine powers who lives, loves,
follows the rules for hideouts detailed in the Hideouts & bleeds, and dies with fury and passion. In the Auran Empire
Hijinks section of Chapter 7 of ACKS. campaign setting, warmistresses might be favored daughters of
Venturer Proficiency List: Alertness, Ambushing, Arcane Ianna, goddess of love and war, or mortal descendants of Bel the
Dabbling*, Bargaining, Climbing, Combat Reflexes, Combat Slaughterprince and Nasga the seducer. Whatever their deity,
Trickery (disarm, incapacitate), Command, Gambling,
Intimidation, Language, Leadership, Lip Reading, Magical
Engineering, Mapping, Mountaineering, Navigation, Passing
Without Trace, Precise Shooting, Profession, Riding, Running,
Seafaring, Signaling, Skirmishing, Swashbuckling, Weapon
Finesse
*Modified or new proficiency described on p. 72.
Warmistress 59
virtually all warmistresses are adventurers, mercenaries, and Due to her graceful fighting, however, a warmistress gains a +1
sellswords, wandering red-handed through the world, leaving bonus to initiative rolls and a +1 bonus to Armor Class if able
in their wake the broken hearts of their lovers and the bloodied to move freely. At 7th level, the AC bonus increases to +2, and at
corpses of their enemies. 13th level the AC bonus increases to +3. This bonus stacks with
Swashbuckling proficiency.
Warmistresses are highly gifted combatants. At first level,
warmistresses hit an unarmored foe (AC 0) with an attack By the grace of the goddess of love, warmistresses possess
throw of 10+. Like fighters, they advance in attack throws and alluring beauty. A warmistress gains a +2 bonus on reaction
saving throws by two points every three levels of experience. rolls with NPCs who are potentially attracted to her. If this
Warmistresses are trained to fight with dagger, short sword, bonus results in a total of 12 or more, the subjects act as if
sword, spear, and whip, as well as with all missile weapons. They charmed while in her presence. Creatures with a WIS greater
may fight with a weapon in each hand or with one two handed than the warmistress’s CHA are immune to this power (and the
weapon, but do not fight with shields. warmistress will know they are immune). This bonus stacks
with Mystic Aura and/or Seduction proficiency.
All warmistresses are blessed with a charismatic ferocity. When
attacking with one-handed melee weapons or thrown weapons, Through teasing, taunting, and flirting, a warmistress can use
a warmistress may apply her CHA modifier instead of her STR her alluring beauty to provoke the passions of an intelligent
modifier on her damage rolls. This damage bonus is increased creature that is potentially attracted to her. Provoking the
by an additional +1 at 1st level and another +1 at 3rd, 6th, 9th, passions of a creature requires one round (10 seconds), during
and 12th level. which time the warmistress must remain stationary and take no
other action. A creature must be within 30’ of the warmistress
Warmistresses fight with lissome speed and grace. Due to her
and able to both see and hear her in order to be the target of
weapon finesse, a warmistress may apply her DEX modifier
provocation. The targeted creature must make a saving throw
instead of her STR modifier on her attack throw with one-handed
versus Spells. The Judge may grant bonuses or penalties to the
melee weapons. Warmistresses are renowned for wearing little
saving throw depending on circumstances, the temperament of
to no protection, and never wear armor heavier than leather.
the creature, and its training or familiarity with the warmistress.
60 Warmistress
Heroes
a stronghold and establish herself as the ruler of a domain.
(Rules for strongholds and domains are detailed in the
Campaign chapter of ACKS.) When she does so, she will attract
1d4+1x10 0th level mercenaries and 1d6 fighters, explorers,
or warmistresses of 1st-3rd level to her service. Worshipping
the warmistress as if she were a living goddess, these zealous
followers are completely loyal (morale +4) and need not be paid
wages, though they must still be provided food and lodging.
A warmistress of 13th level (Lady of War) has become an
unconquerable soul. She gains a +1 bonus to all saving throws.
(These bonuses are already factored into the saving throws
on the Warmistress Attack and Saving Throws table below.) If
reduced to 0 hp or less, she may choose to remain conscious
and fight on, doing so for up to four rounds. If she fights on
If the save succeeds, the creature is not provoked. If the save for one round, she suffers a -2 penalty on her eventual roll on
fails, the creature is provoked for 1d4 rounds plus 1 round per the Mortal Wounds table. If she fights on for two rounds, the
level of the warmistress. penalty is increased to -5. If she fights on for three rounds, the
penalty is increased to -10. If she fights on for four rounds, she
The effect of provocation depends on the creature’s current
dies at the end of the her initiative.
reaction to the warmistress (see ACKS, p. 99). A hostile creature
will become enraged, attacking the warmistress in preference Warmistress Proficiency List: Acrobatics, Alertness, Armor
to all others without regard for its own safety for the duration Training, Beast Friendship*, Berserkergang, Blind Fighting,
of the provocation. An unfriendly creature will become hostile, Combat Reflexes, Combat Trickery (disarm, knock down,
seeking to verbally or physically harass the warmistress for the overrun), Command, Diplomacy, Divine Blessing, Divine
duration. A neutral creature will become distracted, ignoring Health, Fighting Style, Leadership, Martial Training, Military
other duties or activities to pay attention to the warmistress Strategy, Mystic Aura, Performance, Precise Shooting, Riding,
for the duration. An indifferent creature will become friendly, Running, Seduction, Seafaring, Skirmishing, Swashbuckling,
seeking to assist the warmistress for the duration. A friendly Weapon Focus*
creature will become enamored, helping the warmistress as if
*Modified or new proficiency described on p. 72.
charmed for the duration of the provocation. If the warmistress
or one of her allies attacks a creature while it is provoked, it Template: Avenging Angel
immediately becomes enraged. Proficiencies: Berserkergang, Endurance
Starting at 3rd level (Sister of the Sword), a warmistress can Starting Equipment: Pair of gracefully curved swords,
perform a death-dealing dance. Beginning a death-dealing chainmail bikini with high leather boots
and gauntlets (counts as light arena
dance takes no time itself, so the warmistress can move and/ armor), red cloak, necklace or other
or attack on the same initiative she begins the dance. Once family memento (20gp value), backpack,
begun, a death-dealing dance continues until either all 1 week’s iron rations, 25gp
visible enemies are slain, the warmistress is incapacitated, the
warmistress chooses to end the dance, or 1 turn (10 minutes) Avenging Angel Template: This pre-generated template
elapses, whichever comes first. While performing a death- represents an avenging angel walking the path of blood to right
dealing dance, a warmistress is a whirlwind of flashing blades past wrongs to her and her family. The template is ready for
and swirling garb, gaining one bonus melee or thrown attack adventure. However, if your Warmistress’s INT is 13 or greater,
each round and dealing 1d6 bonus points of damage with every you may pick one or more additional general proficiencies
successful melee or thrown attack (including cleaves). A 3rd before play if you’d like (see Starting Proficiencies in Chapter
level warmistress can perform a death-dealing dance just once 4 of ACKS).
per day, but a 7th level warmistress can perform a death-dealing
dance twice per day, and an 11th level warmistress can perform
a death-dealing dance three times per day.
Warmistress 61
Heroes
54,400 Dread Leader 6 6d4 Malevolent reputation 3 3 2 - - -
110,000 Fell Master 7 7d4 - 4 3 2 1 - -
220,000 Black Captain 8 8d4 Implacable will 4 3 3 2 - -
420,000 Dark Lord 9 9d4 Magic research sanctum 4 4 3 2 1 -
620,000 Dark Lord, 10th level 10 9d4+1* Gather darkness 4 4 3 3 2 -
820,000 Dark Lord, 11th level 11 9d4+2* Magic research (advanced) 5 4 4 3 2 1
Special Dark Lord, 12th level ψ 12 12d8 Dread shadow 5 4 4 3 3 2
Special Dark Lord, 13th level ψ 13 13d8 - 5 5 4 4 3 2
Special Supreme Dark Lord ψ 14 14d8 - 6 5 4 4 3 3
*Hit point modifiers from constitution are ignored
ψ12th level and above is only available if the darklord becomes intelligent undead. See After the Flesh, below.
There is no limit to how often an darklord may attempt to domination!) A rival darklord can attempt to dominate another
command beastmen each day, but if an attempt to command darklord’s beastmen by using his own level opposed by the rival
beastmen ever fails during an encounter, the darklord may not darklord’s level. Success transfers control of 2d6 HD worth of
attempt to command beastmen again for the remainder of that dominated beastmen over to the new darklord.
encounter. There is no limit to the number of beastmen that
EXAMPLE: Theophanous finds himself face-to-face with
may be under a darklord’s command at once.
Tamraz, the 4 HD chieftain of the Blood Eye orcs. Tamraz
Dominated beastmen behave as if charmed and need not be attempts to break the darklord’s hold over his beastmen.
paid to maintain their service. However, they still must make Consulting the Dominate Beastmen table, the Judge sees
loyalty rolls when suffering a calamity (see D@W: Campaigns, that the 4 HD chieftain will need to roll 16+ on his dominate
p. 11), such as routing from a battle, suffering 25% or greater throw to break the 5th-level darklord’s domination. The
casualties, or being out of supply. The darklord’s morale modifier Judge rolls an 18! The chieftain frees 2d6 HD worth of
is applied to any loyalty rolls. If a loyalty roll fails with a modified beastmen from Theophanous’s vile grip. Unfortunately, the
roll of 2-, the beastmen break free of the darklord’s domination. result of the 2d6 roll is a 3, so only 3 orcs are freed from
On a 3-5, the beastmen’s morale is reduced by 1 point but they domination.
remain dominated. On any other result, the beastmen remain
A darklord does not gain any special ability to communicate with
dominated.
his dominated beastmen except that which he already possesses
Dominated beastmen will adventure with or for the darklord (i.e. they are not under his telepathic control). Darklords with
and serve as troops under his or his henchmen’s command large numbers of dominated beastmen usually rely on trusted
on the battlefield. When dominated beastmen adventure with henchmen and vassals to oversee them.
the darklord, the darklord’s morale modifier is applied to their
When a darklord reaches 2nd level (Evildoer), he gains the
morale rolls. When dominated beastmen are serving as troops
ability to inspire dread in his foes. Inspiring dread requires a
on the battlefield, the darklord’s morale modifier is applied to
few moments of oration (one round), and gives the darklord’s
their shock and morale rolls if he is commanding or attached
opponents within a 50' radius a -1 penalty to attack throws,
to their unit. Otherwise, ½ the darklord’s morale modifier is
damage rolls, morale rolls, and saving throws against magical
applied to their morale rolls only, while their unit commander’s
fear. The penalty lasts for 10 minutes (1 turn). The darklord
morale modifier is applied to morale and shock rolls. See D@W:
can only attempt to inspire dread once per day per class level.
Battles, p. 23, p. 25-26. Failed morale and shock rolls do not
Opponents may save versus Spells to resist the effect. When
break domination, so any surviving beastmen can be rallied
used on the battlefield this ability can affect one enemy unit in
back to the darklord’s service after the battle.
an adjacent hex.
It is possible for a darklord to lose control of his beastmen to
At 4th level (Villain), a darklord gains the ability to instill
rivals. A champion, sub-chieftain, or chieftain of a beastman tribe
his strength into his minions. Instilling strength requires a
can attempt to break the darklord’s hold over fellow members of
few moments of oration (one round), and grants dominated
his tribe through his own force of personality. Such attempts are
beastmen within 30’ a pool of temporary hit points equal to the
resolved with a domination throw, treating the beastman NPC’s
lower of the darklord’s or the beastmen’s base healing rate. These
HD as the Darklord’s level on the Dominate Beastmen table
temporary hit points last for one turn (10 minutes) or until
and the darklord’s level as the Beastman HD. Success breaks the
lost to damage, whichever comes first. The darklord can instill
darklord’s hold over 2d6 HD worth of dominated beastmen.
strength once per day per level. (When used on the battlefield
(Wise darklords avoid this problem by ensuring that all of the
this ability can affect one friendly unit in the darklord’s hex.)
chiefs and champions of the beastman tribe are also under his
Zaharan Darklord 63
When a darklord reaches 5th level (Malefactor), he may begin then each month, his domain gains an extra 1d10 beastman
to research spells, scribe scrolls, and brew potions. Darklords families for every 1,000 beastmen in his realm, until its
may collect and use divine power as clerics in order to fuel their maximum population density is achieved. If he has established
magical research. a chaotic realm, every chaotic domain in his realm gains
additional beastmen at the same rate as well.
At 6th level (Dread Leader), the darklord’s malevolent
reputation makes it easier to recruit large hosts of minions. At 11th level (Dark Lord), a darklord may learn and cast ritual
Whenever the darklord succeeds in dominating beastmen with arcane spells of great power (7th, 8th, and 9th level), craft
an “A” result, 3d6 Hit Dice worth of beastmen are dominated. magical constructs, and create magical cross-breeds. If chaotic,
With an “X” result, 4d6 Hit Dice worth of beastmen are the darklord may create necromantic servants and become
dominated. undead himself, typically becoming a deathbound wraith,
draugr, mummy lord, or vampire. Becoming undead enables
When a darklord reaches 8th level (Black Captain), his
the darklord to continue advancing in level (see After the Flesh,
implacable will extends the duration of his domination.
below).
Whenever the character succeeds in dominating beastmen
(whether from a roll or automatically from an “A” result), the If a darklord embraces undeath and advances to 12th level (Dark
beastmen are dominated for 1 day per level instead of the usual Lord), he gains the ability to exert his dread shadow across vast
1 turn per level. If the beastmen would have been dominated for distances. The darklord can now inspire dread in any enemy unit
1 day per level (from an “X” result), the beastmen are instead which he can specifically identify (e.g. “the Golden Company of
controlled indefinitely. The Syrnasos” or “the cataphract squadron of Legate Valerian”)
regardless of range. The darklord can likewise instill strength
At 9th level (Dark Lord), a darklord is able to create more
into any unit of dominated beastman under his control at any
powerful magic items such as weapons, rings, and staffs. A
distance. The darklord is still limited in using these abilities no
darklord may also establish a dark tower, usually in a remote
more than once per day per level.
and desolate location, when he reaches 9th level. He will then
attract 1d6 Zaharans of various classes of 1st-3rd level. While in All Zaharan darklords possess certain inhuman benefits and
the darklord’s service, Zaharan followers must be provided food drawbacks from their demoniac bloodline. First, Zaharan
and lodging, but need not be paid wages. If the darklord builds darklords are inexorable in the face of horrors that terrify
a dungeon beneath or near his sanctum, monsters will start to normal men. They are immune to all natural and magical fear
arrive to dwell within, followed shortly by adventurers seeking effects.
to fight them. A darklord’s stronghold will always be a chaotic
Second, darklords benefit from the ancient pacts of service
domain (see ACKS p. 134 or Axioms 2, page 5).
and obedience by which the lords of Zahar ensorcelled the
When a darklord reaches 10th (Dark Lord), begins to gather dark powers of the world. Some creatures still remember these
together the darkness. if he has established a chaotic domain, pacts and will aid Zaharans when commanded. All Zaharan
Heroes
model any dark, eldritch race, such as the Melnibonéans of
Moorcock’s Multiverse; the Black Numenoreans of Tolkien’s evil.”
Middle Earth; the Acheronians of Howard’s Hyboria; or – Orastes, in The Hour of the Dragon (R.E. Howard)
the Drow of Gygax’s Greyhawk. In settings where normal
men cannot become spellcasters, Zaharans represent those Prime Requisite: INT
Requirements: INT 9, WIS 9, CHA 9
mortals who are capable of working black magic from dark
Hit Dice: 1d4
pacts or demonic ancestry. Maximum Level: 13
Third, due to their background and training, all Zaharan The Zaharan sorcerer is the scion of black magicians and
darklords speak four dark tongues. In the Auran Empire necromancers of an earlier age. The dreadful pacts and foul
campaign setting, these languages are Ancient Zaharan, Goblin, bargains struck by his ancestors bring the Zaharan sorcerer
Orc, and Kemeshi. The Judge should substitute appropriate preternatural power and certain damnation. If an occultist is
languages of his own devising for other campaigns. one who chooses to walk the path of darkness, then the Zaharan
sorcerer is one born to travel it. Common men prefer to believe
Finally, Zaharan darklords grow in power after the flesh. If that Zaharan sorcerers do not exist; occultists know they exist,
transformed into intelligent undead, they retain their racial and hold them in fear and envy.
powers and any class abilities. Once transformed, a 1 HD
undead darklord requires 4,500 XP to advance to 2 HD, and the Zaharan sorcerers consider physical combat beneath them,
amount of XP required to advance as an undead doubles with and undergo little training in it. At first level, sorcerers hit
each HD thereafter (round values greater than 20,000 XP to the an unarmored foe (AC 0) with an attack throw of 10+. They
nearest 1,000). All of the darklord’s class abilities will continue advance in attack throws only two points every six levels of
to progress without regard to his class’s maximum level, to a experience (i.e., the same as mages), though they advance in
maximum of 14th level. The darklord may continue to advance saving throws by two points every four levels (i.e. as clerics).
in Hit Dice without limit, even past his class’s maximum level. Zaharan sorcerers are limited to fighting with the weapons
taught by their path (see below), and are unable to use shields,
However, because of their dark souls, the grim embrace of fight with two weapons, or wear any kind of armor.
death holds special perils for Zaharans. Whenever a deceased
Zaharan rolls on the Tampering with Mortality table, he suffers
a penalty on the 1d20 roll of -1 per level of experience.
Zaharan Darklord Proficiency List: Alchemy, Ambushing,
Battle Magic, Berserkergang, Black Lore of Zahar, Ceremonial
Magic, Command, Divine Blessing, Divine Health, Elementalism,
Familiar, Farseeing*, Fighting Style, Kin-Slaying, Intimidation,
Leadership, Martial Training, Magical Engineering, Mastery of
Charms and Illusions*, Military Strategy, Mystic Aura, Quiet
Magic, Prestidigitation, Second Sight*, Sensing Power, Siege
Engineering, Soothsaying*, Transmogrification, Unflappable
Casting, Wakefulness, Weapon Focus*
*New proficiency described on p. 72.
Template: Warlord
Proficiencies: Command, Military Strategy
Starting Equipment: Leather and bone spellbook with display
of power, skull-tipped morning star, pair
of serrated swords, black plate armor
Zaharan Sorcerer 65
66 Zaharan Sorcerer
11th level: The dominator is a master of domination and 5th level: The summoner has made pacts with the demonic
deception. When the character casts enchantments or illusions, powers. The character can cast conjure hellion (as the spell)
the spell effects are calculated as if he were two class levels higher once per day. The casting time is 10 seconds (1 round).
than his actual level of experience. Targets of his enchantments
9th level: The summoner knows words of command and
suffer a -2 penalty to their saving throw, as do those who attempt
obedience that compel creatures to his inexorable will. Any
to disbelieve his illusions. This class power stacks with the
creatures summoned by the sorcerer will obey him to the best
Mastery of Charms and Illusions proficiency (see p. 76).
of their ability rather than seek to pervert his intention. Any
Heroes
creatures he conjures will depart without harming him if his
SORCERER OF NECROMANCY concentration is broken.
Class Proficiencies: Apostasy, Righteous Turning, Sensing
Evil, Theology 11th level: Bargaining with the infernal powers has taught the
Weapons: Club, dagger, dart, staff summoner the power of sacrifice. He gains double normal
divine power from blood sacrifices, and can store divine power
1st level: The necromancer has studied the secrets of the dark
from blood sacrifices indefinitely, even when not actively
arts. He may control undead as a Chaotic cleric of one half his
performing magical research. See the rules for Blood Sacrifice
class level (round up). If the sorcerer casts spells that require
in ACKS on p. 125.
a saving throw versus Death, his targets suffer a -2 penalty on
the save. When the sorcerer casts necromancy spells, the spell
effects are calculated as if he were two levels higher than his SORCERER OF TRANSMOGRIFICATION
actual caster level. This class power stacks with the Black Lore of Class Proficiencies: Animal Husbandry, Animal Training,
Zahar proficiency (see p. 73). Beast Friendship, Riding
Weapons: Club, dagger, dart, whip
3rd level: The necromancer has undertaken a deep study of
1st level: The grotesque arts of transformation demand constant
anatomy, circulation, disease, and vitality. He gains one rank of
study. The character gains the Transmogrification proficiency.
Healing proficiency.
3rd level: The transmogrifier’s self-experimentation has turned
5th level: The dead hold no secrets for the necromancer. The
him into something both more and less than human. The
character can speak with the dead (as the spell) once per day.
character gains an abominable mutation, choosing from either
The casting time is 10 seconds (1 round).
beast eyes, claw-like nails, scaly skin, or tentacles. Beast eyes
9th level: In black tomes and evil liturgies, the necromancer grant infravision 60’ but impose a -2 penalty to reaction rolls.
has gained lordship over the undead. Whenever the character Claw-like nails grant two attacks per round dealing 1d4-1 points
succeeds in controlling undead (whether from a roll or of damage, but impose a -2 penalty to reaction rolls and a -2
automatically from a “T” result), the undead are controlled for 1 penalty on proficiency throws requiring delicate work. Scaly
day per level instead of the usual 1 turn per level. If the undead skin grants a +2 AC, but reduces maximum movement rate by
would have been controlled for 1 day per level (from a “D” 25% and imposes a -4 penalty on reaction rolls. Tentacles allow
result), the undead are instead controlled indefinitely. the character to hold torches or other objects while keeping his
hands free and grant two attacks per round dealing 1d3-1 points
11th level: The necromancer has finally unlocked the secrets of
of damage, but impose a -2 penalty to reaction rolls. (Judges
life and death. The sorcerer is able to perform necromancy at
who own AX1, The Sinister Stone of Sakkara, can allow the
half the usual base time and cost.
transmogrifier to select other Abominable Mutations from that
book if desired.)
SORCERER OF SUMMONING
Class Proficiencies: Command, Contemplation, Sensing 5th level: The transmogrifier has learned to transcend his own
Evil, Theology form. Once per day, the character can skinchange (as the 3rd
Weapons: Dagger, dart, staff, whip level spell). The casting time is one round (10 seconds).
1st level: The summoner has brought forth a demon from the 9th level: Experiments combining living creatures with
Outer Darkness and bound it in the form of an animal. The the transmogrifier’s own flesh and blood have created a
sorcerer gains the Familiar proficiency. Although the familiar hideous servant intimately bonded to his will. A sorcerer of
will resemble a normal animal in most respects, there will be transmogrification’s hideous servant is mechanically similar
something alien or infernal about it, such as glowing eyes, to a shaman’s totem animal (see Player’s Companion, p. 39).
sulfurous scent, etc. However, the sorcerer selects two of his hideous servant’s
characteristics (AC, Movement, attack routine, and special
3rd level: The summoner’s familiar is a conduit to the esoteric.
abilities) from one animal and two characteristics from another,
Select two 1st and one 2nd level black magic spells that the
while the servant’s base Hit Dice are set to the average of the two
character has not yet added to his repertoire. When the familiar
animals selected. (Remember that actual HD will be adjusted by
is within 30’ of the character, he can treat those spells as if they
the character’s level.) He does not gain a totem benefit.
were in his repertoire. (If the character later adds those spells to
his actual repertoire, the familiar may become a conduit to new 11th level: The transmogrifier can shape flesh and bone like
spells instead.) clay. The sorcerer is able to create magical crossbreeds at half the
usual base time and cost.
Zaharan Sorcerer 67
13 or greater, you may pick one or more additional general • Grant Zaharan ruinguards inspire dread (as per the
proficiencies and starting spells before play if you’d like (see Zaharan sorcerer class power of the same name) and
Starting Proficiencies in Chapter 4 and Spell Repertoire in savage resilience (as per the barbarian class power of the
Chapter 5 of ACKS). same name) as class powers.
When converting elven courtiers, elven nightblades, elven
CORE, CAMPAIGN, AND RACIAL CLASS enchantresses, elven spellswords, gnomish tricksters, and
Zaharan ruinguards from arcane to eldritch spellcasting, the
MODIFICATIONS
Heroes
class’s level progression, Hit Dice, and attack throw progression
When using the core, campaign, and racial classes found in are unchanged. If the class uses the mage saving throw
ACKS and PC, the following rules and recommendations progression and proficiency progression, substitute the cleric
will help preserve a heroic fantasy flavor. Note that these progression instead. Replace the mage spell progression (or
modifications are completely optional; there are no mechanical fraction thereof) with the Nobiran wizard spell progression (or
reasons not to allow arcane, divine, and eldritch classes all to fraction thereof). Instead of selecting its spell repertoire from
play together, merely stylistic ones. the arcane spell list, the class selects from the eldritch spells list
(p. 120). The class becomes subject to the rules for the shades of
Fighting and Thieving Classes magic (p. 94). The class gains the ability to accumulate divine
In most heroic fantasy campaigns, the anti-paladin, assassin, power as a cleric and to use clerical magic items.
barbarian, bard, explorer, fighter, mystic, paladin, and thief
can be used without modification. See the New and Modified Note: Judges may wonder why the human arcane spellcasting
Equipment section (p. 76) and the Heroic Adventures section classes are replaced with ceremonialists (loremasters and
(p. 86) for important rules that apply to these classes, however! occultists) while the various demi-human spellcasting
classes remain spellcasters. The reason is authenticity to the
In Tolkienesque campaigns, the dwarven delver, dwarven fury, heroic tradition: the notion that mortal men of ordinary
dwarven vaultguard, and elven ranger can also be used without birth can become capable of instantaneously casting flashy
modification, but the Thrassian gladiator should not be used. spells simply from study is largely foreign to both the
The dwarven machinist may be used at the Judge’s discretion. Tolkienesque and Howardian traditions of heroic fantasy,
In Howardian campaigns, the dwarven and elven demi-human and arises mostly in post-heroic (contemporary) fantasy. In
classes should not be used, but the Thrassian gladiator might be the heroic tradition, human magicians must work magic
used at the Judge’s discretion. through esoteric ceremonies requiring magical implements
and strange reagents; any magicians who can work magic
Arcane Spellcasting Classes swiftly and easily are never truly human. Thus in Heroic
Arcane magic, as it appears in ACKS and most other D20 Fantasy Handbook, the recommended classes only allow
fantasy games, has a spell list closer to that of Marvel’s Dr. humans to perform magical ceremonies, not to cast spells.
Strange than to that of Merlin, Gandalf, or Thoth-Amon. While Human magic-users are therefore always ceremonialists,
the arcane and eldritch magic systems are compatible with and such as the loremaster, occultist, and runemaker; while
balanced against each other, flashy, high-powered arcane magic only demi-humans can be true spellcasters, such as the
dramatically alters the feel of a campaign. Judges who wish to elven spellsinger, Nobiran wizard, and Zaharan sorcerer. Of
have an authentically heroic fantasy setting should replace all course there are some heroic fantasy settings with human
arcane magic with eldritch magic instead. Since eldritch magic spellcasters, and Judges who want them can add them by
has several drawbacks compared to arcane magic – its spells following the suggestions listed in the Nobiran wizard
are less powerful and its spellcasters can suffer corruption – the class, or by creating custom classes using the Custom Class
existing arcane spellcasting classes need to either be replaced by creation rules in the ACKS Player’s Companion along with
new eldritch spellcasting classes in this book, or upgraded with the modifications provided in the Secrets chapter of this
additional powers. Follow these guidelines: supplement (p. 200).
• Replace the mage class with the loremaster class introduced
in this book. Divine Spellcasting Classes
Divine magic, as it appears in ACKS and most other D20
• Replace the venturer class with the revised (non-magical) fantasy games, has a spell list primarily derived from Old
venturer class introduced in this book. and New Testament miracles. While some of these effects do
• Replace the warlock class with the new occultist class occur in heroic fantasy, they are generally rare and usually of
introduced in this book. unclear provenance. Spells that explicitly affirm the existence
of an afterlife and gods, such as commune and raise dead,
• Replace the Nobiran wonderworker class with the Nobiran are exceptionally rare. For this reason, divine magic should be
wizard introduced in this book. replaced by eldritch magic instead. See the rules for eldritch
• Grant elven courtiers, elven enchantresses, elven magic in the Magic chapter (p. 94).
nightblades, elven spellswords, and gnomish tricksters The cleric, as it appears in most retro-clones (including ACKS),
spellsinging (as per the elven spellsinger class introduced combines miraculous spells, vampire-fighting powers from
in this book) as a class power. Dave Arneson’s First Fantasy campaign, and weapon choices
based on loopholes of medieval ecclesiastical law. It’s an odd mix
Heroes
Freebooter C+G C G C G C G
Halfling Bounder C+G C G C - - - - - -
Halfling Burglar C+G C G C G - - - -
Loremaster C+G C G C G C G
Nobiran Champion C+G C G C C+G C G
Nobiran Wizard C+G C G C G C G
Occultist C+G C G C G C G
Runemaker C+G C G C G C G
Thrassian
C+G C G C C+G C G
Deathchanter
Zaharan Darklord C+G C G C G C G
Zaharan Sorcerer C+G C G C G C G
NEW AND MODIFIED PROFICIENCIES Any character with Animal Husbandry Healing proficiency
Some proficiencies that appear in the ACKS Core Rules and can use healing herbs (e.g. blackwort, comfrey, goldenrod, and
ACKS Player’s Companion have been updated, either to be woundwort) to heal additional damage or gain a bonus on his
compatible with new mechanics such as Base Healing Rate, or proficiency throws. In any one day, a character can supervise
to better reflect the nature of a heroic campaign. In addition, three different patients, plus an additional one each time Animal
new proficiencies have been introduced that relate to new game Husbandry or Healing is selected.
features such as ceremonial magic, spellsinging, and hero points. A character with two or more ranks of Animal Husbandry
may treat humans and demi-humans as if he had the Healing
MODIFIED PROFICIENCIES proficiency at one rank less than his Animal Husbandry
Alchemy (G): The character can identify common alchemical proficiency. A character with two or more ranks of Healing may
substances, potions, and poisons with a proficiency throw of treat animals as if he had the Animal Husbandry proficiency at
11+. If the character takes this proficiency twice, he can work one rank less than his Healing proficiency.
as an apothecary or alchemical assistant. If the character takes
this proficiency three times, he is an alchemist himself, and Apostasy: If a ceremonialist, the character may select 4 eldritch
may brew potions as if he were a 5th level mage, but at twice ceremonies and add them to his repertoire of ceremonies
the base time and cost. A character already capable of brewing known. If an eldritch spellcaster, the character may select 3
potions because of his class level may add his Alchemy ranks to eldritch spells and add them to his repertoire of spells known. If
his Magic Research throws when brewing potions, and if he has the ceremonies or spells selected with this proficiency are above
selected the proficiency three times, he can brew potions at half the level that the character is permitted to know, he will add
the usual base time and cost. them to his repertoire when he reaches the appropriate level.
Animal Husbandry / Healing (G): The character is especially Arcane Dabbling: The character may attempt to use magic
skilled at treating wounds and diagnosing illnesses among items created with arcane or eldritch magic. At level 1, the
animals (Animal Husbandry) or among humans and demi- character must make a proficiency throw of 18+ or the attempt
humans (Healing). If the character makes a proficiency throw of backfires. The proficiency throw required reduces by 2 per level,
11+, he can identify whether a disease is magical or mundane, to a minimum of 3+. Note that bards automatically begin play
and if mundane, diagnose it. A patient under treatment of a with this ability as part of their class.
character with Animal Husbandry or Healing recovers twice his Art/Craft (G): The character has studied a fine art (e.g.,
base healing rate in hp each day of rest. painting, sculpture, mosaic) or guild craft (e.g. armorer, bowyer,
If the character selects Animal Husbandry or Healing twice, his jeweler, leatherworker, smith, shipwright, or weaponsmith).
proficiency throw to identify and diagnose diseases is reduced The character is considered an apprentice in his trade. He
to 7+. He can attempt to neutralize poison, cure disease, or can manufacture 10gp per month of goods, and can identify
cure light wounds with a proficiency throw of 18+, once per masterwork items, rare materials, and famous artisans with a
day per patient. proficiency throw of 11+. The character must choose the art
or craft at the time he chooses the proficiency. He can spend
If the character selects Animal Husbandry or Healing three more proficiency selections to have several types of art or craft
times, his proficiency throw to identify and diagnose diseases proficiencies.
is reduced to 3+. He can attempt to neutralize poison, cure
disease, or cure serious wounds with a proficiency throw of If a character selects the same art or craft twice, he is considered
14+, once per day per patient. a journeyman in his trade. He can manufacture 20gp per month
New and Modified Proficiencies 71
of goods, and supervise up to 3 apprentices, increasing their The process of making a weapon, shield or set of armor into a +1
productivity by 50%. If he selects the same craft three times, he or greater item automatically transforms it into a masterwork,
is considered a master craftsman. He can manufacture 40gp per so the bonuses do not stack. However, enchanting masterworks
month, and supervise up to 2 journeymen and 4 apprentices, is easier than enchanting mundane items. Apply the value of the
increasing their productivity by 50%. He could work as a masterwork item towards the cost of precious materials used to
specialist in this art or craft. enchant the item.
If a character selects the same art or craft four times, he A grand master artist or craftsman who is able to create magic
is considered a grand master artist or craftsman. He can items due to his class level can imbue magical effects into items
manufacture 80gp per month, and supervise up to 2 masters, he personally crafts at half the usual base time and cost. If he has
4 journeymen, and 8 apprentices, increasing their productivity a sample or formula for the item as well, he can imbue magical
by 50% (for a total construction rate of 440gp per month). effects at one-quarter the usual base time and cost. When doing
Working alone or with his subordinates, a grand master can so, he may add his ranks in his Art/Craft proficiency to the
create masterwork items appropriate to his art or craft: magical research throw to create the item.
• A masterwork weapon costing 80gp extra may provide EXAMPLE: Ragnar, now 9th level, has gained the ability
+1 to hit or +1 to damage. A masterwork weapon costing to create permanent magical items. He decides to enchant
650gp extra provides both +1 to hit and damage. In neither his masterwork war hammer to +2. He has a sample war
case does the weapon provide the ability to hit magical hammer +2. The base cost to create a war hammer +2 is
monsters, unless forged of a material otherwise capable of 30,000 gp. The base time is (2 month x 5gp / 10gp) 1 month.
doing so (e.g. silver). Additional ornaments or engraving Because Ragnar is a grand master craftsman, the base cost
can add to the weapon’s value without necessarily increasing is halved to 15,000gp and the base time to 2 weeks. Because
the weapon’s characteristics. Ragnar has a sample to work from, the base cost is halved
again to 7,500 gp and the base time to 1 week. He gains a
• A masterwork set of armor costing 80gp extra weighs
+4 bonus on the magic research throw to enchant the war
one less stone (armor or shields weighing one stone
hammer, and the value of the war hammer, 600gp, counts
counts as one item instead) while providing normal AC.
towards the cost of precious materials used to enchant the
A masterwork set of armor costing 650gp extra provides
item.
+1 AC while weighing the same as normal. Additional
ornaments or engraving can add to the value without When items made by grand masters or above are discovered,
necessarily improving the armor’s characteristics. their mark or style will be apparent to characters who make the
appropriate Art, Craft, Knowledge, or Loremastery roll.
• A masterwork structure costing 2 times normal gains +1
to AC or +10% to structural hit points. A masterwork Beast Friendship: The character is well-schooled in the natural
structure costing 4 times normal gains both +1 to AC and world. He can identify plants and fauna with a proficiency
+10% to structural hit points. throw of 11+, and understands the subtle body language and
moods of birds and beasts (though they may not understand the
• A masterwork ship costing 2 times normal gains +1 to AC,
character). He gains +2 to all reaction rolls when encountering
+10% to structural hit points, or +10% to movement rate.
normal animals, and can take animals as henchmen. If the
A masterwork ship costing 4 times normal gains any two
character has this proficiency and the friends of birds and
such benefits. A masterwork ship costing 8 times normal
beasts class power, he can identify plants and fauna with a throw
gains all three such benefits.
of 7+ and can take one more henchman than his Charisma
• A miscellaneous piece of masterwork art or craftsmanship would otherwise permit, as long as at least one is an animal.
may be of such beauty and quality as to be worth anywhere
Black Lore of Zahar: The character has studied the terrible
from 2 to 100 times normal value.
necromancies of ancient Zahar. He can control undead as a
EXAMPLE: Ragnar, a 6th level dwarven craftpriest, has Chaotic cleric of one half his class level (rounded up). If the
four ranks in Craft (weapon-smithing), giving him a character casts spells that require a saving throw versus Death,
construction rate of 80gp per month. He decides to craft a his targets suffer a -2 penalty on the save. When the character
masterwork war hammer with +1 to hit and damage. The casts necromantic spells (such as animate dead), the spell
base cost of a war hammer is 5gp, so Ragnar’s masterwork effects are calculated as if he were two class levels higher than
war hammer will cost (650gp + 5gp) 655gp. It will take his actual level of experience. He may also conduct necromantic
Ragnar (655gp / 80gp) 8.2 months to craft his masterpiece. research (see Necromancy in Chapter 7) as if he were two class
levels higher than actual. If the character has this proficiency
and the secrets of the dark arts class power, the character can
72 New and Modified Proficiencies
Heroes
control undead as a cleric of two-thirds his class level (rounded target value by 7 or more (instead of the usual 10 or more), the
up), and his necromantic spells and research are calculated as attacker has dealt a critical hit to its target. A character may
if he were three (rather than two) caster levels higher than his take this proficiency multiple times, selecting an additional
actual caster level. Weapon Focus each time. The available Weapon Focuses are:
axes; maces, flails and hammers; swords and daggers; bows and
EXAMPLE: Ra-Ramses is a 9th level occultist with both
crossbows; slings and thrown weapons; spears and polearms.
secrets of the dark arts class power and Black Lore of
Weapon Focus does not allow a character to use weapons not
Zahar proficiency. Therefore he controls undead as if
available to his class.
he were a Chaotic cleric of (9 x 2/3) 6th level. He casts
necromantic spells and performs necromantic research as
if he were 12th level. NEW PROFICIENCIES
Bright Lore of Aura: The character has studied the white magic
Combat Trickery: The character is a cunning and tricky fighter. of the Empyreans. The character can turn undead as a cleric of
Pick a special maneuver from any one of the following: Disarm, one half his class level (rounded up). If the character casts spells
Force Back, Incapacitate, Knock Down, Overrun, Sunder, or that require a saving throw versus Paralysis, his targets suffer
Wrestle. When the character attempts this special maneuver a -2 penalty on the save. When the character casts protection
in combat, the normal penalty for attempting the maneuver spells, the spell effects are calculated as if he were two caster
is reduced by 2 (e.g. from -4 to -2), and his opponent suffers levels higher than his actual caster level. If the character has this
a -2 penalty to his saving throw to resist the special maneuver. proficiency and the bright lore class power, the character can
In addition, anytime the character lands a critical hit (see turn undead as a cleric of two-thirds his class level (rounded
p. 86), he may apply his special maneuver as an effect in lieu up), and his protection spells are calculated as if he were three
of the outcome he rolled if desired. A character may take (rather than two) caster levels higher than his actual caster level.
Combat Trickery multiple times, selecting an additional special
maneuver to learn each time. Ceremonial Magic: The character has studied the ceremonies
of a particular tradition of ceremonial magic (antiquarian,
Illusion Resistance: This proficiency is replaced by Second chthonic, sylvan, shamanic, or theurgical). The character must
Sight. choose the tradition at the time he chooses the proficiency.
Laying on Hands: The character can heal himself or another This proficiency can be selected multiple times. The effect of
by laying on hands once per day. The character healed recovers this proficiency depends upon the class powers of the character
hp as if he had rested for one day per two levels of the healer selecting it.
(rounded up). A character may take this proficiency multiple If the character is neither a spellcaster nor a ceremonialist, then
times. Each time it is taken, the character may lay on hands an he becomes a 1st level ceremonialist with a repertoire of one
additional time per day. 1st level ceremony. He can perform ceremonies in the tradition
Magical Music: If the character is not already a spellsinger, and create and use trinkets and talismans in the tradition as a
then he gains a limited ability to spellsing. The character gets two 1st level ceremonialist, and can identify trinkets or talismans
spell points and has one 1st level spell in his repertoire, which created by a ceremonialist of the tradition with a proficiency
he casts as a 1st level spellsinger. A character already capable throw of 11+ and of other traditions with an 18+.
of spellsinging who selects this proficiency gains an additional If the character is a spellcaster, but is not already a ceremonialist,
two spell points and can add one additional spell (of any level he becomes a ceremonialist of his caster level upon taking this
he can cast) to his repertoire. The proficiency may be selected proficiency. He can perform any ceremonies in the tradition
multiple times. and create and use trinkets and talismans in the tradition as
Prophecy: The character is subject to premonitions and dreams a ceremonialist of his caster level, and can identify trinkets or
of the past and future. The Judge will make these visions talismans created by a ceremonialist of the tradition with a
both cryptic and useful. Once per day, the character may cast proficiency throw of 11+ and of other traditions with an 18+.
divination (as the spell). The casting time is 10 minutes (1 turn). If the character is already a ceremonialist, he can either reduce
Soothsaying: The character has been trained to read the omens the proficiency throw required to identify trinkets and talismans
in everyday things – the throw of dice, the flight of birds, or the of a tradition he already knows by 4; learn another tradition; or
leaves of tea. Once every 8 hours, he can cast augury (as the add one ceremony (of any level he can cast) to his repertoire.
spell). The casting time is 10 seconds (1 round). See the rules for Ceremonial Magic in the Magic section (p. 105)
Weapon Focus: The character is an expert at delivering critical for more details.
hits with a type of favored weapon. Any time the result of a Destined: The character gains two Fate Points. This proficiency
successful attack throw with a favored weapon exceeds the does not appear on any class lists. The Judge should decide if this
74 New and Modified Proficiencies
proficiency exists in his setting. If so, any character may select it NEW AND MODIFIED WEAPONS,
as one of his class proficiencies.
ARMOR, & EQUIPMENT
Farseeing: The character can see the fates of mortals. He may Weapons & Armor Cost Description
determine how many Fate Points a character has after 10 Arena Armor, Heavy 50gp AC 4
minutes (1 turn) of casual interaction or observation. Once per
Arena Armor, Light 30gp AC 2
week, the character may cast fate (as the spell) with a casting
Cestus 3gp Lethal brawling damage
time of 10 minutes (1 turn).
Helmet, Heavy 20gp +2 v. mortal wounds
Heroes
Mastery of Charms and Illusions: When the character casts Helmet, Light 0gp (5gp) -1 AC if not present
enchantment spells (such as charm person) or illusion spells
(such as phantasmal force), the spell effects are calculated Arena Armor, Heavy: A set of stylized heavy armor designed
as if he were two class levels higher than his actual level of to expose the wearer’s attractive form and musculature while
experience. Targets of his enchantment spells suffer a -2 penalty fighting. Characters with clean-limbed bodies (STR, DEX,
to their saving throw, as do those who attempt to disbelieve his CON, and CHA all 11+) gain a +1 bonus to Seduction rolls
illusions. If the character has this proficiency and the mastery of when wearing arena armor. Depending on the wearer’s taste
domination and deception class power, the character can cast and style, heavy arena armor can include form-fitting leather,
enchantments and illusions as if he were three (rather than two) scale, or lamellar; sections of mail; and/or solitary pieces of
caster levels higher than his actual caster level, and targets suffer plate on limbs and vital areas. It provides 4 points of protection
a -3 penalty to their saving throws. and weighs 4 stone, and counts as chain armor for game
purposes. Historical examples of heavy arena armor include
Personal Talisman: A ceremonialist with the Personal Talisman that of the hoplomachus, provocator, and thraex types. Fantasy
proficiency has created a special magic item, his personal examples might include Morgana’s metal corset in Excalibur,
talisman, which he uses to aid him in performing ceremonies. Alia’s hauberk in Azure Bonds, and most of the armor seen in
When the proficiency is first taken, the character immediately Xena: Warrior Princess. Heavy arena armor can also be used to
gains a talisman of his own tradition which provides a +1 bonus simulate partial sets of heavier armor. Cost: 50gp
to ceremony throws for ceremonies of one particular type. The
character may choose from death & necromancy; detection; Arena Armor, Light: A set of stylized light armor designed
elemental air; elemental earth; elemental fire; elemental water; to expose the wearer’s attractive form and musculature while
enchantment & illusion; healing; movement; protection; fighting. Characters with clean-limbed bodies (STR, DEX,
summoning; and transmogrification. Each time the proficiency CON, and CHA all 11+) gain a +1 bonus to reaction rolls
is selected thereafter, the personal talisman can increase its using Seduction when wearing arena armor. Depending on the
bonus by +1 for one type of ceremony. A character may never wearer’s taste and style, light arena armor can include form-
have more than one personal talisman at a time, and a personal fitting cloth or leather; thin straps of mail; and/or solitary pieces
talisman may never be used by anyone other than the character. of plate on the limbs. It provides 2 points of protection and
weighs 2 stone, and counts as leather armor for game purposes.
If the character’s personal talisman is ever lost or destroyed, the Historical examples of light arena armor include that of the
character may make a new one. Making a new personal talisman dimachaerus, myrmillo, retiarius, and secutor types. Fantasy
costs 5,000gp less than normal per rank in the proficiency, with examples might include Red Sonja’s chainmail bikini, He-Man’s
the equivalent reductions in time, special components, and battle harness, and most of the armor drawn by Frank Frazetta
workshop requirements. Any magic research throws to make or Luis Royo. Light arena armor can also be used to simulate
the personal talisman are always successful. very partial sets of armor. Cost: 30gp
Second Sight: The character has a connection to the hidden Cestus: A pair of armored battle gloves, made with leather strips
world, and can see innately or magically invisible creatures and fitted with blades, spikes, and/or iron plates. Characters
within 60’. Invisible creatures are aware that the character can equipped with cestus may deal 1d3 points of lethal damage with
see them, and may often take a particular interest in him as a a punch. Cost: 3gp
result. Second sight does not provide the ability to see characters
hiding in shadows, secret doors, traps, or other creatures or Helmet, Heavy: This is a metal close-faced or visored helmet
objects hidden through cover and concealment, but does that completely covers the face, head, and neck. A heavy helmet
provide a +4 bonus to saving throws to disbelieve illusions. This must be purchased separately from a suit of armor. Wearing a
proficiency replaces Illusion Resistance in ACKS. heavy helm imposes a -1 penalty to surprise rolls and -4 penalty
to proficiency throws to hear noise, but offers a +2 bonus on d20
rolls made on the Mortal Wounds table. Historical examples of
heavy helmets include the classical Corinthian helmet, Roman
gladiatorial helmets, and the medieval armet, barbute, close
helm, great helm, and hounskull. Cost: 20gp
Helmet, Light: This is any leather or metal open-faced helmet
designed to protect the head and neck while maintaining
unrestricted sight and breathing. A light helmet is included in
the cost of any suit of armor. If a suit of armor is worn without
a helmet, decrease the character’s armor class by 1 point. A light
Adventurer’s Harness: Also known as a burglar’s harness, this Thieves’ Tools Companion Kit: A companion set of tools to
is a set of belts, straps, sheaths, and cases designed to securely use in conjunction with the standard set of thieves’ tools, this
fasten items to one’s body without hampering movement. A set includes drills, pliers, scissors, rods, blocks, pads, tweezers,
character wearing an adventurer’s harness can ignore 1 stone’s shims, and a magnifying glass. A thief using this kit in addition
worth of equipment when calculating encumbrance. It cannot to a set of thieves’ tools gains a +2 bonus to proficiency throws
secure heavy items, or coins and similar items. It cannot be to open locks, find traps, and remove traps. The bonus does not
worn over armor heavier than chain mail. Cost: 10 gp apply to hijinks. Cost: 35 gp.
Heroes
Ear Trumpet: A funnel-shaped tube of silver, wood, shell, Thieves' Tools, Superior: Superior thieves’ tools grant a +2
or horn that, when placed in its wearer’s ear canal, raises the bonus to proficiency throws to Open Locks, Find Traps, and
apparent volume of sound. A character using an ear trumpet Remove Traps. If the thief rolls a natural 1 while attempting to
gains a +2 bonus to proficiency throws to hear noise. The bonus pick a lock, the tools may make a saving throw versus Death
does not apply to hijinks. Cost: 15gp. (at 1/2 thief ’s level of experience) to resist breaking (see the
Adventuring chapter, p. 91). The bonus does not apply to
Padded Shoes: A pair of soft-heeled shoes with padding
hijinks. Cost: 200gp.
designed to dampen the sound of walking. A character wearing
padded shoes gains a +2 bonus to proficiency throws to move Thieves’ Tools, Masterwork: Masterwork thieves' tools grant
silently. Padded shoes cannot be worn when traveling across a +4 to proficiency throws to Open Locks, Find Traps, and
the wilderness and do not work when wet. The bonus does not Remove Traps. If the thief rolls a natural 1 while attempting to
apply to hijinks. Cost: 15gp. pick a lock, the tools may make a saving throw versus Death (at
the thief ’s level) to resist breaking (see the Adventuring chapter,
Metamphora: Designed to store special components,
p. 91). The bonus does not apply to hijinks. Cost: 1,600gp.
metamphora are ceramic jars inscribed with alchemical sigils
and stoppered with copper seals. Metamphora come in an
array of different sizes and shapes, as more valuable special
components require sturdier, stronger metamphora to prevent
leakage. Metamphora cost 5gp and weigh 1 stone for every 60gp
of value they store
Special Components, Miscellaneous: When a living thing
dies, a residue of its soul will linger in some its component
parts, such as organs and cellular fluids. These parts are
known as special components and can be tapped by casters
and ceremonialists to power their magic items. While the best
results are gained from rare components that are unique to the
spells or ceremonies imbued into the item, an equal value of
miscellaneous special components such as spider webs, plant
roots, crushed bones, and so on can be used instead if desired.
The caster or ceremonialist suffers a -1 penalty on his throw per
level of the spell or ceremony when using miscellaneous special
components in magical research.
Thieves’ Garb: A suit of clothing, including hooded cloak,
tunic, leggings, gloves, and scarf, woven in a camouflaging color.
Thieves’ garb is available in different colors for use in various Traditional Implements: These are the various paraphernalia,
environments – brown for hills/mountains, green for forest/ fetishes, and accoutrements that a ceremonialist relies upon
jungle, grey for settlements, white for tundra, etc. When wearing in his ceremonies. Traditional implements are rated in levels,
thieves’ garb appropriate to the environment, a character gains and a ceremonialist must have implements of a level equal to or
a +2 bonus to any proficiency throws to hide in shadows, avoid exceeding the level of the ceremony he is performing. Each type
being spotted, and evade in the wilderness. Characters wearing of ceremonial tradition has its own implements; the Traditional
thieves’ garb can always hide in shadows or avoid being spotted Implement table (p. 107) provides a list of items associated with
with a throw of at least 18+. Thieves’ garb imposes a -2 penalty the implements of various traditions. A ceremonialist cannot
when its camouflage color is inappropriate to the environment use implements of a tradition he does not know. All types of
(e.g. white garb in the jungle). The bonus and penalty do not traditional implements have an encumbrance of 1 stone. Cost:
apply to hijinks. Thieves’ garb can be worn over leather armor, 1st level, 25gp; 2nd level 100gp; 3rd level 225gp; 4th level 625gp;
but not heavier types. Cost: 25gp. 5th level 1,225gp; 6th level 2,500gp.
This chapter offers a variety of new and optional rules that can The virtues within a code are always listed in order of importance.
increase the heroic fantasy flavor of a campaign. Some, none, When contradictions arise in the heroic code, higher-order
or all of these rules can be used, in conjunction with a standard virtues generally take precedence over lower-order virtues. (By
ACKS campaign or a specifically heroic campaign, at the Judge’s re-ordering the eight virtues, very different codes of behavior can
discretion. be created.)
EXAMPLE: Sigwulf has sworn an oath to slay his brother’s
HEROIC CODES murderer, Bjorn, on sight. Sigwulf is awakened one morning
“Come, we'll swear to the gods, the highest witnesses—the gods by Bjorn, crippled in battle, asking for refuge in Sigwulf ’s
will oversee our binding pacts. I swear I will never mutilate you— home. Since hospitality takes precedence over reliability
merciless as you are—if Zeus allows me to last it out and tear your (not breaking an oath) and loyalty (taking revenge for his
life away. But once I've stripped your glorious armor, Achilles, I will brother’s killing), Sigwulf extends the guest-rite to Bjorn.
give your body back to your loyal comrades. Swear you'll do the Characters who have accumulated so much corruption (see
Deeds
same." – Hector, in The Iliad (Homer) Shades of Magic section, p. 94) that their alignment has or would
In heroic fantasy settings, adventurers may hold to a code of have shifted cannot benefit from a heroic code.
behavior known as a heroic code. Adhering to such codes is
a mark of greatness and increases the hero’s fame and glory in
the eyes of his people. In game terms, a character who behaves
HEROIC FUNERALS
The folk of the Geatmen got him then ready / A pile on the earth
according to a heroic code for the course of the entire adventure
strong for the burning, / Behung with helmets, hero-knights’ targets,
gains a 10% bonus on experience earned during that adventure.
/ And bright-shining byrnies, as he begged they should have them;
Each heroic code is made up of eight virtues to which the / Then wailing war-heroes their world-famous chieftain, / Their
character should aspire. The exact virtues recommended by the liege lord beloved, laid in the middle. – Beowulf, Chapter XLIII,
heroic code will depend on the hero’s culture. Below we present Lines 1-6 (Unknown)
one possible heroic code, the warrior code of the pagan heroes
If an adventurer dies heroically, he may be honored in death with
of myth.
a heroic funeral. A heroic funeral might include burning the
deceased in a funeral pyre, burying him in a ship, or interring him
WARRIOR CODE in a great barrow-mound. In any case, the deceased adventurer
• Courage: Do not show fear or flee in the face of an enemy must be sent to the afterlife with a substantial amount of treasure.
of equal or inferior strength. Orderly retreat in the face of an
enemy of superior strength is acceptable if the consequences The true beneficiary of a fallen adventurer’s heroic funeral is the
of retreat will not put others in jeopardy. player of the deceased character. His new character may enter
the game with experience points equal to 90% of the gold piece
• Hospitality: Do not turn away a supplicant at your door. value of money spent on the funeral and/or interred with his
Provide food and shelter to any guest who asks it, even a character (including the gp value of any magic items interred).
sworn enemy, and ensure they do not come to harm while He also gains all unspent Fate Points (if any). The new character
hosted in your home. should be a friend or relation of the deceased, and is assumed to
• Reliability: Do not break a sworn oath or promise. be guided and inspired by the spirit of the slain.
• Honesty: Do not lie to friends, family, or strangers. Adventurers who die unheroically, due to their own cowardice,
Deception may be employed in war, or to make a point greed, or stupidity, or who are slain while fleeing in fear, may
against those who have proved themselves dishonest, but not benefit from a heroic funeral. Their spirit wanders aimlessly
not if doing so would break an oath. in the grey mists of the underworld. This is left to the Judge’s
discretion, but the intent of the rule is to alleviate the pain of
• Generosity: Do not be miserly in gifts or words. Be generous character loss for players who die in heroic fashion to save the
to friends, family, and followers. Reward the loyal service of lives of their party members, protect innocents, and so on.
followers with gifts and praise.
Should players abuse this rule by having their characters loot
• Loyalty: Do not allow others to harm your family, your the barrow-mound of a deceased player character following
friends, or your followers. If harmed, demand compensation his funeral (to get back the treasure they interred therein), the
for the harm from the wrongdoers. If compensation is not characters perpetrating this perfidy are immediately transformed
granted, take revenge for the harm against the wrongdoers. into wights and cursed to forever haunt the barrow. (Readers may
• Honor: Do not allow others to accuse you of breaking the draw their own conclusions as to whether the undead’s ability to
warrior code, nor give them cause to believe you would. drain life-energy is actually an existential statement about the
impact that players who exploit game mechanics can have on the
• Ceremoniousness: Uphold the traditions, law, and order of Judge’s life energy!)
your or your lord’s realm.
Heroic Codes 79
Deeds
1. (This rule ensures that save-or-die effects are always
STARTING ALLOCATION OF FATE POINTS dangerous, regardless of how many Fate Points a character
Characters may begin with one or more Fate Points. We has.)
have provided a variety of methods by which starting Fate • A character may spend a Fate Point after making a damage
Points can be determined. While we have provided some roll to re-roll the damage. Additional Fate Points can be
recommendations, it is up to the Judge to decide which method spent to re-roll again if desired.
to use based on the desired tone of his campaign setting. The
Judge may use one method for player characters receive and • A character may spend a Fate Point to cleave after a
another for NPCs if desired. successful attack throw, even if not otherwise eligible to do
so (e.g. because the target of the attack was not slain, or
• Chosen of the Gods: Characters begin with 4 Fate Points, because the character has already cleaved to the maximum
plus their Wisdom bonus or penalty. This method is amount that round). Doing so does not count against the
recommended for Tolkienesque heroic fantasy settings. character’s maximum number of cleaves per round.
• Fortune Favors the Bold: Characters begin with 4 Fate • A character may spend a Fate Point to cast a 1st level spell or
Points, plus their highest ability score bonus. This method perform a ceremony from the character’s repertoire in lieu
is recommended for Howardian heroic fantasy settings. of expending one of his daily slots, expending spell points,
• Fate is Fickle: Characters begin with 1d4 Fate Points. or suffering stigma. Additional Fate Points can be spent for
higher level spells, spending a number of Fate Points equal
• Uncaring Fate: Characters begin with 1 Fate Point. to the spell point cost of a spell of that level (see p. 103).
• Few are Chosen: Characters begin with 1d4-3 Fate Points • A character may spend a Fate Point to temporarily gain
(minimum 0). one rank in any proficiency available to his class or to
• Luckless: Characters begin with 0 Fate Points. This method temporarily gain a thief ability (excluding backstab) at one-
is recommended for most NPCs. half his class level. The effect lasts 1 turn (10 minutes).
• Whim of the Overgod: Characters begin with a number of • A character with at least 1 hp may spend a Fate Point to
Fate Points selected by the Judge, from 0 to 20. recover hp equal to his Base Healing Rate in one turn of rest.
This counts as magical healing for purposes of recovering
The player should record his character’s allocation of Fate Points from mortal wounds.
on his character sheet.
• A character with 0 or fewer hit points may spend a Fate
EXAMPLE: Raknar the Red-Handed has Str 18, Int 14, Wis Point to immediately recover to 1 hp. Unless the character
10, Dex 16, Con 16, Cha 16, a mighty set of ability scores has savage resilience, he is considered to have been
with which to crush the ornamented chairs of the world knocked out and will need one night’s bed rest or magical
beneath his feet. Happily for Raknar, the Judge has decided healing. He must roll 1d6 on Row 21-25 of the Mortal
to use the Fortune Favors the Bold method to assign Wounds table. If the character does have savage resilience,
starting Fate Points. He begins play with an allocation of 4 then he is considered to have been “just dazed” and does
+ 3 = 7 Fate Points recorded on his character sheet. not need any bed rest. He may roll 1d6 twice on Row 26+ of
the Mortal Wounds table and choose the preferred result.
The Time of Man (Optional)
Some heroic fantasy settings presuppose that destiny favors the Once expended, a Fate Point cannot be used again until it has
race of man over the dwarven, elven, or bestial races. The Judge been recovered. The player should record the running total of
can implement this scenario in several different ways: his character’s Fate Points expenditures on the character’s sheet..
• Human and demi-human characters may determine EXAMPLE: Raknar the Red-Handed is an 8th level
starting Fate Points using two different methods. For barbarian with 7 Fate Points. He is confronted by 8 ruffians.
example, human characters might be Chosen of the Gods, In the ensuing melee, Raknar slays one ruffian, and makes a
while demi-human characters suffer Uncaring Fate. cleave. Unfortunately, the result of his attack throw is a 2 – a
miss! Rather than lose the opportunity to keep cleaving, he
Heroic Fate 81
• Blessing of Darkness: Characters could increase their adventurers he survives. In these settings, it costs 1 Fate Point
allocation of Fate Points each time they acquire a corrupting to advance in experience. Characters who have no Fate Points
weakness. available must remain at their current level of experience until
they recover or acquire a Fate Point.
• Deeds of Renown: Characters could increase their
allocation of Fate Points by 1 or more each time they The impact of this rule on play greatly depends on the options
accomplish some notable task. This method allows the the Judge has chosen for allocating initial Fate Points, recovering
Judge to reward his adventurers for advancing through a expended Fate Points, and acquiring additional Fate Points.
story-driven arc, should that style of play be to his taste.
EXAMPLE #1: The “Only the Chosen” optional rule is in
• Fulfilling their Fate: Characters could increase their play. The Judge has selected “Fortune Favors the Bold” for
allocation of Fate Points by 1 or more each time they fulfill the starting allocation of Fate Points for PCs and “Uncaring
a prophecy that has been made about them, revealed by the Fate” for NPCS; “No Recovery” as the method of recovery;
fate spell, etc. This method is similar to Deeds of Renown, and “Advancement” as the method of acquiring new Fate
Deeds
but less heavy-handed in that the adventurers may find Points. Each adventurer will begin with 4-7 Fate Points,
ways to fulfill their fate that surprise the Judge. while each NPC will begin with 1d4-3. Once expended
these points are gone forever. In order to advance to the
• Sacrificing to their Gods: Characters could increase their
next level of experience, an adventurer will have to expend
allocation of Fate Points by 1 or more by making a great
1 Fate Point, but when he does so he will gain the Fate Point
sacrifice to their gods. A great sacrifice might be a legendary
back from advancing. An adventurer who expends all his
magic item, a loved one, an eye or hand, or a monetary
Fate Points before advancing in level will have capped his
sacrifice equal to 75% of the character’s accumulated XP.
advancement. An NPC who begins with 0 Fate Points (as
This method works well in games with the flavor of ancient
most will) cannot ever hope to advance in level, as the
myth, where the gods take an active hand in the affairs of
only way to get a Fate Point is by advancing in level, but it
heroes.
requires Fate Points to advance.
• Woe to the Vanquished: Characters cannot increase their
EXAMPLE #2: The “Only the Chosen” optional rule is in
allocation of Fate Points. Note that if this option is used
play. The Judge has selected “Whims of the Overgod” for
in conjunction with the No Recovery option above, then
the starting allocation of Fate Points for PCs and NPCS;
Fate Points become a scarce consumable resource. This
“No Recovery” as the method of recovery; and “Woe to the
method is recommended for Judges who want to mitigate
Vanquished” as the method of acquiring new Fate Points.
the dangers of low-level play without increasing the power
Each PC and NPC will begin with 0 to 20 Fate Points, based
of high-level heroes.
on the Judge’s assessment of their cosmic importance. Once
Unless the Judge rules otherwise, characters can never have expended these points are gone forever and there is no way
more Fate Points than their starting Fate Points plus their level of acquiring new points. In order to advance to the next
of experience. level of experience, an adventurer will have to expend
1 Fate Point, so the character’s starting allocation of Fate
Only the Chosen (optional) Points serves as an absolute cap on their maximum level.
In some heroic fantasy settings, advancement to heroic power A character with only 4 Fate Points will never become a
is simply beyond the ken of ordinary folk. In such settings, mighty wizard, even if he has INT 18. A character with 15
the local baker or blacksmith might not be able to reach 1st Fate Points is marked for greatness, even if his ability scores
level of experience, let alone 14th level, no matter how many are but average.
Heroic Fate 83
EXPLODING 20s dealt to him. This represents the character desperately absorbing
In the ACKS core rules, an unmodified roll of 20 always the blow on his shield.
succeeds on a throw, which guarantees that every characters
Die Roll Effect v. Character Effect v. Monster
has at least a 5% chance to hit any foe or succeed at any task.
1 Brawling Brawling
While admirably helpful to low-level characters, it actually 2 Damage Shield Fatigued
penalizes characters with a high AC who fight weak 3 Damage Armor Injure Hide
opponents. For instance, for every 20 peasant archers that 4 Disarm Impair Move
fire an arrow, one will hit the target, regardless of the target’s 5 Force Back Force Back
range, armor, or Dexterity. 6 Knockdown Knockdown
When making throws, unmodified 20s do not automatically 7 Sunder Weapon Impair Attack
succeed. Instead, when a character who throws an unmodified 8 Stun Stun
(natural) 20, the d20 explodes: The character immediately rolls 9 Wrestle/Clamber Wrestle/Clamber
Deeds
another 1d20 and adds the new result to 20. Subsequent rolls of 10 Attacker’s Choice Attacker’s Choice
20 continue to explode without limit.
EXAMPLE: A peasant archer with a base attack throw of
CRITICAL EFFECTS
11+ fires an arrow at Marcus, a high-level fighter in magical
Attacker’s Choice: The attacker may choose any desired critical
armor with an AC of 15. The archer needs to throw an
effect from the appropriate column (Character or Monster).
(11+15) 26+ to hit the fighter. He rolls a natural 20. He
immediately rolls 1d20; the result is a 7. The peasant has Brawling: The target suffers an additional 1d4 damage from
therefore rolled a (20 + 7) 27 against Marcus, which is a a strike from the attacker’s gauntlet, pommel, or shield rim. If
hit. Had the peasant’s second d20 roll have been a 3, the the attacker has no metal weapons, the damage is nonlethal, but
peasant’s result would have been a (20 + 3) 23, and he’d have otherwise the brawling damage can be lethal or nonlethal, at his
missed. Had the peasant’s second d20 roll have been an discretion.
18, result would have been a (20 + 18) 38 and the peasant
Damage Armor: The target’s armor is damaged, reducing its
would have dealt a critical hit (see below).
effectiveness by 1 point. Armor that loses all effectiveness is
ruined. Damaged armor can be repaired at a cost of 10gp per
CRITICAL HITS point of effectiveness. Magic armor cannot be damaged except
If the result of an attacker’s attack throw exceeds its target value by magic weapons or monsters of 5 HD or more.
by 10 or more, the attacker has dealt a critical hit to its target. Damage Shield: The target’s shield is damaged, reducing its
When a critical hit is dealt, the target suffers double damage effectiveness by 1. If the shield is non-magical, this will destroy
and must make an immediate saving throw v. Paralysis. If the it. Damaged shields can be repaired at a cost of 10gp per point of
save fails, the target suffers a critical effect in addition to double effectiveness. Magic shields cannot be damaged except by magic
damage. The target’s saving throw should be modified by 4 weapons or monsters of 5 HD or more.
points per category of size difference between the attacker and
the target, as per ACKS p. 110. Disarm: The target is disarmed of its weapon (as the special
maneuver). The weapon drops to a point chosen by the attacker
The attacker determines the critical effect dealt by rolling who dealt the critical hit, up to 5’ distant from the target.
1d10 on the appropriate column on the Critical Effects table.
For purposes of the Critical Effects table, “characters” are Fatigued: The target is wearied by the flurry of blows. The target
combatants equipped with arms and armor, while “monsters” suffers a -1 penalty to attack throws and damage throws until
are combatants relying on natural weapons and toughness. it rests. If additional fatigue effects are rolled, the effects are
cumulative.
Brawling: After seeing the result rolled on the Critical Effects
table, the attacker may opt to inflict a Brawling critical effect in Force Back: The target is forced back (as the special maneuver).
lieu of the effect rolled. For instance, an attacker who fears being It must withdraw a number of feet equal to the attacker’s damage
carried off by a flying creature could substitute a Brawling result roll. If this would push the opponent into a wall or obstacle, the
for a Clamber result. opponent is knocked down, and takes 1d6 points of damage per
10’ he has traveled.
Combat Trickery: After seeing the result rolled on the Critical
Effects table, an attacker with Combat Trickery proficiency may Knockdown: The target is immediately knocked down (as the
substitute the special maneuver with which he has proficiency special maneuver). Once prone, the creature can move, but
in lieu of the effect rolled. For instance, an attacker with Combat only to crawl at a movement rate of 5’, to take an action in lieu
Trickery (Disarm) who deals a Force Back critical hit can inflict of moving, or to end the condition by using an action in lieu
a Disarm instead. of moving to stand up. If engaged, the prone creature remains
subject to the movement restrictions of being engaged, so it can
Shields May Be Splintered: If the target of a critical effect is only crawl if using defensive movement, and cannot stand up
equipped with a shield, he may choose to substitute a Damage in lieu of moving. The prone creature can attack, but suffers a
Shield result in lieu of a Damage Armor, Force Back, Injure -4 penalty on its attack throws. Alternatively the prone creature
Hide, Impair Attack, Impair Move, Knockdown, or Stun effect can stand up in lieu of attacking. The prone creature can be
Exploding 20s 85
backstabbed by creatures capable of doing so. Attack throws extra damage. A clambering combatant also gains a measure
against the prone creatures gain a +2 bonus, or a +4 bonus if of protection against the creature’s own attacks. If the creature
the attacker backstabs the stunned creature. The conditions is lack arms, tails, or other appendages capable of reaching its
ended immediately when the creature stands up. own back, it may not directly attack the clambering combatant.
Even if the creature does have such appendages, it attacks the
Impair Attack: One of the target’s natural attacks (determined
clambering combatant with a -4 penalty to attack throws.
randomly) is somehow impaired – muscles sprained, claws
ripped, etc. The target suffers a -4 to attack throws with the In lieu of attacking, a creature with one or more combatants
impaired natural attack until it rests. clambering on it may attempt to unseat the clambering
combatants by bucking, rearing, colliding with walls, and similar
Impair Move: The movement rate of the target’s primary
tactics. This forces every combatant clambering on the creature
movement is reduced by 25% or 30’ (whichever is less) until
to make a saving throw v. Paralysis. Combatants who succeed
the target rests. This represents a leg being wrenched, an ankle
on the saving throw continue clambering on the creature.
twisted, and so on.
Combatants who fail the saving throw slip off the creature. If
Injure Hide: The target’s hide is bruised, cut, or broken open the creature is more than 10’ tall at the shoulder, or is flying, the
such that its AC is reduced by 1 until it rests. unseated combatants will suffer falling damage (1d6 points of
damage per 10’ fallen).
Stun: The target is stunned until the end of its next initiative. A
Adventures
stunned creature cannot attack, cast spells, or move. It gains no EXAMPLE: Viktir, a 9th level thief (attack throw 6+), is
benefit to its AC from its shield (if any), and can be ambushed or fighting a purple worm (AC 3). On his initiative, he attempts
backstabbed by creatures capable of doing so. All attack throws to clamber onto the worm. Normally he would incur a -4
against stunned creatures gain a +2 bonus, or a +4 bonus if the penalty to his attack throw for attempting a clamber, but
attacker ambushes or backstabs the stunned creature. Viktir makes a proficiency throw against Climb Walls and
avoids this penalty. He needs a (6+3) 9+ to succeed in his
Sunder Weapon: The target’s weapon is sundered (as the special
clamber; his roll is an 11, so he succeeds. Now the purple
maneuver). If the target’s weapon is a non-magical spear, staff,
worm may make a saving throw v. Paralysis to shrug him
or pole arm, it shatters into splinters when sundered, dealing an
off. As a 15 HD monster, it needs a 6+, but it suffers a -6
additional 1d4 nonlethal damage to the target. Swords cannot be
penalty due to its colossal size. It only rolls a 3, so Viktir
sundered by non-metal weapons or natural attacks by creatures
has clambered onto the purple worm! The purple worm’s
of less than 5 HD. Magic weapons cannot be sundered except by
initiative is next. The Judge rules that the purple worm can
other magic weapons or monsters of 5 HD or more.
only reach its own back with its stinger, but not with its bite.
Wrestle/Clamber: The results of this critical effect depend on Rather than risk missing, he decides that the purple worm
the difference in size between the attacker and target. If the will attempt to unseat Viktir by rotating itself violently back
target is the same size category or smaller than the attacker, and forth. Viktir must make a saving throw v. Paralysis. As
the attacker has grabbed the target in a wrestling hold (as the a 9th level thief, Viktir needs 9+; he rolls a 17 and succeeds
special maneuver). If the target is one or more size categories easily.
larger than the attacker, the attacker has clambered on top of or
In the next combat round, Viktir attacks the purple worm
mounted the target (as the special maneuver, see below).
with his sword (1d6). Since he is clambering, the attack
counts as backstabbing. He gains a +6 attack bonus, so he
SPECIAL MANEUVERS hits on (6+3-6) 3+. He rolls a 17 and lands a critical hit.
As a 9th level thief, his backstab deals quadruple damage,
CLAMBER increased to quintuple damage because he landed a critical
Instead of making a melee attack, a combatant may attempt to hit, so Viktir deals 5d6 points of damage to the worm. Even
clamber on top of a creature that is one or more size categories better, the worm fails its saving throw against the critical hit.
larger than him. To clamber onto a creature, a combatant Viktir rolls a 7 on the Critical Hit table, an “Impair Attack”
must succeed on a melee attack throw with a -4 penalty. If the result; the Judge rules that Viktir has sliced off the purple
combatant is a thief or other class with the ability to Climb worm’s stinger tip, imposing a -4 penalty to its attacks with
Walls, the -4 penalty may be waived if the character makes a that natural weapon. The party’s grizzled old loremaster
successful proficiency throw. complains about thieves being too powerful these days.
The creature must then make a saving throw versus Paralysis.
The creature suffers a -2 penalty to its saving throw if of SWEEPING ATTACK
huge size, -4 if of gigantic size, and -6 if of colossal size. If the A combatant may perform a sweeping attack in order to
creature succeeds on its saving throw, it has shrugged off the simultaneously attack one or more engaged opponents, up to
combatant’s attempt. If it fails, the combatant has clambered his number of eligible cleaves. The combatant must be using a
onto the creature, and is now mounted on its back, perched on medium or large weapon (such as a battle axe, sword, or two-
its shoulders, etc. handed sword) or be at least one size category larger than all his
engaged opponents, in order to perform a sweeping attack. Each
A clambering combatant gains a +4 attack bonus against the opponent targeted by the sweeping attack may immediately
creature he has clambered onto. If capable of backstabbing, the withdraw 5’ away from the attacking combatant if desired. The
clambering combatant may do so, gaining a +6 attack bonus and attacking combatant may then make one attack throw at a -4
Special Maneuvers 87
88 Thievery
Adventures
Thievery 89
6+; it strikes a knight in chainmail (AC 4) as easily as a 1st prize mobility, or barbarian contenders for the Mister and
level fighter (attack throw 10+) strikes an unarmored foe Miss Vallejo calendar 2000 B.C.
(AC 0). Since an ogre and a fighter probably have similar
Some Judges may inquire whether we have erred in
dexterity and combat training, the difference in accuracy
assuming that a monster’s improvement in attack throw
obviously reflects the ogre’s much greater strength. An
from Hit Dice is necessarily due to greater mass and strength.
ogre can cleave through chainmail like a child snapping
Isn’t it possible that some of the monster’s improvement in
twigs, so the target is effectively “unarmored” against its
attack throw is from skill and ferocity? Of course! But this
blows. Conversely, since a fighter’s blows will be stopped
is already provided for in the rules. Compare an 800-lb
by chainmail, he needs to aim for the neck, armpits, thighs,
sabre-tooth tiger (8 HD, large size, attack throw 3+) with
and other unarmored areas, and thus has a harder time
a 9,000-lb elephant (8 HD, gigantic size, attack throw 3+).
hitting. Armor Class remains a reasonable and playable
The sabre-tooth tiger will have a -2 attack throw penalty
approximation of the reality of the game world.
and 2 points of armor penetration; the elephant will have a
Or does it? After all, the same ogre attacking an unarmored -6 attack throw penalty and 6 points of armor penetration.
target (AC 0) will hit the unarmored target on a 6+ to the The two are co-equal against heavy troops, but the sabre-
fighter’s 10+. In this case, it can’t be that the ogre’s strength tooth’s attacks will fare better against dexterous targets, as
is allowing it to cleave through armor – the target isn’t the sabre-tooth is itself fast and ferocious. For more details
Adventures
wearing any! Thus, we have a conundrum: Confront an
ogre with an armored knight and his
fighting skills seem to rely on brute
force to bash through armor. Put an
ogre against a target with no armor, and
the ogre suddenly becomes a graceful
ballerina of death.
The conundrum gets worse when factors
other than armor begin to intrude on
Armor Class, such as DEX modifier,
Swashbuckling proficiency or Graceful
Fighting ability. It is historically plausible
that an elephant (attack throw 3+) could
trample a plate-armored knight (AC 7) as
easily as a knight (attack throw 10+) can
trample a peasant (AC 0). But it is rather
implausible that the elephant could
trample a highly mobile skirmisher (AC
5 due to DEX 18 and Swashbuckling)
more easily than it could trample the
plate-armored knight. Historically,
when facing elephants, highly mobile
skirmishers were the troops-of-choice,
precisely because mobility was the only
defense against a monstrous beast that
could crush plated troops like ants.
In traditional fantasy games, this
conundrum often has little impact,
because most characters wading into
battle are wearing plate armor, carrying
a shield, and probably benefiting from
magic to boot. In heroic fantasy, however,
the heroes are often very lightly armored,
either because they are roguish sorts who
“The sorcerer was named Erreth-Akbe, and he was both king and
wizard in the West. He came to our lands and fought for the rule of
the city with the High Priest of the Inmost Temple of the Twin Gods.
Long they fought, the man’s sorcery against the lightning of the gods,
and the temple was destroyed around them. At last the High Priest
broke the sorcerer’s witching-staff, broke in half his amulet of power,
and defeated him. He escaped from the city and from the Kargish
lands, and fled clear across Earthsea to the farthest west; and there a
dragon slew him, because his power was gone.”
– Thar, in The Tombs of Atuan (Ursula K. LeGuin)
Magic
influence on the soul are black magic. Spells which may or may
the common spells known to the practitioners of the eldritch not be corrupting, depending on the purposes to which they are
arts. These are by no means meant to be complete lists, for used, are grey magic. Spells which are inherently safe to cast are
eldritch spellcasters are a secretive lot that do not share their called white magic.
knowledge easily; and many spells that were once known have
been forgotten, existing only in dusty tomes and rare grimoires,
CORRUPTION
or in the minds of slumbering undead lords.
Eldritch spellcasters acquire corruption points whenever they
Note: Some spells which could be built with eldritch magic learn or cast a black magic spell, or cast grey magic spells for
under the rules in the Player’s Companion have been certain corrupt purposes:
purposefully left off the Eldritch Spells lists because we felt
• Each time a black magic spell is learned, the caster acquires
they did not fit with the flavor of heroic fantasy. The Judge
a number of corruption points equal to the spell’s level.
has the ultimate say over whether a particular eldritch spell
exists in his heroic fantasy setting. • Each time a black magic spell is cast, the caster acquires one
additional corruption point.
Any spells on the Eldritch Spells list can be learned when
advancing in level. Spells not on the Eldritch Spells lists cannot • Each time a grey magic spell is used in order to coerce,
be learned when advancing in level, only by studying with deceive, harm, or rob a Lawful or sapient Neutral target, the
teacher, reading a book or scroll, or researching the spell in the caster acquires one corruption point.
campaign world.
Characters can also gain corruption points by spending time
in a sinkhole of evil (see p. 98), by making blood sacrifices,
ELDRITCH MAGIC RESEARCH and by using evil magic items. For purposes of corruption,
Starting at 5th level, eldritch spellcasters may begin to ceremonialists are casters, and ceremonies are spells (see p. 105).
independently research spells, scribe scrolls, and brew potions.
When eldritch spellcasters reach 9th level, they may create EXAMPLE: Baldur, a Nobiran wizard, has come into
more powerful magic items such as weapons, rings, and staffs. possession of a Chaotic spellcaster’s spellbook. After several
At 11th level, eldritch spellcasters may learn and cast 7th, 8th, weeks of study, Baldur learns tenebrosity (a 1st level black
and 9th level ritual spells, crossbreed monsters, and craft magical magic spell) and deathless minion (a 2nd level black magic
constructs. If chaotic, eldritch spellcaster may create necromantic spell). He acquires 3 corruption points, 1 for learning
servants and even become undead themselves. In addition, all tenebrosity and 2 for learning deathless minion. When
eldritch spellcasters are capable of drawing on divine power Baldur is caught with the Chaotic spellbook, men-at-arms
through congregations or blood sacrifice, like clerics. Eldritch from the local militia (Neutral men) are sent to arrest him
ceremonialists who perform blood sacrifices gain points of for sorcery. Baldur casts burning sparks (a 2nd level grey
corruption equal to the HD of the target sacrificed. magic spell) against his would-be captors, killing one guard
and wounding two others. He gains 1 corruption point for
Illusions 93
Magic
rolls with sapient creatures of Lawful or Neutral alignment. time this weakness occurs, to a maximum of five times.
2. Distrusted: Lore best left unstudied has twisted the caster’s If desired, a Lawful or Neutral character may accept a corrupting
demeanor and personality. A reaction roll with sapient weakness in lieu of an alignment shift. In this case, the weakness
creatures of Lawful or Neutral alignment can never achieve would represent a side effect from the character’s struggle to
a friendly (12+) result. Each time this weakness is selected resist the temptations of evil.
thereafter, reduce the best possible reaction roll by one
The maximum number of weaknesses a caster (or ceremonialist)
further step.
may have is equal to the highest level spell (or ceremony) in his
3. Enervated: The caster’s exploration of sinister sorcery has repertoire. Such a caster is as depraved as he can be, given his
sapped his soul of strength and vigor. His Constitution is knowledge; additional corruption cannot taint him further until
reduced by 2 points each time this weakness occurs. he unlocks even darker secrets (e.g. learns higher level spells).
He still accumulates corruption points, however.
4. Frightening to Beasts: The caster’s corruption is unsettling
to animals. They growl, hiss, rear up, and otherwise EXAMPLE: Baldur is a Neutral 7th level Nobiran wizard
make their displeasure known whenever he is within 10’. with 11 Wisdom. Over several months of studying a
The caster suffers a -4 reaction roll when encountering Chaotic spellbook, Baldur accumulates 11 corruption
animals or giant animals. He cannot ride normal mounts. points. This is sufficient to cause Baldur’s alignment to shift
Characters with Beast Friendship proficiency (or related one step, but because he is Neutral he ignores this first stage
class powers) can detect something is unnatural about the of corruption. Later, on a dangerous adventure, he casts
caster, but do not suffer a reaction roll penalty. If the caster several black magic spells, and accumulates 22 corruption
himself had Beast Friendship proficiency, the proficiency’s points. Baldur’s alignment now shifts another step, and he
effects now only help when dealing with wild predators and becomes Chaotic aligned.
scavengers, such as wolves and vultures.
With his new alignment, evil deeds come easier to him,
5. Haunted: Whispers from the beyond plague the caster. and Baldur soon racks up more corruption. When he
They are difficult to ignore, and impose a -2 penalty to hear accumulates 33 corruption points, Baldur acquires his
noise throws and -1 penalty to initiative and surprise rolls. first corrupting weakness. The Judge rolls a 1 on 1d10,
The penalty is cumulative each time this weakness occurs. indicating that Baldur is now disfigured. Because Baldur
has been casting a lot of necromancy spells, the Judge
6. Mad: So disturbing are the caster’s dark secrets that he has
decides that Baldur has taken on a corpse-like appearance,
begun to lose his grip on reality. Each day he must make a
with pale yellowish skin, gaunt flesh, and reddish eyes.
saving throw versus Spells or go mad for 1-10 hours. The
Baldur now suffers a -2 reaction roll with sapient Lawful
caster’s first saving throw against madness is at +20, but
and Neutral creatures.
each consecutive saving throw is one point less advantaged.
When the caster goes mad, he falls under the Judge’s control The disfigured Baldur is now shunned by all good creature
for 1d10 hours, during which time his behavior is entirely and sees little point in “playing nice” anymore. He soon
unpredictable. The day after a bout of madness, the caster accumulates many more corruption points. At 44, 55, and
resumes his saving throws with a +20 bonus. 66 corruption points, he accumulates his second, third,
The Shades of Magic 95
EXAMPLE: A 1st level Zaharan Sorcerer has a maximum Source Minor Major Supreme Name
repertoire of two 1st level spells. If the Robert E. Howard Chaos Shadowed Blighted Forsaken Sinkhole of Evil
Memorial Rule applies, his maximum repertoire is increased
Law Illuminated Hallowed Sacrosanct Pinnacle of Good
to four 1st level spells. If the H.P. Lovecraft Memorial Rule
Aerie of
applies, his maximum repertoire is increased to six 1st level Air Gusting Roaring Howling
Elemental Air
spells. When the Zaharan Sorcerer reaches 5th level, his Edifice of
maximum repertoire will be three 1st, two 2nd, and one Earth Resilient Enduring Unbreakable
Elemental Earth
3rd level spell. Under the Robert E. Howard Memorial Furnace of
Rule, his repertoire would be five 1st, four 2nd, and three Fire Smoldering Flaming Blazing
Elemental Fire
3rd, while under the H.P. Lovecraft Memorial Rule, his Well of
Water Azure Cerulean Ultramarine
repertoire would be seven 1st, six 2nd, and five 3rd. Elemental Water
Shadowed Sinkholes
PLACES OF POWER Shadowed sinkholes develop from two sources of corruption:
“The Earth is also terrible, and dark, and cruel. The rabbit shrieks Chaotic altars (such as those in evil shrines, temples, or
dying in the green meadows. The mountains clench their great churches) and places of death (such as cemeteries, catacombs,
hands full of hidden fire. And where men worship these things and battlegrounds).
and abase themselves before them, there evil breeds; there places Chaotic altars create shadowed sinkholes as soon as they are
are made in the world where darkness gathers, places given over erected. The size of the shadowed sinkhole around the altar will
wholly to the Ones whom we call Nameless, the ancient and holy be 100 square feet per 100gp spent on the altar. For instance,
Powers of the Earth before the Light, the powers of the dark, of a 10,000gp altar would create a 100’ x 100’ shadowed sinkhole
ruin, of madness...” – Ged, in The Tombs of Atuan (Ursula K. around the altar. At the Judge’s discretion, meeting the gp value
LeGuin) of the altar might require special components or blood sacrifices
In the worlds of heroic fantasy there lie places of power, where instead of standard treasure.
Magic
the border between the spheres is thin and magic gathers. Places of death create shadowed sinkholes naturally over
Sometimes these are places of death, where shadows linger and time. The annual percentage chance of such an area becoming
undead lurk. Others are places of law and light, where divine shadowed is equal to number of dead interred in the area divided
power illuminates those who dwell within. And there are places by the area’s size in square feet, rounded up. For instance, a small
of raw elemental power, majestic mountains, deep wells, flows 50’ x 50’ cemetery with 25 graves has a 1% chance of becoming
of lava, where the elemental sphere holds sway. shadowed each year. An enormous cemetery such as the real-
There are six sources of power: chaos, law, elemental air, world Wadi Al Salam (5 million dead across 64 million square
elemental earth, elemental fire, and elemental water. There feet) has an 8% chance of becoming shadowed each year. Once
are three ranks of power: minor, major, and supreme. The the shadowed sinkhole develops, the size of the shadowed
interaction of source and rank yields 18 different types of places sinkhole will be 100 square feet per 20 dead interred in the
of power, shown on the Places of Power table. The game effects place. However, a sinkhole of evil will not develop if the dead
of each are detailed below the table. are cremated by a Lawful divine spellcaster, or if one or more
shrine(s) to Lawful powers are erected on the site. The Lawful
SINKHOLES OF EVIL shrine(s) must have a gp value of at least 5gp per dead interred
Places corrupted by the energies of the Outer Darkness are in order to prevent the area from becoming shadowed.
known as sinkholes of evil. Profane powers and undead Corpses in shadowed sinkholes have a 10% chance to return as
creatures are stronger there, while the divine and the living are undead in 1d12 months unless their bodies are burned. Black
weakened. Sinkholes of evil can develop anywhere that death magic spell effects are calculated as if the casters were two class
and decay predominate. Sinkholes of evil can be shadowed, levels higher than their actual level of experience. Characters
blighted, or forsaken. The table below summarizes the effects of performing necromancy or ceremonial black magic in a
the various types of sinkholes of evil. shadowed sinkhole gain a +1 bonus to their throws. A shadowed
Sinkholes of Evil
Effect Shadowed Blighted Forsaken
Corruption 1 point/season 1 point/month 1 point/week
Corpse Reanimation 10%/1d12 months 20%/1d4 days 80%/1d4 rounds
Black Magic Spell Effects +2 class levels +2 class levels +2 class level
White Magic Spell Effects No Effect No Effect -2 class levels
Turning Undead No Effect -4 class levels Forbidden
Necromancy / Ceremonial Black
+1 bonus +2 bonus +3 bonus
Magic
Undead in Sinkhole No Effect No Effect +2 attack, save, damage, AC
Animating Undead No Effect No Effect +2 hp/HD, 2x normal HD created
Blood sacrifice Yes Yes Yes
Places of Power 97
annual percentage chance of a good creature’s dwelling place While within a sacrosanct pinnacle, a character’s base healing
becoming illuminated is equal to the HD value of the good rate is improved by three steps on the Base Healing Rate table.
creatures residing there divided by the area’s size in square feet, White magic spell effects are calculated as if the casters were two
rounded up. Once the Illuminated pinnacle develops, the entire class levels higher than their actual level of experience. Lawful
area will be illuminated. The Judge must use his discretion in characters capable of turning undead automatically turn undead
determining what constitutes a creature’s dwelling place. It encountered there (earning a T result if a roll would normally
might be, e.g., a treant’s copse of trees, a unicorn’s grove, or a be required, and a D result otherwise). Lawful characters
patriarch’s high temple. performing ceremonial or ritual magic in the sacrosanct
pinnacle gain a +3 bonus to their throws. Black magic spell
EXAMPLE: The giant roc Majid (36 HD) dwells in a 50’
effects are calculated as if the casters were two class levels lower
x 50’ aerie at the top of a high peak. The Judge decides the
than their actual level of experience. Finally, for each week that
aerie constitutes the roc’s dwelling place. Each year, the
a lawful or neutral character resides in a sacrosanct pinnacle, his
chance of Majid’s aerie becoming illuminated is (36 / 2,500
number of corruption points is reduced by 1.
= .014) 2%.
Characters resting within an illuminated pinnacle recover from Depurifying Pinnacles
wounds more quickly. While within the pinnacle, the character’s A bane spell will temporarily decrease the effect of a pinnacle
base healing rate is improved by one step on the Base Healing within a 100’ diameter area for the duration of the spell. While
Rate table. White magic spell effects are calculated as if the subject to bane, the affected area is regular if illuminated;
casters were two class levels higher than their actual level of illuminated if hallowed; and hallowed if sacrosanct. A vial of
experience. Lawful characters performing white ceremonial or unholy water can be sprinkled on a 10’ diameter area with the
ritual magic in an illuminated pinnacle gain a +1 bonus to their same effect as a bane spell.
throws. Finally, the serenity of a pinnacle of good can remove
To permanently destroy a pinnacle of good, the source of
the stain of corruption from a character, provided the character’s
purity must be removed. If the pinnacle is being generated by
corruption has not advanced too far. For each season that a
Magic
a lawful altar, the altar must be destroyed. A lawful altar can be
lawful or neutral character resides in an illuminated pinnacle,
destroyed magically, with dispel good; or destroyed physically
his number of corruption points is reduced by 1.
by smashing it and then either pouring unholy water or casting
bane on the broken remains. This will remove the pinnacle
Hallowed Pinnacle
created by the altar.
When a lawful altar is built in an illuminated dwelling place of
good, a hallowed pinnacle develops. The hallowed pinnacle will If the pinnacle is generated by the residence of good creatures,
extend only within those parts of the dwelling place that are the pinnacle can be instantly depurified with dispel good.
illuminated by the altar. An area affected by one, but not both, However, the area will eventually become illuminated again
sources of good is merely illuminated. over time. To permanently depurify a pinnacle created by good
creatures, the creatures must be slain or driven off.
While within a hallowed pinnacle, a character’s base healing
rate is improved by two steps on the Base Healing Rate table. Depurifying a hallowed pinnacle requires that both sources of
White magic spell effects are calculated as if the casters were two purity be dealt with separately. A sacrosanct pinnacle can only
class levels higher than their actual level of experience. Lawful be depurified by ritual magic. As such areas develop very rarely,
characters capable of turning undead do so as if four class levels the magic to cleanse them is almost always forgotten in between
higher. Lawful characters performing white ceremonial or ritual each such occurrence, and must be researched anew by the
magic in a hallowed pinnacle gain a +2 bonus to their throws. forces of Chaos.
Finally, for each month that a lawful or neutral character resides
in a hallowed pinnacle, his number of corruption points is PLACES OF ELEMENTAL POWER
reduced by 1. Many places of power are created by the influence of the
elemental spheres of air, earth, fire, and water. Elemental
Sacrosanct Pinnacle places of power develop naturally, in areas which are shaped
A hallowed area might, through some fortunate juxtaposition of or influenced by the elements. Each of the elementals has its
the planes or miraculous ritual, become sacrosanct. Sacrosanct own type of place: aeries of elemental air, edifices of elemental
pinnacles are transcendent regions of law and power. Such earth, furnaces of elemental fire, and wells of elemental water.
places are very rare (Judge’s discretion). The table below summarizes the effects of the various ranks of
elemental places of power.
Places of elemental power develop in places of sublime elemental Major Places of Elemental Power
majesty. Places of sublime elemental majesty occur naturally in Characters within the place who perform ceremonial magic or
the wilderness. Real-life examples might include God’s Window magical research of the place’s element gain a +2 bonus to their
in South Africa (air), the Wind Cathedral in Namibia (air), throws. Spell effects of the place’s element are calculated as if
Maruyama Caldera in Aogashima (fire), the Door to Hell in the casters were two class levels higher than their actual level of
Turkmenistan (fire), the Cave of the Crystals in Mexico (earth), experience. If the place is left unoccupied, there is a 20% chance
the Giant’s Causeway in Ireland (earth), the Fairy Pools on the every 1d12 days that a group of elemental creatures of the place’s
Isle of Skye (water), and the Great Blue Hole off Belize (water). type will manifest in the place. These creatures will return to
their sphere of existence after 1d4 weeks have elapsed.
Places of elemental power should be rare. Of the 165 lairs in
Lairs & Encounters, only 6 included elemental places of power,
Supreme Places of Elemental Power
and all were minor. On a continental map (1,200 24-mile hexes),
Characters within the place who perform ceremonial magic or
the Judge should place 1 supreme and 12 major elemental places
magical research of the place’s element gain a +3 bonus to their
of power of each element. On a regional map (1,200 6-mile
throws. Spell effects of the place’s element are calculated as if
hexes), the Judge should place 1 major and 12 minor elemental
the casters were two class levels higher than their actual level of
places of power for each element.
experience. Spell effects of any other elements are calculated as
The size of places of elemental power can vary widely. To if the casters were two class levels lower than their actual level
determine randomly, roll 1d6: 1-3, Small, 3d6 x 500 square feet; of experience. While in a supreme place of elemental power,
4-5 Large, 3d6 x 50,000 square feet; 6 Huge, 3d6 x 5,000,000 creatures native to that element’s sphere gain a +2 bonus to
square feet. attack throws, saving throws, damage rolls, and AC. Summoning
spells cast in places of supreme elemental power summon twice
Note: The Judge may wonder how we decided how many
the normal number of Hit Dice of elementals of that type, and
places of elemental power there are in the world. On our
the summoned elementals will have +2 hit point per Hit Die. If
own Earth, there are 11 naturally-burning eternal flames,
the place is left unoccupied, there is an 80% chance every 1d12
Magic
600 active volcanoes, and 1000 active geysers in the world
days that a group of elemental creatures of the place’s type will
- that suggests 1,611 places of elemental fire spread across
manifest in the place. These creatures will not return to their
the earth’s 5,300,000 square mile land mass. That’s one
sphere of existence until dispelled or destroyed.
place of elemental fire per 3,295 square miles. Since each
6-mile hex is 32 square miles, that’s one place of elemental
fire per 102 hexes, or about 12 places on a typical 1,200-hex SPELLSINGING
regional map. He chanted a song of wizardry, / Of piercing, opening, of treachery
/ Revealing, uncovering, betraying. – The Lay of Leithian in The
Minor Places of Elemental Power Silmarillion (J.R.R. Tolkien)
Characters within the place who perform ceremonial magic or
magical research of the place’s element gain a +1 bonus to their Spellsinging is an alternative way to perform magic that is more
throws. Spell effects of the place’s element are calculated as if fluid and flexible than traditional spellcasting. Spellsinging was
the casters were two class levels higher than their actual level of inspired by the magic of Middle Earth, as used by Tom Bombadil
experience. If the place is left unoccupied, there is a 10% chance and Lúthien Tinúviel; the magic of the Kalevala, itself based
every 1d12 days that a group of creatures native to that element’s on traditional Finnish spellsongs; the magic of the Greek hero
sphere will manifest in the place. These creatures will return to Orpheus; the magic of Blue in the Apprentice Adept series; and
their sphere of existence after 1d4 days have elapsed. more. It could also represent other fluid types of spellcasting,
such as the Wheel of Time’s channeling or the linguistic magic
of the wizards of Earthsea.
Spellsinging 101
Spellsinging
Spellsinger Level
Spell Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1st 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+
2nd 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+
3rd 18+ 17+ 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+
4th 20+ 19+ 18+ 17+ 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+
5th - - 20+ 19+ 18+ 17+ 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+
6th - - - - 20+ 19+ 18+ 17+ 16+ 15+ 14+ 13+ 12+ 11+
“-“ indicates the spellsinger cannot cast spells of that level with a spellsinging throw.
102 Spellsinging
In order to successfully sing an extemporaneous spell, a a successful magical research throw. Only one creature can
spellsinger must make a spellsinging throw. If the extemporized be attuned to any given particular place of power, and each
spell is being sung in combat, the spellsinging throw is made on spellsinger can only be attuned to one place. If a new creature
the spellsinger’s initiative number. The target value for the throw attunes to a place, the prior creature’s attunement is a disrupted.
is based on the caster level cross-indexed against the spell level,
as shown on the Spellsinging table below. Modify the roll by the Type of Place Type of Effect
spellsinger’s CHA modifier. Add +1 to the spellsinger’s roll for Pinnacle of Good Any white magic
each rank of Performance (singing) or Performance (chanting) Sinkhole of Evil Any black magic
that the character possesses. If the spell is tapping a place of Aerie of Air Any elemental air magic
power, apply an additional -4 penalty. If the throw succeeds, the Edifice of Earth Any elemental earth magic
spell has been successfully cast and immediately takes effect. If Furnace of Fire Any elemental fire magic
the throw fails, the spell has been miscast; all of the spell points Well of Elemental Water Any elemental water magic
expended on it are lost to no effect. A natural roll of 1 always
fails and may cause a mishap (see below). Once the spellsinger has attuned to the place, he can tap its
EXAMPLE: Arwen, a 9th level elven spellsinger with CHA power to pay for the cost of some spells sung within it. The
16 and one rank of Performance (singing), is on a scouting amount of spell points available each day depends on the size
mission when she spots a huge encampment of kobolds, and rank of the place of power, as shown on the Ambient Power
ripe for destruction with a magical blast! Unfortunately, her table. Round to the nearest whole number, rounding 0.5 up.
only blast spell is fangs of earth, which will deal a lot of Places of power that are larger than 10,000 square feet should be
damage to a small number of targets – the opposite of what treated as multiple adjacent places of power. Spell points drawn
she needs. She decides to extemporize a spell that can deal a from a place of power cannot be stored or used to “recharge”.
small amount of damage to a lot of targets. She consults the Spell points from a place of power can only be used to pay for
Player’s Companion to design her extemporaneous spell. spells appropriate to the place’s type, as shown on the Place and
Magic
She decides on a 4th level eldritch spell dealing 2d6 points Effect Type table. The spellsinger must make a spellsinging
of damage to all targets in a 30’ diameter area of effect, with throw when casting a spell using a place of power. The target
a 150’ range, instantaneous duration, and saving throw value for the throw is based on the caster level cross-indexed
allowed for half damage (base cost 27 x 0.25 x 5 x 1 x 1 x against the spell level, as shown on the Spellsinging table.
0.75 x 1.5 = 38). The 4th level spell costs her 5 SP. The target Modify the roll by the spellsinger’s CHA modifier. Add +1 to
value for her spellsinging throw is 12+. She gains a +2 bonus the spellsinger’s roll for each rank of Performance (singing) or
from CHA and a +1 bonus from Performance (singing), so Performance (chanting) that the character possesses. If the spell
she’ll need a 9+ on the die. The result of Arwen’s roll is a 14, is extemporaneous, apply an additional -4 penalty to the throw.
so she successfully sings the spell.
If the throw succeeds, the spell has been successfully cast and
Extemporaneous spellsinging can be a powerful tool, but it immediately takes effect. If the throw fails, the spell has been
requires a significant degree of system mastery from the player miscast; the place of power’s SP are expended to no effect (other
and Judge to use. In general, extemporizing spells is intended than some showy elemental special effects, perhaps). A natural
to allow a spellsinger to flexibly apply what he knows, rather roll of 1 always fails and may cause a mishap (see below).
than extemporaneously cast what he does not know. As magic is
fickle and no mere mortal can always comprehend its workings, EXAMPLE: Arwen has found the Sky of the Earth, a
the Judge may veto or re-design any extemporaneous spell at his resilient edifice of elemental earth that is 100’ in diameter
complete discretion where necessary for balance and fun. (7,850 square feet). After attuning to the edifice, Arwen can
tap it to cast elemental earth spells costing up to (7,850 /
TAPPING POWER 2000) 4 SP per day – enough for, e.g., four 1st-level spells,
two 2nd-level spells, or one 3rd and one 1st level spell. She
Ambient Power will have to make a spellsinging throw each time she sings a
Rank Power / Day spell using the place of power’s spell points, however.
Minor 1 SP per 2,000 square feet
Major 1 SP per 1,000 square feet SPELLSINGING MISHAPS
Supreme 1 SP per 200 square feet To find out if a mishap occurs, the spellsinger must make a
mishap throw - another spellsinging throw with the same
When a spellcaster casts a spell, he uses his personal power to modifiers and target value as the throw she just made. If the
draw on and manipulate the much larger stores of power that mishap throw also results in a failure, then a mishap occurs.
are available (to those with the talent) from ambient divine and When a mishap occurs, the spellsinger must roll 1d10 on the
elemental sources. Spellsingers do this, too, but they have the Spellsinging Mishaps table and suffer the effect listed in the
additional ability to draw on those ambient sources directly column matching the degree of mishap. The degree of the
whenever they are within places of power. This is known as mishap depends on the level of the spell that caused the mishap.
tapping power and allows the spellsinger to cast certain types of If the spell was 1st, 2nd, or 3rd level, a minor mishap occurs. If
spells without using his own reserves. the spell was 4th or 5th level, a major mishap occurs. If the spell
In order to tap a place of power, a spellsinger must first attune was 6th level, a catastrophic mishap occurs.
to it. Attuning to a place of payer takes 8 hours and requires
Spellsinging 103
Ceremonial magic is well-suited to settings inspired by the weird The ceremonies available to a ceremonialist are called his
tales of Robert E. Howard, Lin Carter, Clark Ashton Smith, and ceremonial repertoire. A ceremonialist’s ceremonial repertoire
H. P. Lovecraft, as well as to campaigns influenced by historical functions exactly like an arcane or eldritch caster’s repertoire in
occult practices. all respects save that a ceremonialist records ceremonies into a
ceremonial codex instead of spells into a spell book.
CEREMONIAL MAGIC VERSUS CAST MAGIC Spellcasters and ceremonialists can interpret each other’s
Ceremonial magic has two primary advantages over cast magic. magical texts, albeit with difficulty. It takes a ceremonialist one
First, it requires no magical talent to become a ceremonialist, week of study to translate a spell into a ceremony, and a second
merely knowledge and diligence. As a result, it is easier to week of study to add the ceremony to the character’s repertoire.
become a ceremonialist than to become a spellcaster. Many Likewise, it takes a spellcaster one week of study to translate a
humans are skilled in both fighting and ceremonial magic (such ceremony into the equivalent spell, and then a second week of
as runemakers) but very few are skilled in both fighting and study to add the ceremony to the character’s spellbook. Both
spellcasting. (In some campaigns, ordinary humans cannot be casters and ceremonialists can use scrolls with one week of
spellcasters at all.) For similar reasons, a pure ceremonialist, study, however.
such as the occultist, advances in level more quickly than a pure
spellcaster such as the Nobiran wizard. Likewise, codices are tradition-specific. Ceremonialists from
disparate traditions can only use each other’s codices with
Second, ceremonial magic does not require the caster to expend careful study. It takes a ceremonialist one week of study to
spell slots. A ceremonialist can perform a ceremony at any time, translate a ceremony from another tradition into his own, and
subject only to the limits of stigma (see below). A 1st level a second week of study to add the ceremony to his repertoire.
spellcaster can cast a single 1st-level spell just once per day. A If a ceremonialist wants to more easily learn ceremonies
1st level ceremonialist might be able to perform one, two, five, from another tradition, he needs to take Ceremonial Magic
ten, or even more 1st level ceremonies in a day. For this reason, proficiency to learn that tradition.
many spellcasters find it valuable to study ceremonial magic in
Magic
addition to spellcasting. Ceremonial Spellcasters
Other advantages of ceremonial magic include the ability to Some traditional spellcasters may select the Ceremonial
create and use trinkets and talismans to perform ceremonies Magic proficiency, which enables them to perform ceremonies
(see p. 112); the ability to perform collaborative ceremonies as if they were ceremonialists. If a spellcaster is himself a
(see p. 109); and the ability to perform ceremonies that are not ceremonialist, then his repertoire of spells also serves as his
within the ceremonialist’s repertoire (see p. 110). repertoire of ceremonies. He does not have two separate
repertoires. Assuming he has room in his repertoire, he can add
However, ceremonial magic carries with it numerous ceremonies he finds in ceremonial codices directly into his spell
countervailing disadvantages. First, it is slow. Whereas a books with one week of study (he does not have to spend one
spellcaster can cast a spell in seconds, a ceremonialist will usually week translating the ceremony).
need ten minutes to perform even a low-level ceremony safely,
and a powerful ceremony performed very cautiously might take However, spellcasters who accumulate stigma from failing to
an hour, a day, or even a week. successfully perform ceremonies may temporarily lose the
ability to cast spells until they purify themselves. See the Stigma
Second, ceremonial magic can and does fail. Unlike spells, of Failure, p. 111.
which fail only if the caster’s concentration is disrupted,
ceremonies can fail simply due to a minor mistake. Failing a
CEREMONIAL TRADITIONS
ceremony causes a ceremonialist to acquire a point of stigma.
Ceremonialists practice their art within a set of traditions, each
Stigma represents a loss of attunement with the metaphysical,
representing a school or technique of invoking magical effects.
a disorder in the ceremonialist’s soul brought on by the stain of
Most ceremonialists learn one tradition and practice it for their
failure. If a ceremonialist accumulates enough stigma, he will
entire lives. A ceremonialist may learn additional traditions by
lose the ability to perform ceremonies until he purifies himself.
selecting one or more additional ranks of the Ceremonial Magic
Finally, ceremonial magic is risky. If a ceremonialist is unlucky, proficiency.
attempting to hasten through a ceremony, or performing an
To practice within a tradition means that the ceremonialist can:
unknown ceremony, a botched ceremony can trigger mishaps
as grievous as those from arcane experimentation. • perform ceremonies using the traditional implements of
that tradition;
REPERTOIRE • collaborate with other ceremonialists in that tradition;
Books were piled everywhere: ancient volumes bound in serpent-
skin, with verdigris-eaten clasps, that held the frightful lore of • use trinkets and talismans created for use by ceremonialists
Atlantis, the pentacles that have power upon the demons of the of that tradition; and
earth and the moon, the spells that transmute or disintegrate the • create trinkets and talismans within that tradition.
elements; and runes from a lost language of Hyperborea, which,
when uttered aloud, were more deadly than poison or more potent The Ceremonial Tradition table describes several different
than any philtre. – The Last Incantation (C. A. Smith) traditions available to ceremonialists. The Judge may create
other traditions for his own campaign setting.
Traditional Implements and methodical. A ceremony at regular pace requires one turn
Level Cost (10 minutes) to perform. (Hasty and methodical ceremonies are
1 25gp discussed below.)
2 100gp When the ceremony has been performed, the ceremonialist
3 225gp makes a ceremony throw to complete the ceremony. The base
4 625gp target value for a ceremony throw is 10+, decreased by 1 point
5 1,225gp per caster level after 1st. The target value of the ceremony throw
6 2,500gp is increased by 2 points per level of the ceremony above 1st. (The
Ceremony Performance table summarizes these target values.)
Traditional Implements are the various paraphernalia, Modify each roll by the Ceremonialist’s WIS modifier. Add +1
fetishes, and accoutrements that a ceremonialist relies upon to the ceremonialist’s roll if he possesses one or more ranks in
in his ceremonies. Traditional implements are rated in levels, Performance (see p. 115). Add +1 or more to the ceremonialist’s
and a ceremonialist must have implements of a level equal to or roll if he is using a talisman (see p. 114). A natural roll of 1
exceeding the level of the ceremony he is performing. The cost automatically fails.
per level of traditional implements is shown on the table above. If the ceremony throw succeeds, the ceremony is successfully
Low-level implements are made of common woods, metals, and completed and immediately takes effect. If the ceremony throw
components, while high-level implements are made of precious
metals and exotic materials. Regardless of level, all traditional
implements have an encumbrance of 1 stone. Tradition Implements
Antiquarian athame, altar bell, bowl, candle set, herb
Each type of ceremonial tradition has its own implements; the bundle, incense sticks, ritual chalice, small
Traditional Implement table on the following page provides a list cauldron, various crystals and stones, wand
of items associated with the implements of various traditions. A Chthonic altar cloth, book, candle set, censer, chain,
ceremonialist cannot use implements of a tradition he does not dagger, perfume casket, pitcher, quill and ink,
know. ritual chalice, scourge, scrolls, unholy symbol,
unholy water or oil
Liturgical altar cloth, book, candelabra, censer, holy
PERFORMING CEREMONIES water, holy symbol, font, ritual chalice, rosary,
Performing a ceremony is akin to preparing and cooking scented oil, serving plate, vestments
something according to a recipe. The ceremonialist must Runic rune set, rune-carving knife, various black and
have the implements and ingredients in hand, then diligently colored inks and pigments, various pieces of
perform each step in order. In game terms, this means having wood, stone, and precious metal
the required traditional implements, spending the requisite Sylvan animal clippings and parts, candle set, herb
ceremony time, and then succeeding on a ceremony throw to bundle, small cauldron, various crystals and
stones, wand
complete the ceremony.
Shamanic animal clippings and parts, bell, drum, drum
Once a ceremony is begun, it will require a certain amount stick, doll, medicine bag, pipe, rattle, various
of time to complete it, depending on the pace at which the ribbons, various crystals and stones
ceremony is performed. There are three paces – regular, hasty, Theurgical altar cloth, book, candle set, censer, ceremonial
sword, crown, holy water, holy symbol, lamp,
pitcher, quill and ink, ritual chalice
106 Ceremonial Magic
Magic
break for more than one round in any turn, the ceremony
is automatically failed. The ceremony is also automatically failed target value as the throw he just made. If the mishap throw also
if an opponent successfully deals damage to the ceremonialist, results in a failure, then a mishap occurs.
or if the ceremonialist fails a saving throw, prior to completing
the ceremony. Ceremony Level Degree of Mishap
1-3 Minor
A ceremonialist needs to be able to move his hands and 4-5 Major
speak freely in order to perform a ceremony. In addition, a 6 Catastrophic
ceremonialist must have access to traditional implements of
sufficient level. Except where otherwise noted, a ceremonialist When a mishap occurs, the ceremonialist must roll 1d10 on the
must have the intended target of the ceremony in visual range Ceremony Mishaps table for his tradition and suffer the effect
throughout the ceremony, whether the target is a specific listed in the column matching the degree of mishap. The degree
monster, character, or area of effect. If the ceremonialist loses of the mishap depends on the level of the ceremony that was
his ability to move and speak freely, his implements, or his line botched. If the ceremony was 1st, 2nd, or 3rd level, a minor
of sight on the intended target, the ceremony automatically fails. mishap occurs. If the ceremony was 4th or 5th level, a major
mishap occurs. If the ceremony was 6th level, a catastrophic
Botched Ceremonies mishap occurs.
When a ceremony throw automatically fails (e.g. due to a roll
of natural 1 or if the ceremonialist is damaged), the ceremony EXAMPLE: Let’s return to Ra-Ramses ceremony of
has been botched. A botched ceremony not only causes animate dead. As before, his ceremony throw has a target
the ceremonialist to gain a point of stigma, it damages the value of 6+. This time, however, he fails the throw with a
ceremonialist’s traditional implements, reducing their effective natural roll of 1. His ceremony has been botched! The botch
level by 1. A botched ceremony may also cause a mishap. To find causes Ra-Ramses to gain a point of stigma and damages
out if a mishap occurs, the ceremonialist must make a mishap his traditional implements, reducing them from level 4 to
throw - another ceremony throw with the same modifiers and level 3. In addition, Ra-Ramses must make a
Ceremony Performance
Ceremonialist Level
Ceremony
1 2 3 4 5 6 7 8 9 10 11 12 13 14
Level
1st 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+ 0+ -1+ -2+ -3+
2nd 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+ 0+ -1+
3rd 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+ 1+
4th 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+
5th 18+ 17+ 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+
6th 20+ 19+ 18+ 17+ 16+ 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+ 7+
Ceremonial Magic 107
Magic
flickering torches, and ensuring there are no nearby
throw fails with a natural 1, it reduces the lead ceremonialist’s
barbarians to interrupt his efforts, the insane Ra-Ramses
effective caster level by 1. (It does not count as a botch or trigger
begins the terrible ceremony. As a 9th level ceremonialist
a mishap throw, however; only the lead ceremonialist can botch
attempting a 6th level ceremony, Ra-Ramses has a target
and trigger a mishap).
value of 12+ on his ceremony throw. Ra-Ramses has WIS
Once all of the assistants have made their ceremony throws, 16, so he will gain a +2 bonus to each throw, but the fact
the lead ceremonialist makes his ceremony throw using his that ceremony is unknown imposes a -4 penalty. His final
modified caster level. If the ceremony is successfully completed, target value will be 14+.
the ceremony’s effects are calculated based on the ceremonialist’s
Unfortunately for the lusty occultist, his roll is a 11, a
modified caster level. If the ceremony is failed, all of the
failure. Since he is performing an unknown ritual, this
participating ceremonialists gain one point of stigma. If the
automatically results in a mishap. Since the ceremony is
ceremony is botched, all of the participating ceremonialists
6th level, the mishap is catastrophic. Ra-Ramses rolls 1d10
gain one point of stigma, but only the lead ceremonialist has his
on the Chthonic Ceremony Mishaps table. The result of the
implements damaged. However, any mishap that occurs affects
dice roll is a 5 – the mishap leaves Ra-Ramses massively
not just the lead ceremonialist but all the assistants as well.
warped. He must roll 1d10+10 on the magical mutations
EXAMPLE: Ra-Ramses performs the ceremony of sub-table. The result of this die roll is a 19, meaning Ra-
animate dead with Ashanti and Thoth-Horus assisting. Ramses’s body degenerates into a rotting piece of meat,
According to the Ceremony Performance table, Ashanti’s with maggots crawling from his orifices and flies buzzing
target value is 8+ while Thoth-Horus’s target value is 10+. around his flesh. The nubile princess screams in horror at
However, Thoth-Horus has a WIS of 18, so his target value the monstrous being before her. The hideously disfigured
is reduced to 7+. Ashanti fails her ceremony throw with Ra-Ramses knows his only hope to satiate his evil lust is to
a roll of 5, while Thoth-Horus succeeds on his with a roll try again… Oh, the insanity.
of 11. Ra-Ramses now makes his own ceremony throw.
Had Ra-Ramses performed the unknown ceremony
Because one assistant succeeded, Ra-Ramses’ caster level is
methodically, of course, his target value would have been
increased by one from 9th to 10th level. This reduces his
reduced to 10+ and his throw a success!
target value by 1, from a modified 6+ to 5+. His die roll is a
12, so he easily succeeds. Ra-Ramses can now animate 20 The Ashley J. Williams Memorial Rule (Optional): From time
HD of undead instead of 18 HD, since his effective level is to time, non-ceremonialists of dubious common sense come
10th rather than 9th. across a ceremonial codex, and make an attempt to perform
a ceremony within - perhaps intentionally, perhaps without
If the ceremonialist is performing the ceremony methodically,
even knowing they are doing so. As such characters are not
all of the assistants must do so as well.
ceremonialists, all ceremonies are unknown to them. A non-
ceremonialist attempting to perform an unknown ceremony
does so as a 1st level ceremonialist with an additional -4 penalty
(on top of the penalty for unknown ceremonies and/or hasty
Magic
bonus from his WIS bonus and another +4 bonus because
3 15gp 150gp
he is performing the ceremony methodically. Therefore, he
4 25gp 225gp
will succeed on a 6+. He rolls an 11 and easily succeeds.
5 35gp 300gp
The mummy wrappings are consumed, and Ra-Ramses
6 50gp 400gp
now has a 4th level chthonic dagger of fear.
Storing Special Components: When not being used to create
To create a trinket, a ceremonialist must first secure an object
trinkets (or other magic items), special components should
sufficiently valuable to store the desired ceremony. The value
be stored carefully in alchemical jars known as metamphora.
of the object must equal or exceed the base cost shown for the
Special components are fragile, as the residual energies are prone
desired ceremony level and trinket type on the adjoining Trinket
to dissolving if not stored properly. There is a 5% cumulative
Cost table. Objects commonly used as disposable trinkets
chance each day of an improperly-stored special component
include various sorts of emollients, herbs, ointments, powders,
losing all its value.
and unguents. Objects commonly used as rechargeable trinkets
include baubles, beads, bones, phylacteries, skulls, stones, teeth, Metamphora: Designed to store special components,
and tiny figurines, as well as various objects found in traditional metamphora are ceramic jars inscribed with alchemical
implements. sigils and stoppered with copper seals. Metamphora come
in an array of different sizes and shapes, as more valuable
The ceremonialist must then acquire special components with a
special components require sturdier, stronger metamphora
gp value equal to the trinket’s base cost. Each ceremony requires
to prevent leakage. Metamphora cost 5gp and weigh 1
a unique set of special components. The Judge will determine the
stone for every 60gp of value they store.
specific components required for each ceremony depending on
its tradition. The same ceremony might use different components Substitute Special Components: Finding the right special
when performed by ceremonialists of different traditions. components can be a challenging and time-consuming endeavor.
The ceremonialist learns the special components required by Eldritch power is, however, fungible on a metaphysical level.
his tradition for the ceremony when he adds the ceremony to This fungibility allows a ceremonialist to substitute alternative
his repertoire. If the appropriate special components are not special components of the same total gp value for the unique
available, miscellaneous special components can be substituted special components required for any given ceremony. Since
instead, but doing so will impose a penalty of -1 per level of the it is more challenging to tap the energies for the ceremony in
ceremony. this case, the ceremonialist suffers a -1 penalty per level of the
ceremony on his Ceremony Throw when using substitute special
Note: The Monster Parts section of Lairs & Encounters
components. Merchants such as curios dealers, herbalists, and
provides guidelines on identifying, harvesting, and valuing
antiquarians will sell nonspecific special components (such as
special components, along with detailed lists suggesting
spider webs, plant roots, crushed ivory, and so on) for 1gp each,
which spells each monster part in the game the component
in various markets, subject to the usual limits of equipment
might be associated with.
availability and commission.
Finally, the ceremonialist must store the ceremony in the
trinket. Storing a ceremony can be performed hastily, regularly,
CEREMONIAL TALISMANS it aids. All of the usual bonuses and penalties applicable to magic
Sharajasha lifted one arm to brush aside the brushes, and the item creation (Intelligence, Magical Engineering proficiency,
young barbarian saw that his long fingers bore many sigils and precious materials, workshops, formulas/samples, assistants
talismanic rings of power. One was a hoop of iron, embossed etc.) apply.
with a curious glyph. Another was carved of red jade, engraved
If the throw fails, the ceremonialist has failed to create the
with wedge-shaped runes in some unknown tongue. Other rings
talisman. The time and components are wasted. A roll of
flashed upon his long, sensitive hands… Each ring was fashioned
1-3 always fails. If the throw succeeds, the ceremonialist has
from a different substance: crystal, metal, stone, or wood. With the
succeeded in creating the talisman.
power locked in these talismanic rings, Thongor grimly surmised,
the wizard could invoke and command spirits and elemental EXAMPLE: Ra-Ramses is a 9th level occultist with INT 16
forces. – Thongor and the Wizard of Lemuria (Lin Carter) and WIS 16.. He decides to make a +2 chthonic talisman
of death & necromancy and enchantment. It will take
A ceremonial talisman is a magic item that provides a bonus
2 months per type, or 4 months total. It will cost 10,000
to ceremony throws made to perform particular types of
per type, or 20,000gp total. The talisman will also require
ceremonies. A ceremonial talisman is described with four
20,000gp in special components. The Judge and Ra-
characteristics: its object, its tradition, its bonus, and its type.
Ramses agree that the talisman will take the form of a large
Talisman bonuses can range from +1 to +4. Talisman types
ebony skull with sigils inlaid in silver. At the end of the
include: death & necromancy; detection; elemental air;
time period, Ra-Ramses makes a magic research throw. As
elemental earth; elemental fire; elemental water; enchantment
a 9th level Occultist, his target value is 8+, modified by his
& illusion; healing; movement; protection; summoning;
Intelligence bonus of +2 to 6+. However, his target value is
and transmogrification. A talisman can aid just one type of
penalized by the talisman’s bonus of +2 multiplied by the
ceremonies, or several types.
number of types of ceremonies it aids (2), or +4, for a total
Ceremonial talismans are usually relatively small objects of 10+. He rolls a 14 and succeeds.
(counting as 1 item for encumbrance purposes), although
Magic
larger objects can be used if desired. Objects commonly used Using Talismans
as talismans include various sorts of amulets, baubles, beads, A ceremonialist carrying a talisman applies its bonus to the
bracelets, curios, gems, pendants, phylacteries, rings, rosaries, ceremony throws of any ceremonies of that type. In addition, a
skulls, staves, and stones. ceremonialist does not have to use his traditional implements to
perform a ceremony when using a talisman that aids ceremonies
Making Talismans of that type. A character can carry and use multiple talismans,
Bonus Base Cost Time but only one talisman’s bonus can be applied to any particular
ceremony throw.
+1 5,000gp per type 1 month per type
+2 10,000gp per type 2 months per type The lead ceremonialist in a collaborative ceremony can use a
+3 15,000gp per type 3 months per type talisman, but assistants cannot use one. A ceremonialist cannot
+4 20,000gp per type 4 months per type use a talisman when performing an unknown ceremony.
A ceremonialist can use a talisman created by another
ceremonialist, but only of his tradition and only for ceremonies
In order to create a talisman, the ceremonialist must know at
in his repertoire.
least one ceremony of the type that the talisman will aid, or must
obtain a formula or sample of such a talisman. The base cost and
Destroying Talismans
time required to create a talisman depends on its bonus and the
number of types of ceremonies it aids, as shown on the Talisman In combat, a character may destroy a talisman he is holding with
Creation table. an action in lieu of attacking, and destroy a talisman in another’s
hands with a sunder.
The ceremonialist must have access to his traditional implements
while making the trinket. The ceremonialist must also have Identifying Talismans
special components with a gp value equal to the talisman’s base Like trinkets, talismans radiate magic and can be recognized
cost. The special components are consumed in the process. As and identified with appropriate proficiencies.
with trinkets and other magic items, the Judge will determine
the specific components required for the talisman depending on Buying and Selling Talismans
its tradition and it type. If the appropriate special components With the Judge’s permission, talismans may be bought in
are not available, miscellaneous special components can be markets for twice their base cost, and sold for their base cost. We
substituted instead, but doing so will impose a penalty of -1 per strongly recommend that the Judge strictly enforce Equipment
bonus point. Availability by Market Class for talismans, and only permit
A successful magic research throw is required to complete the talismans of traditions which are common in the culture to be
talisman. The target value for this throw is increased by the bonus available.
of the talisman multiplied by the number of types of ceremonies
Magic
4 aging kills you instantly unless you save v. aging kills you instantly unless you save v.
of your limbs withers. The shock of the
Death at +4. Death at +2. sudden aging kills you instantly unless
you save v. Death.
The ceremony leaves you somehow The ceremony leaves you greatly The ceremony leaves you massively
altered. Roll 1d10 on the magical changed. Roll 2d10 on the magical warped and changed. Roll 1d10+10 on
5
mutation sub-table. Only a wish or miracle mutations sub-table. Only a wish or the magical mutations sub-table. Only a
can remove the mutation. miracle can remove the mutation. wish or miracle can remove the mutation.
A magical accident causes a disfiguring A bad magical accident causes a disabling A terrible magical accident causes a
injury. Roll 1d6 on the “critically injury. Roll 1d6 on the “grievously crippling injury. Roll 1d6 on the “mortally
6 wounded” row of the Mortal Wounds wounded” row of the Mortal Wounds wounded” row of the Mortal Wounds
table. The wound can be healed with table. Only a regeneration, resurrection, table. Only a wish or miracle can heal the
restore life and limb. wish or miracle can heal the wound. wound.
The mishap slightly disrupts your The mishap significantly disrupts your The mishap completely disrupts your
connection to magic. You lose 1 random connection to magic. You lose 1d4+1 connection to magic. You lose your entire
ceremony from your repertoire. You can random ceremonies from your repertoire. ceremonial repertoire. You can regain the
7
regain the lost ceremonies at a cost of You can regain the lost ceremonies at a lost ceremonies at a cost of 1 week of
1 week of game time and 1,000gp per cost of 1 week of game time and 1,000gp game time and 1,000gp per spell level.
ceremony level. per ceremony level.
An accident destroys your ceremonial An explosion destroys your ceremonial A conflagration destroys your ceremonial
implements. You and all characters within implements. You and all characters implements. You and all characters within
8
5’ must save v. Blast or take 2d6 damage within 10’ must save v. Blast or take 4d6 20’ Blast or take 8d6 damage from the
from the accident. damage from the explosion. conflagration.
The fumes and vapors released by the The fumes and vapors released by the The fumes and vapors released by the
ceremony have a deleterious effect on ceremony have highly damaging effect ceremony have a devastating effect on
9
your mind. You permanently lose 1 point on your mind. You permanently lose 1d3 your mind. You permanently lose 1d4+1
of Wisdom. point of Wisdom. point of Wisdom.
Wild magic begins coursing through your A blast of wild magic discharges into you. A massive blast of wild magic
10 body. You die in 1 turn unless you save v. You die instantly unless you save v. Death. disintegrates you unless you save v.
Death. Death.
*x1.5 for dwarves and gnomes, x2 for elves and Nobirans.
115 Antiquarian, Sylvan, and Runic Ceremony Mishaps Attacks and Armor Penetration of Large Monsters 115
Magic
kills you instantly unless you save v. kills you instantly unless you save v. The shock of the sudden aging kills you
Death at +4. Death at +2. instantly unless you save v. Death.
The ceremony leaves you somehow The ceremony leaves you greatly The ceremony leaves you massively
altered. Roll 1d10 on the magical changed. Roll 2d10 on the magical warped and changed. Roll 1d10+10 on
5
mutation sub-table. Only a wish or miracle mutations sub-table. Only a wish or the magical mutations sub-table. Only a
can remove the mutation. miracle can remove the mutation. wish or miracle can remove the mutation.
Tampering with mortality has imperiled
Your body and mind are at risk. Roll 1d6 You have taken grave risks with your mind
your mind and body. Roll 1d6 on the “1-
6 on the “11-15” row of the Tampering with and body. Roll 1d6 on the “5-10” row of
5” row of the Tampering with Mortality
Mortality table. the Tampering with Mortality table.
table.
You are corrupted by the dark magic you Your soul is blackened by the dark magic Your soul is surely damned by what you
have exposed yourself to. You gain 2d6 you have exposed yourself to. You gain have wrought. You gain 8d6 additional
additional corruption points. If this leaves 4d6 additional corruption points. If this corruption points. If this leaves you at
7
you at your maximum corruption, then leaves you at your maximum corruption, your maximum corruption, then you must
you must save v. Death at +4 or die due then you must save v. Death at +2 or die save v. Death or die due to the shock to
to the shock to your soul. due to the shock to your soul. your soul.
You fall into a deep necromantic torpor. You fall into a nigh-eternal necromantic
You fall into a necromantic torpor. A wish
A wish or miracle can awaken you torpor. You have a cumulative 1% chance
or miracle can awaken you immediately;
8 immediately; otherwise, you will awaken per 100 years of awakening. Otherwise,
otherwise you will awaken in 1d10
in 1d10 years. You do not age while in only a wish or miracle can awaken you.
months. You do not age while in torpor.
torpor. You do not age while in torpor.
Tampering with blood magic takes a Your use of blood magic is harmful to Rampant use of blood magic takes a
9 toll. You permanently lose 1 point of your health. You permanently lose 1d3 terrible toll. You permanently lose 1d4+1
Constitution. points of Constitution. points of Constitution.
The gods curse you for your hideous
The gods curse you for your awful crimes.
The gods curse you for your villainy! Your deeds and black nature. You suffer a
You suffer a -4 penalty on all attack and
prime requisite is halved. A remove curse 20% penalty on XP, -4 penalty on all
10 saving throws, and your prime requisite is
from a 9th+ level caster can remove the attack and saving throws, and your prime
halved. A remove curse from a 12th+ level
curse. requisite is halved. Only a wish or miracle
caster can remove the curse.
can remove the curse.
*x1.5 for dwarves and gnomes, x2 for elves and Nobirans.
116 Attacks and Armor Penetration of Large Monsters Chthonic Ceremony Mishaps 116
Magic
4 penalty to reaction rolls with those from
physical altered but retain your mental of your totem animal or familiar.* Only a
outside your tradition or culture. Only a
characteristics. Only a wish or miracle can wish or miracle can undo the change.
wish or miracle can undo the change. undo the change.
The ceremony leaves you somehow altered.The ceremony leaves you greatly changed. The ceremony leaves you massively warped
Roll 1d10 on the magical mutation sub- Roll 2d10 on the magical mutations sub- and changed. Roll 1d10+10 on the
5
table. Only a wish or miracle can removetable. Only a wish or miracle can remove magical mutations sub-table. Only a wish
the mutation. the mutation. or miracle can remove the mutation.
A magical accident causes a disfiguring A bad magical accident causes a disabling
A terrible magical accident causes a
injury. Roll 1d6 on the “critically wounded”
injury. Roll 1d6 on the “grievously
crippling injury. Roll 1d6 on the “mortally
6 row of the Mortal Wounds table. The wounded” row of the Mortal Wounds table.
wounded” row of the Mortal Wounds table.
wound can be healed with restore life and
Only a regeneration, resurrection, wish or
Only a wish or miracle can heal the wound.
limb. miracle can heal the wound.
The ceremony slightly disrupts your The ceremony significantly disrupts your
The ceremony completely disrupts your
connection to magic. You lose 1 random connection to magic. You lose 1d4+1
connection to magic. You lose your entire
ceremony from your repertoire. You can random ceremonies from your repertoire.
7 ceremonial repertoire. You can regain the
regain the lost ceremonies at a cost of You can regain the lost ceremonies at a
lost ceremonies at a cost of 1 week of
1 week of game time and 1,000gp per cost of 1 week of game time and 1,000gp
game time and 1,000gp per spell level.
ceremony level. per ceremony level.
An accident destroys your ceremonial An explosion destroys your ceremonial A conflagration destroys your ceremonial
implements. You and all characters within
implements. You and all characters within implements. You and all characters within
8
5’ must save v. Blast or take 2d6 damage10’ must save v. Blast or take 4d6 damage 20’ Blast or take 8d6 damage from the
from the accident. from the explosion. conflagration.
The fumes and vapors released by the The fumes and vapors released by the The fumes and vapors released by the
ceremony have a deleterious effect on your
ceremony have highly damaging effect on ceremony have a devastating effect on your
9
mind. You permanently lose 1 point of your mind. You permanently lose 1d3 point mind. You permanently lose 1d4+1 point
Wisdom. of Wisdom. of Wisdom.
Your animal companion or familiar is Your animal companion or familiar is
Your animal companion or familiar is enraged with pain and hatred.* It begins enraged with pain and hatred.* It begins
enraged with pain and hatred.* It begins attacking you immediately. If you kill it, you attacking you immediately. If you kill it,
10
attacking you immediately. If you kill it, are subject to the usual penalties. Because you are subject to the usual penalties.
you are subject to the usual penalties. it is part of you, your animal companion is Because it is part of you, it is immune to all
immune to any charm spells you cast. spells you cast.
*If the ceremonialist does not have an animal companion or familiar, re-roll.
117 Shamanic Ceremony Mishaps Attacks and Armor Penetration of Large Monsters 117
Magic
4 You must save v. Spells or become or become feebleminded. A dispel magic feebleminded with no saving throw. Only
feebleminded. A dispel magic from a 9th from a 12th + level caster can remove the a wish or miracle can remove the effect.
+ level caster can remove the effect. effect.
The ceremony leaves you somehow The ceremony leaves you greatly The ceremony leaves you massively
altered. Roll 1d10 on the magical changed. Roll 2d10 on the magical warped and changed. Roll 1d10+10 on
5
mutation sub-table. Only a wish or miracle mutations sub-table. Only a wish or the magical mutations sub-table. Only a
can remove the mutation. miracle can remove the mutation. wish or miracle can remove the mutation.
You are lost in time and space. A wish or You are lost deep in time and space. You are consigned to oblivion, trapped
miracle can bring you back immediately; A wish or miracle can bring you back forever in some unknown sphere of
otherwise you will reappear in 1d10 immediately; otherwise, you will reappear existence, or transported to a distant time
6 months. in 1d10 years. and place. You have a cumulative 1%
chance per 100 years of reappearing.
Otherwise, only a wish or miracle can
bring you back.
The ceremony slightly disrupts your The ceremony significantly disrupts your The ceremony completely disrupts your
connection to magic. You lose 1 random connection to magic. You lose 1d4+1 connection to magic. You lose your entire
ceremony from your repertoire. You can random ceremonies from your repertoire. ceremonial repertoire. You can regain the
7
regain the lost ceremonies at a cost of You can regain the lost ceremonies at a lost ceremonies at a cost of 1 week of
1 week of game time and 1,000gp per cost of 1 week of game time and 1,000gp game time and 1,000gp per spell level.
ceremony level. per ceremony level.
An accident destroys your ceremonial An explosion destroys your ceremonial A conflagration destroys your ceremonial
implements. You and all characters within implements. You and all characters implements. You and all characters within
8
5’ must save v. Blast or take 2d6 damage within 10’ must save v. Blast or take 4d6 20’ Blast or take 8d6 damage from the
from the accident. damage from the explosion. conflagration.
Few can relate to what you have The things you’ve learned can hardly No one can understand your genius. No
9 learned. You permanently lose 1 point of be shared with lesser minds. You one! You permanently lose 1d4+1 points
Charisma. permanently lose 1d3 points of Charisma. of Charisma.
Wild magic begins coursing through your A blast of wild magic discharges into you. A massive blast of wild magic
10 body. You die in 1 turn unless you save v. You die instantly unless you save v. Death. disintegrates you unless you save v.
Death. Death.
118 Attacks and Armor Penetration of Large Monsters Liturgical and Theurgical Ceremony Mishaps 118
ELDRITCH SPELL LISTS Spells detailed in theACKS core rules are noted in regular font;
spells detailed in the Player’s Companion are noted by being
DESIGNATION OF SPELL TYPES italicized; and spells detailed in this supplement are noted by
In the spell lists below, the following superscripts are used to being bolded. Reversible spells are listed separately if they sit
designate particular types of spells. This can be helpful to the Judge on different lists. Some of the new spells are unique to eldritch
in determining which spells are affected by various proficiencies casters. Others are similar to existing arcane or divine spells, but
and class powers such as Elementalism, Transmogrification, and with modified effects that take into account the limits of eldritch
so on. If the Judge introduces new spells or new powers that magic (typically by requiring an elemental source). Finally, some
affect different types of spells, the Judge can use the Spell Power spells (noted with #) are pre-existing arcane and divine spells
Guidelines in this chapter to categorize such innovations. that are presented here with updated effects, either to reflect new
rules introduced in this supplement (such as base healing rate or
dth death
corruption) or simply for clarity from insights gained in actual
ill illusion
play that has occurred since the spell first appeared. For instance,
trn transmogrification
we have clarified how choking grip works in the combat round
elm() elemental (type) structure. The new mechanics of these spells should apply to any
nec necromancy spellcaster who uses them, not just eldritch spellcasters.
# spell modified from earlier version
enc enchantment
pro protection
* reversible spell
Magic
1 Charm Person enc 1 Bane* 1 Bestow Curse*
2 Cause Fear * enc 2 Blindness dth 2 Cause Disease*
3 Cause Light Wounds*# 3 Bloody Flux dth 3 Cause Major Wounds*#
4 Choking Grip dth # 4 Cause Moderate Wounds*# 4 Command Person enc
5 Conjure Cacodemon Spawn 5 Conjure Imp 5 Conjure Hellion
6 Destroy Dead nec 6 Continual Tenebrosity* 6 Dismember dth
7 Frighten Beasts enc 7 Dark Whisper dth 7 Enervate dth
8 Incite Madness enc 8 Deafness dth 8 Invulnerability to Good *
9 Infuriate Person enc 9 Deathless Minion nec 9 Infuriate Crowd enc
10 Protection from Good* 10 Drain Life dth 10 Inspire Horror * enc
11 Putrefy Food & Water* trn 11 Gentle Repose nec 11 Sorcerous Bolt
12 Slicing Blow dth 12 Infuriate Beast enc 12 Speak with Dead nec
13 Summon Manes nec 13 Necromantic Potence nec 13 Strengthen the Unliving nec
14 Tenebrosity* 14 Summon Insect Swarm 14 Summon Ooze
15 Unliving Puppet nec 15 Undetectable Charm* 15 Undetectable Curse *
Fourth Level Eldritch Spells (Black) Fifth Level Eldritch Spells (Black) Sixth Level Eldritch Spells (Black)
1 Animate Dead nec 1 Cause Critical Wounds*# 1 Body Swap nec trn
2 Charm Monster enc 2 Circle of Agony dth 2 Conjure Genie elm
3 Control Undead enc nec 3 Conjure Elemental elm 3 Conjure Fiend
4 Cause Serious Wounds*# 4 Contact Other Sphere 4 Corrupting Dream enc
5 Conjure Dybbuk 5 Curse of Swine trn 5 Death Spell dth
6 Drain Life II dth 6 Feeblemind enc 6 Disintegrate dth
7 Fear enc 7 Fillet and Serve nec 7 Drain Life III dth
8 Flesh to Ashes dth 8 Flay the Slain nec 8 Enslave enc
9 Endless Slumber enc 9 Inflict Lycanthropy trn 9 Geas * enc
10 Iron Maiden dth 10 Magic Jar nec 10 Necromantic Invulnerability
11 Poison* 11 Panic enc 11 Reflesh of the Bones nec trn
12 Protection from Good, Sustained* 12 Phantasmal Killer ill 12 Restore Semblance of Life nec
13 Shrieking Skull nec 13 Sorcerous Blast 13 Soul Eating dth nec
14 Summon Shadows 14 Summon Hell Hounds elm(fire) 14 Summon Invisible Stalker
15 Wizard Eye 15 Weakness of Mind* 15 Torpor nec
Magic
20 Purify Food and Water* trn 20 Resist Electricity elm(air) 20 Protection from Normal Missiles
21 Remove Fear* 21 Resist Fire elm(fire) 21 Remove Curse*
22 Salving Rest 22 Righteous Wrath trn 22 Shared Dream
23 Sharpness trn 23 Speak with Animals 23 Skinchange trn
24 Silent Step trn 24 Swift Sword trn 24 Spellward
25 Spider Climb trn 25 Swimming elm(water) trn 25 Sphere of Visibility
26 Trance 26 Warp Wood elm(earth) trn 26 Striking trn
27 Ventriloquism ill 27 Wizard Lock 27 Water Breathing elm(water) trn
Fourth Level Eldritch Spells (White) Fifth Level Eldritch Spells (White) Sixth Level Eldritch Spells (White)
1 Call of the Galloping Herd 1 Angelic Aura nec 1 Anti-Magic Shell
2 Cure Serious Wounds* # 2 Bath of the Goddess trn 2 Atonement #
3 Crafting 3 Call of the Great Cats 3 Banner of Invincibility
4 Death Ward 4 Call of the Ancient Tusk 4 Call of the Giant Eagle
5 Find Treasure 5 Cure Critical Wounds* # 5 Call of the Leviathan
6 Giant Strength trn 6 Delay Death 6 Clairvoyance, Greater
7 Growth of Plants* trn 7 Locate Haunting 7 Clairaudience, Greater
8 Guise Self trn 8 Dispel Evil 8 Detect Ritual Magic
9 Immunity to Acid elm(earth) 9 Divination 9 Find Place of Power
10 Immunity to Cold elm(water) 10 Fate 10 Fly
11 Immunity to Electricity elm(air) 11 Guise Other trn 11 Globe of Invulnerability
12 Immunity to Fire elm(fire) 12 Haste 12 Home Ward
13 Infravision trn 13 Healing Circle 13 Locate Distant Object
14 Levitate 14 Lay of the Land 14 Prophetic Dream
15 Minor Globe of Invulnerability 15 Protection from Blast 15 Protection from Blast, Sustained
16 Neutralize Poison* 16 Protection from Normal Weapons 16 Projected Image ill
17 Safe Travels 17 Spirit Walk 17 Reincarnation
18 Spellward Other 18 Strength of Mind* 18 Remove Geas* enc
19 Smite Undead* nec 19 Transmute Rock to Mud* elm(earth) trn 19 Spellwarded Zone
20 Speak with Plants 20 True Seeing 20 Stone to Flesh* trn
21 Vigor 21 Turn to Dust dth 21 Transform Self trn
22 Water Walking elm(water) 22 Winged Flight trn 22 Trollblood trn
is absent, or somehow inaccessible (e.g. in a windowless room), cults require this of their high-level religious figures.) The
the avian messenger will circle in the vicinity until it is able to subject must be willing to accept the change.
reach him or until the spell expires.
The spell is permanent until dispelled by either dispel magic
Bane-rune Range: touch or a second casting of this spell, at which time the subject
Eldritch 1 (White) Duration: 1 turn reverts to its original sex. No actual bathing is required to cast
By magically inscribing a baleful glyph onto the striking head this spell; it just takes its name from a classical myth about a
of a weapon, this spell temporarily enhances it to the equivalent handsome priest who was transformed into a bladedancer after
of a magic weapon +2 against a particular type of creature or unintentionally bathing in a moon-lit pond that Ianna herself
being, choosing from animals, beastmen, enchanted creatures, had recently bathed in.
dragons, fantastic creatures (excluding dragons), giants, oozes, Battering Ram Range: 90’
undead, and vermin. The caster must specify the type of creature Eldritch 3 (Grey) Duration: instantaneous
affected. Weapons that are already enchanted gain an additional
With this spell, the caster smashes a wooden or stone object or
+2 against the type of creature while the spell is in effect. A
structure as if with an invisible battering ram. The spell deals
single casting will effect 20 arrows, 2 one-handed weapons, or
1d4 shp of damage to the object or structure struck – sufficient
1 two-handed weapon.
to knock down an oak door, break off a parapet, etc. The impact
Banner of Invincibility Range: touch of the battering ram will blast shards of stone or splinters of
Eldritch 6 (White) Duration: 1 turn wood from the object structure, dealing 5d6 damage to all
This spell imbues the banner, pennant, standard , or other flag of creatures within 5’. Affected creatures that make a successful
an adventuring party or military unit with powerful protective saving throw versus Blast reduce damage by half. The battering
magic. While the spell is in effect, the bearer of the flag and all ram cannot directly target creatures or areas of open ground.
friendly creatures within 10’ of the flag are immune to normal An interior floor can be targeted as a structure only if the caster
weapons. Magic or silver weapons can harm the protected is at least one story above it.
Magic
creatures, but any number of normal swords, arrows, clubs, or Blindness Range: 60’
natural weapons will be fended off. Monsters which themselves Eldritch 2 (Black) Duration: instantaneous
can only be affected by silver or magical weapons can still harm
This spell can magically destroy a target creature’s eyes. If
the protected creatures, however, as can monsters with 5 HD or
the target fails a saving throw versus Death, it is rendered
more through natural ferocity.
permanently blind. A blinded creature suffers -2 to surprise
Bearing a flag counts as wielding a weapon or shield (e.g. the rolls and -4 to all attack throws and has its movement reduced to
flag bearer can bear the flag in one hand and either wield a one- ¼ its normal rate. Only cure blindness or other magical healing
handed weapon or a shield in his other hand). The spell ends can restore the target’s sight.
if the bearer drops the flag (voluntarily or involuntarily), if the
Body Swap Range: touch
flag is destroyed, if the spell is dispelled, or when the duration
Eldritch 6 (Black) Duration: permanent
expires.
This spell can cause a pair of living creatures to permanently take
If used during a battle, the banner of invincibility can protect on each other’s forms. Each target gains the physical capabilities,
all man-sized creatures in a platoon-sized unit of formed foot. statistics, physical attacks, and special abilities of the new form
The unit cannot be damaged by missile or melee attacks from while retaining its own mental abilities. Each target retains the
units of less than 5 HD without appropriate weapons, and is same number of hit points it previously had, regardless of the
never considered threatened by enemy units that are unable to Hit Dice of the form assumed.
damage it. The effect ends if the unit ever recoils, flees, or routs.
Incorporeal and gaseous creatures cannot be targeted by this
Bath of the Goddess Range: touch spell, nor can creatures with more HD than the caster’s level of
Eldritch 5 (White) Duration: permanent experience. The caster must touch both creatures when casting
When cast, bath of the goddess instantly transforms a willing the spell. Touching an unwilling creature requires a successful
living creature into a creature of the same type but opposite attack throw, so this spell is usually cast only when one or both
sex. The creature gains all of the primary and secondary of the creatures are willing and/or helpless. Each creature may
characteristics of its new sex (external and internal, including make a saving throw versus Spells to resist the body swap. If
reproductive capacity if of breeding age), resembling an either creature saves, the spell has no effect.
opposite-gender twin of its old self.
Once the body swap occurs, it lasts indefinitely. If dispelled
If cast on a creature that has been sexually altered (e.g. a by dispel magic, the two creatures immediately swap back to
eunuch), the creature will suffer an equivalent alteration to its their original forms. If the body swap is dispelled after one of
new form. If cast on a creature of a species that has only one sex, the creatures has died, then the surviving creature must make
the spell has no effect. If cast on a creature of a species that has a saving throw v. Death. If the throw fails, the creature returns
multiple sexes, or on an intersexed creature of a predominantly to its original (dead) form and dies. If the throw succeeds, the
sex-binary species, the caster may choose the sex that results. (A surviving creature retains the new form.
male or female creature could be transformed into an intersexed
creature by this spell if desired. It is rumored that some mystery
Call of the Galloping Herd Range: Special 24-mile hex between the caster’s hex and the nearest 24-mile
Eldritch 4 (White) Duration: 1 day wilderness hex of mountains terrain. If called while the caster
This spell calls one or more horses to the caster to serve as is unreachable (deep in a dungeon, for example), the roc will
steeds for him and his companions (see the Monsters chapter travel as close as it can to the caster and then circle the sky in
of Adventurer Conqueror King System for details). The number that vicinity.
of horses called by the spell is determined by the type of horse For the duration of the spell, the roc will understand the
called and the caster’s level. spellcaster’s speech and - provided that the caster is Lawful - will
serve as a loyal mount for him or another that the caster directs.
No. Called by Caster Level
The roc will only grudgingly serve a Neutral caster or rider,
Horse 7 8 9 10 11 12 13 14 however, and if asked to perform a Chaotic action or assist a
Light Horse 7 7 9 10 11 12 13 14 Chaotic creature it will immediately depart. Otherwise, the spell
Medium Horse 4 4 6 6 7 8 8 9 persists until the roc is slain, the spell is dispelled, or one day
Heavy Horse 3 3 4 5 5 6 6 7 passes (at which time the roc departs). If the spell is cast again
when the roc is about to depart, it will remain for another day.
The adjoining table shows the types of horses that can be called, This spell does not conjure up saddle and tack, nor does
the number of each type called by caster level. When called, the it automatically grant the rider the equivalent of Riding
horses will travel to the caster’s destination at their wilderness proficiency, so unproficient characters who ride the roc into
movement rate. The caster can freely choose the type of horses battle do so at their own risk.
called. f the spell is cast in a hex of inhabited terrain, or in a
borderlands or wilderness hex of clear, grass, hills, or scrub Call of the Great Cats Range: Special
terrain, the horses will take 1d6 turns to arrive. If the spell is cast Eldritch 5 (White) Duration: 1 day
in any other type of hex, the time to arrive is increased by 90
This spell calls one or more large cats to the caster to serve
minutes (9 turns) per 6-mile hex between the caster’s hex and
as companions (see the Monsters chapter of Adventurer
Magic
the nearest such hex. The time to arrival may be much shorter
Conqueror King System for details). The number of cats called
if the Judge has determined that a herd of horses is nearby. If
by the spell is determined by the type of cat called and the
called while the caster is unreachable (deep in a dungeon, for
caster’s level.
example), the horses will travel as close as they can to the caster
and then wait in that vicinity. The adjoining table shows the types of cats that can be called, the
number of each type called by caster level, and the native terrain
For the duration of the spell, the horses will understand
for each type. When called, the cats will travel to the caster’s
the spellcaster’s speech and serve as his loyal friends and
destination at their wilderness movement rate. The caster can
companions. They can be handled as mounts, war mounts, or
freely choose the type of cats called, but the time required for
workbeasts as if trained in the role. The spell persists until all
them to arrive will be greater if the spell is cast outside of their
the horses are slain, the spell is dispelled, or one day passes (at
native terrain because the cats will have further to travel. If the
which time the horses depart). If the spell is cast again when
spell is cast in a wilderness hex of their native terrain, the cats
the horses are about to depart, they will remain for another day.
will take 1d6 turns to arrive. If the spell is cast in any other type
This spell does not conjure up saddle and tack, nor does of hex, the time to arrive is increased by 90 minutes (9 turns) per
it automatically grant the rider the equivalent of Riding 6-mile hex between the caster’s hex and the nearest wilderness
proficiency, so unproficient characters who ride the horses into hex of native terrain. The time to arrival may be much shorter
battle do so at their own risk. if the Judge has determined that a lair of large cats is nearby. If
called while the caster is unreachable (deep in a dungeon, for
Call of the Giant Eagle Range: Special
example), the cats will travel as close as they can to the caster
Eldritch 6 (White) Duration: 1 day
and then wait in that vicinity.
This spell calls a large roc to the caster to serve as a winged
For the duration of the spell, the cats will understand the
steed (see the Monsters chapter of Adventurer Conqueror King
spellcaster’s speech and serve as his loyal friends and companions.
System for details). When called, the roc will travel by air to the
The spell persists until all the cats are slain, the spell is dispelled,
caster’s destination at its flying movement rate. If called in a 24-
or one day passes (at which time the cats depart). If the spell is
mile wilderness hex of mountains terrain, the roc will take 1d6
cast again when the cats are about to depart, they will remain
hours to arrive. If the roc is called outside a wilderness hex of
for another day.
mountains terrain, the time to arrive is increased by 1 hour per
For the duration of the spell, the bear will understand the
spellcaster’s speech and serve as his loyal friend and companion.
Call of the Wolf Pack Range: Special
The spell persists until the bear is slain, the spell is dispelled, or
Eldritch 2 (White) Duration: 1 day
one day passes (at which time the bear departs). If the spell is
cast again when the bear is about to depart, it will remain for This spell calls a pack of wolves to the caster to serve as
another day. companions (see the Monsters chapter of Adventurer Conqueror
King System for details). One wolf will respond to the call plus
one additional wolf for every two levels of experience the caster
possesses, rounded down. When called, the wolves will travel
to the caster’s destination at their wilderness movement rate. If
called in a wilderness hex of their native terrain (woods, hills, or
mountains), the wolves will take 1d6 turns to arrive. If the spell
is cast in any other type of hex, the time to arrive is increased by 15+. (If the longship had been under oar, its movement
90 minutes (9 turns) per 6-mile hex between the caster’s hex and rate of 150’ per round would have reduced the target
the nearest wilderness hex of native terrain. The time to arrival value to just 5+!) Fortunately, Raknar has three ranks
may be much shorter if the Judge has determined that a wolf of Seafaring proficiency, granting him a +5 bonus to the
den is nearby. If called while the caster is unreachable (deep in throw. Unfortunately, he rolls a 3, which still fails. The Red
a dungeon, for example), the wolves will travel as close as it can Viper is struck on its broadside and suffers 1d4+4 x 10
to the caster and then wait in that vicinity. For the duration of shp of damage. Ra-Ramses rolls a 3, so the total is 70 shp.
the spell, the wolves will understand the spellcaster’s speech and That reduces the longship to 0 shp, and it will sink in 1d10
serve as his loyal friends and companions. The spell persists until rounds.
all the wolves are slain, the spell is dispelled, or one day passes
Meanwhile, Raknar and his 75 crew must each make a
(at which time the wolf departs). If the spell is cast again when
saving throw versus Blast. Those that fail suffer 1d6 points
the wolves are about to depart, they will remain for another day.
of damage and are swept overboard. Raknar’s ill-luck
Capsizing Wave Range: 150’ continues as he fails his saving throw. The barbarian is
Eldritch 6 (Grey) Duration: instantaneous carried into the murky waters…
This spell smashes a sea vessel within range with a capsizing Choking Grip Range: 30’
wave capable of sinking even the largest sailing ships. The Eldritch 1 (Black) Duration: special
wave is approximately 150’ long, 15’ high, and 4’ thick. On his
This spell creates an invisible grip around the throat of the
initiative number, the captain of the target vessel may use his
target creature. The target must make a saving throw versus
action to attempt to steer through the wave. Steering through
Death. If the target’s saving throw succeeds, it resists the spell.
the wave requires a Seafaring proficiency throw. The target value
If the target’s saving throw fails, it begins choking. A choking
of the proficiency throw is based on the speed of the vessel, as
creature suffers 1d6 points of damage and cannot attack, cast
shown on the accompanying table. Master mariners (characters
Magic
spells, move, speak, or take any other action (although it can
with Seafaring rank 3) gain a +5 bonus on the throw.
still defend itself).
Vessel Movement Rate Seafaring Throw When the caster’s next initiative number comes up, if the caster
150’/round or faster 5+ maintains concentration on the spell, then the choking target
120’/round 11+ must make another saving throw. On a successful save, the
90’/round 13+ spell ends. On a failed save, the target continues choking. It
60’/round 15+ suffers another 1d6 points of damage and still cannot take any
45’/round 17+ action. The choking grip lasts until dispelled, the caster stops
30’/round or slower 19+ concentrating upon it, or the target makes a successful saving
throw and ends the spell.
If the captain does not attempt to steer the vessel through the Circle of Agony Range: 30’
wave, or if the captain’s proficiency throw fails, the vessel is Eldritch 5 (Black) Duration: special
struck on its broadside by the wave. It suffers 50-80 (1d4+4 x
10) shp of damage. Each crewmember on deck must make a This spell can inflict agonizing pain on one or more target
saving throw versus Blast. Crewmembers that fail their saving creatures within range. The caster may target one creature per
throws suffer 1d6 points of damage and are swept overboard. If level of experience. Each target must make a saving throw
the captain’s proficiency throw succeeds, the vessel suffers only versus Death. On a successful save, the spell has no effect on the
25-40 (1d4+4 x 5) shp of damage, and the crewmembers are not target. On a failed save, the target is agonized. While agonized,
affected. a creature is helpless and cannot attack, cast spells, or move. It
gains no benefit to its AC from its DEX or shield (if any). It can
A vessel reduced to 0 shp by may no longer move under its own be ambushed or backstabbed by creatures capable of doing so.
power or attack with any ship-mounted weaponry, and will All attack throws against agonized creatures gain a +2 bonus,
sink in 1d10 rounds. Any crew still on board may attack with or a +4 bonus if the attacker ambushes or backstabs it. The
personal weapons during this time. When the vessel sinks, or agonized creature is dealt the attack’s ordinary damage, or
when knocked overboard, crew must begin making swimming the attack’s ordinary damage multiplied by two or more from
throws each round. See Sea Combat in ACKS, p. 112 for more ambush or backstab. Melee attack throws against agonized
details. creatures automatically hit if the attacker is of the same or larger
EXAMPLE: Ra-Ramses sees Raknar the Red-Handed size category than the helpless creature. If the attacker is not
sailing towards his island sanctum is at the helm of his engaged, and his attack is capable of damaging the agonized
longship, the Red Viper (70 shp). When Raknar’s vessel creature, then the agonized creature may be automatically slain.
gets to a range of 150’, Ra-Ramses smashes it with a The attacker may not cleave thereafter, however. Otherwise, the
capsizing wave. On Raknar’s initiative, he attempts to steer helpless creature may be dealt the attack’s ordinary damage.
through the wave. Raknar’s longship is under sail, so it has
a movement rate of 60’ per round. Therefore he must make
a Seafaring proficiency throw with a target value of
Magic
the Monsters chapter of ACKS for statistics for the conjured
elemental. At most one elemental of each type may be conjured
by the caster in a given day. Once the elemental appears, it serves
the caster indefinitely, provided that the caster concentrates on
nothing but controlling the creature. Spell casting, combat,
or movement over half the normal rate results in loss of Conjure Genie Range: 240’
concentration. The caster, while in control of an elemental, can Eldritch 6 (Black) Duration: special (indefinite)
dismiss it to its native sphere at will (doing so on his Initiative A portal to one of the Elemental Spheres of Air, Earth, Fire, or
if in combat). If the caster loses concentration, control of the Water is opened, allowing the spellcaster to conjure a genie from
conjured elemental is lost and cannot be regained. The creature that sphere. See the entries for Djinn and Efreeti in ACKS and
then seeks to attack the caster and all others in its path. Only for Dao and Marid in Lairs & Encounters for statistics for the
dispel magic or dispel evil will banish the elemental once conjured genie. At most one genie of each type may be conjured
control has been lost. An uncontrolled elemental may, of course, by the caster in a given day. Once the genie appears, it serves
choose to return to its home sphere on its own; such creatures the caster indefinitely, provided that the caster concentrates
will never choose to remain away from their sphere of existence on nothing but controlling the creature. Spell casting, combat,
for long. or movement over half the normal rate results in loss of
concentration. The caster, while in control of the genie, can
Conjure Dybbuk Range: 240’
dismiss it to its native sphere at will (doing so on his Initiative
Eldritch 4 (Black) Duration: special (12 turns)
if in combat). If the caster loses concentration, control of the
A portal to the Outer Darkness is opened, allowing the conjured genie is lost and cannot be regained. The creature then
spellcaster to conjure a dybbuk with 14 HD and three special seeks to attack the caster and all others in its path. Only dispel
abilities. Only one dybbuk may be conjured by the caster in a magic or dispel evil will banish the genie once control has been
given day. Once the dybbuk appears, it serves the caster for up lost. An uncontrolled genie may, of course, choose to return to
to two hours (12 turns), provided that the caster concentrates its home sphere on its own; such creatures will never choose to
on nothing but controlling the creature. This spell is otherwise remain away from their sphere of existence for long. A conjured
identical to conjure cacodemon spawn. genie is not under sufficient control to be forced to cast wish.
Conjure Fiend Range: 240’ Conjure Hellion Range: 240’
Eldritch 6 (Black) Duration: special (12 turns) Eldritch 3 (Black) Duration: special (1 day)
A portal to the Outer Darkness is opened, allowing the A portal to the Outer Darkness is opened, allowing the
spellcaster to conjure a fiend with 18 HD and four special spellcaster to conjure a hellion with 8 HD and two special
abilities. Only one fiend may be conjured by the caster in a abilities. Only one hellion may be conjured by the caster in a
given day. Once the fiend appears, it serves the caster for up given day. Once the hellion appears, it serves the caster for up
to two hours (12 turns), provided that the caster concentrates to one full day, provided that the caster concentrates on nothing
on nothing but controlling the creature. This spell is otherwise but controlling the creature. This spell is otherwise identical to
identical to conjure cacodemon spawn. conjure cacodemon spawn.
True Answer: The caster gets a true, one-word answer. Otherwise, If the target is awake when the caster completes the spellcasting,
the entity lies, and the lie is undetectable. the caster knows it, and can either end his dream-state (and the
spell) or can remain in the dream state while waiting for the
target to fall asleep, at which point the spell begins.
Magic
remove any corruption the target may have acquired. Cure Major Wounds* Range: touch
Crafting Range: touch Eldritch 3 (White) Duration: instantaneous
Eldritch 4 (White) Duration: special This spell works exactly like cure critical wounds, save that the
This dweomer improves the target’s Art or Crafting proficiency creature touched regains hit points as if it had rested for three
by one rank for purposes of completing one project (e.g. days. The reverse, cause major wounds, also works exactly like
forging one sword, painting one painting, composing one cause critical wounds, except that the creature touched loses hit
song). Unproficient characters become apprentices, apprentices points equal to the amount it would have gained had it rested
become journeymen, journeymen become masters, masters for three days.
become grand masters, and grand masters become capable of EXAMPLE: Had Balbus cast cure major wounds, Marcus
creating magic items at twice the base time and cost of a mage. would have recovered 6d6 hp.
The spell expires when the project is completed or when a day
passes without the target working on the project for at least 8 Cure Moderate Wounds* Range: touch
hours. Eldritch 2 (White) Duration: instantaneous
Cure Critical Wounds* Range: touch This spell works exactly like cure critical wounds, save that
Eldritch 5 (White) Duration: instantaneous the creature touched regains hit points equal to twice its Base
Healing Rate, as if it had rested for two days. The reverse,
The caster heals the creature touched. The creature instantly cause moderate wounds, also works exactly like cause critical
regains hit points as if it had rested for five days. The spell may wounds, except that the creature touched loses hit points equal
also be used to cure paralysis, but does not then cure any points to twice its Base Healing Rate, the amount it would have gained
of damage. The spell will never increase a creature’s hit points had it rested for two days.
beyond the normal amount.
EXAMPLE: Had Balbus cast cure moderate wounds,
EXAMPLE: Marcus has 42 hp. According to the Base Marcus would have recovered 4d6 hp.
Healing Rate table, he will recover 2d6 hp per day of rest.
He has recently been mauled by an ogre, and has taken Cure Serious Wounds* Range: touch
37 points of damage, reducing him to 5 hp. Balbus, a 14th Divine 4 (White) Duration: instantaneous
level caster, casts cure critical wounds on Marcus. Marcus This spell works exactly like cure critical wounds, save that the
recovers as if he had rested for five days. Marcus rolls 5 creature touched regains hit points as if it had rested for four
x 2d6 or 10d6, and recovers 38 hp. That’s more than the days. The reverse, cause serious wounds, also works exactly like
damage he suffered, so he is restored to his full 42 hp. cause critical wounds, except that the creature touched loses hit
The reverse, cause critical wounds, damages the creature points equal to the amount it would have gained had it rested
touched. The creature instantly loses a number of hit points for four days.
equal to the amount it might have gained for an equivalent EXAMPLE: Had Balbus cast cure serious wounds, Marcus
amount of healing, e.g. five days rest. The reversed spell can would have recovered 8d6 hp.
decrease a creature’s hit points below zero.
Magic
points that the target loses. and missile attacks of all sorts. The eldritch armor does not
stack with worn normal or magical armor, if any, but other
Earth’s Excrescence Range: 60’
enhancements to AC will function normally.
Eldritch 2 (Grey) Duration: instantaneous
This spell causes an area of earth 15’ in diameter to burst like a Eldritch Protection Range: 0’
swollen boil, casting forth chunks of stone, dirt, and hot mud. Eldritch 3 (White) Duration: 9 turns
All creatures within the area of effect must make a saving throw This spell protects a creature with wards and charms of
versus Blast. Creatures that fail the saving throw suffer 3d6 protection and safety. For the duration of the spell, the target
points of damage and are knocked down. Creatures that succeed receives a +2 bonus to AC and +2 bonus to all saving throws.
on the saving throw suffer half damage and retain their footing. The bonus to AC stacks with both worn armor and any other
Creatures of Huge size or greater cannot be knocked down by enhancements to AC.
this spell, but still suffer damage. The earth’s excrescence can
Endless Slumber Range: 60’
only be brought forth from an area of soil, sand, silt, clay, or
Eldritch 4 (Black) Duration: until dispelled
uncut, unworked rock. The spell does not function on worked
stone, wood, cement, concrete, metal, or magical materials. This spell places the target creature into a deep, magical
sleep. The target can resist the effect with a successful saving
throw versus Spells. If the saving throw fails, the target will
immediately fall asleep, and thereafter cannot be awoken by any
natural means. A dispel magic or remove curse might rouse
the affected creature from its bewitched slumber; there is a 5%
chance of failure for every level the caster is lower than whoever
cast the endless slumber.
If desired, the spellcaster may dictate a specific condition under
which the target will automatically awaken. Receiving a kiss from
royalty of the opposite sex is the most well-known condition
associated with endless slumber; others are left to the caster’s
imagination and the Judge’s discretion. The condition must be
spoken aloud when the spell is cast, and must be something
actually possible without resort to magic. A wakening condition
is not required, but if one is offered it strengths the spell; an
endless slumber with an awakening condition can only be
magically lifted by a caster of greater level than the original
spellcaster. A divination or fate spell cast upon the affected
creature will reveal the specific condition to awaken it (if any).
Creature / Object’s Weight Damage Dealt multipliers in the area of effect, while enemies suffer a -1 penalty
Up to 4 stone (80lb) 1d6
to surprise rolls and worsened movement multipliers in the area
of effect.
4 stone to 8 stone (81-160lb) 2d6
8 stone to 15 stone (160-300lb) 3d6 (5’ radius) Allied Move Enemy Move
15 stone to 30 stone (301-600lb) 4d6 (10’ radius) Terrain Multiplier Multiplier
30 stone to 60 stone (601-1,200lb) 5d6 (15’ radius) Hills, forest, scrub x1 x1/2
60 stone to 120 stone (1,200-2,400lb 6d6 (15’ radius) Jungle, swamps x2/3 x1/3
120 stone to 240 stone (2,400-4,800lb) 8d6 (15’ radius)
240 stone to 392 stone (4,800-7,840lb) 10d6 (20’ radius)
Normal plants receive no saving throw when the spell is cast,
but each season thereafter they receive a saving throw to break
The affected creatures or objects can be flung in any direction the spell; the Judge should roll once for all normal plants in the
the caster chooses. If the caster wishes to fling one or more of area of effect as if they were a 1 HD monster. If the caster does
the affected creatures or objects into another creature, or onto severe damage to the plants in the area of effect (such as clear
a specific hard-to-reach location (such as a balcony or pit), cutting the trees), the spell immediately ends, but gathering
he must make a successful attack throw. A throw of a single fallen wood, picking fruit and flowers, trimming leaves, and
creature or object may be aimed without penalty, but each similar gardening does not end the forest enchantment.
additional object or creature imposes a cumulative -1 penalty
to the caster’s attack throws. If an aimed throw misses, it scatters The spell can also affect any plant monsters that happen to be
like thrown oil. within the area of effect, but these are allowed a save versus
Spells to resist if of 2 HD or greater. Once in effect, the charm
Creatures or objects flung into walls or other hard surface lasts until removed by a dispel magic spell or until the affected
will suffer damage. Creatures or objects will also deal damage plant monster makes a successful saving throw versus Spells.
to whatever they strike. The amount of damage will be based The charmed plant monster receives a saving throw to break the
Magic
on the flung creature or object’s weight, as shown on the table spell each day if it has 7+1 HD or more, every week if it has 5-6
below. Large flung objects will also deal damage to an area of HD, and every month if it has 4 HD or fewer. This spell does not
effect around their point of impact. Creatures in this area of grant the caster any special means of communication with the
effect can avoid the damage with a successful saving throw v. affected plants.
Blast, but creatures actually struck by the flung object cannot
avoid the damage. Damage from magic converts into SHP at a Forgetfulness Range: 15’
rate of 1 SHP per 5 points of damage. Eldritch 5 (Grey) Duration: special
EXAMPLE: Baldur, a 9th level Nobiran wizard, is This spell induces forgetfulness in one or more living creatures
supporting a company of mercenaries during a siege. The within range. Up to 3d6 HD of living creatures of up to 4 HD
mercenaries are suffering from the fire of a light catapult each can be affected. Creatures with the fewest HD are affected
(1,200lb). Baldur casts force of impetus, enabling him to first. Affected creatures lose all memory of the preceding
fling up to 9 objects of up to 18 stone each, or a single object 30 rounds (5 minutes) before the spell was cast and form no
of up to (9 x 9 x 2) 162 stone. He opts for the latter, and memories of anything that happens during the subsequent 30
flings the light catapult onto its own four crew members. rounds (5 minutes) after the spell was cast. While under the
He makes a successful attack throw against one of the crew’s influence of the spell, the affected creatures are passive and
AC. That crew member takes 8d6 damage (and dies!). The distracted, as if lost in thought or day dreaming. If attacked, they
other three crew members, all within 15’, must save v. Blast will defend themselves, but otherwise they will not interfere
or suffer 8d6 damage each. The light catapult itself takes with the activities of other creatures. When the spell ends, the
8d6/5 shp, enough to destroy it. creatures are not aware of having been affected; they simply feel
as if they have come out of a day dream or lapse in attention.
Forest Enchantment Range: 0’ Memories lost to this spell can return to the creature if the effect
Eldritch 5 (Grey) Duration: special is dispelled or if the creature succeeds on a subsequent saving
This spell is a favorite of elven spellsingers and Nobiran wizards throw versus Spells. An affected creature receives a saving
of nature, who commonly cast it in the vicinity of their fastnesses throw to recover its memories after a day has passed if it has
and towers. When cast, it charms all of the plants in a 240’ radius an Intelligence of 13 or greater, after a week if its Intelligence is
around the caster. Thereafter the caster, and any characters 9-12, or after a month it its Intelligence is 8 or less.
he “introduces” to the plants as friends, can move among the EXAMPLE: Arwen, an elven spellsinger, has infiltrated
normal plants in the area of effect free from intentional or into the Temple of Dirgion in order to steal the Talisman of
accidental harm – rose bushes will twist so that their thorns do the Fiery Eye. She disguises herself with the grey robes of a
not pierce him, poisonous ivy will not leak oil onto him, tree priestess of Dirgion and enters the Temple. In the reliquary,
branches and roots will shift slightly so as not to trip him, and she is confronted by a trio of bugbear guards, Borgat,
so on. In addition, the charmed plants will be hostile to enemies Shigor, and Nassim. The bugbears attack her because she
of the caster who intrude upon the area; trespassers will find fails to offer the correct password. On her initiative, Arwen
that thorns bite them, branches and roots entangle them, and casts forgetfulness on the bugbears. She throws 3d6 to
leaves whistle where they pass. In game terms, the caster and his determine the HD of creatures she can target, and rolls a
allies gain a +1 bonus to surprise rolls and improved movement 13 – more than enough to affect all three bugbears.
Eldritch Spell Lists 135
Magic
remaining water. The ice floe created by the spell may be up to above the water, and a 10’ thick one about 1’.
10’ long and 10’ wide and up to 1’ thick, for a total volume of Creatures may safely move across the ice sheet at their
up to 100 cubic feet. The ice floe’s length, width, and thickness encounter movement rate. Creatures moving across the sheet at
cannot exceed the length, width, and depth of the body of water their combat movement rate must make a proficiency throw of
from which it is created. It cannot be evoked so that it appears 2+ each round or fall prone. Creatures moving across the sheet
where objects or creatures already are. The water inside a living at their running movement rate must make a proficiency throw
creature cannot be turned into an ice floe, no matter how large each round with a target value equal to their encumbrance, or
the creature is. fall prone.
As ice is less dense than water, the top of the ice floe will be The ice sheet can support a maximum weight of 75,000 lbs
about 10% higher than the surface of the water. A typical 1’ across its entire surface. Any additional weight will cause the ice
thick ice floe will stick up about 1.25” above the water. The ice sheet to sink below the surface of the water. In addition, heavy
floe can support up to 5lbs of creatures or objects per cubic foot creatures may break through the ice beneath their feet. A 1”
while remaining afloat, but any additional weight will cause thick sheet can only support small creatures (less than 35 lbs). A
the ice floe to sink below the surface of the water. If the caster 4” thick sheet can support man-sized creatures (up to 400 lbs).
concentrates while touching the ice floe, he can magically move A 1’ thick sheet can support large creatures (up to 2,000 lbs.). A
it across the water at an encounter movement rate of 20’ per 10’ thick sheet can support gigantic creatures (up to 32,000 lbs).
turn. For each size category by which a creature exceeds the ice sheet’s
The ice floe is only as resilient as any other large block of frozen limit, the ice has a 1 in 6 chance each round of breaking beneath
water. It counts as a structure with AC 2 and 5 shp. Man-sized their feet. When this occurs, the creature falls into the water.
creatures, large creatures, and light ballista cannot deal damage Creatures in icy water also suffer 1 point of cold damage per
to the ice floe. Huge creatures, non-magical fire, and magic can round and must make a swimming check or begin drowning
deal 1/5th damage. Artillery, gigantic creatures, and magical fire (see ACKS p. 113). If the creature passes the swimming check,
can deal full damage. it may pull itself back onto the safety of the ice on its initiative
(although the ice may break again).
When an ice floe is created in above-freezing temperatures, it
will melt after 8 hours. Dispel magic will instantly melt an ice EXAMPLE: Quintus is being pursued by an ogre. His
floe in above-freezing temperatures. Otherwise when the spell escape is blocked by a 500’ wide river. He casts ice sheet
expires or is dispelled, the caster loses the ability to magically and creates a 90’ wide, 500’ long, 4” bridge of ice across the
move the ice floe, but it does not melt until temperatures rise. river. As a man-sized creature, Quintus is able to safely cross
(That is to say, the ice doesn’t magically heat up!) the sheet. The ogre is a large-sized creature, however, and
may break through the 4” thick ice. It is one size category
larger than the 4” sheet’s limit, so it has a 1 in 6 chance each
round of breaking through. Assuming the ogre crosses at
its combat movement rate of 30’ per round, it will require
17 rounds to get across the ice….
Magic
on the following table on its initiative number each round to fewer Hit Dice, or one animal of more than 4 Hit Dice. Calculate
determine its actions: creatures with less than 1 HD as having ½ HD, and creatures
with a bonus to HD as having the flat amount. The caster may
2d6 Behavior decide which individual creatures out of a mixed group are
Attack the caster or allies with melee or ranged weapons to be affected first; excess Hit Dice of effect are ignored. Each
2–5
(or move closer if attack is not possible). affected animal must make a saving throw versus Spells. If only
6–8 Do nothing but babble incoherently. one animal is to be affected, then its saving throw is made with a
9–12 Attack the creature’s own party, if any. -2 penalty. If the save succeeds, the animal resists the spell. If the
save fails, the animal becomes infuriated.
Attackers are not at any special advantage when attacking Each round, an infuriated animal will attack any creatures it can
the insane creature. Any insane creature who is attacked detect. It will prioritize attacking whichever creature has most
automatically retaliates on its next initiative, as long as it is still recently damaged it, but otherwise will attack the closest target.
confused when its initiative comes. An insane creature which is If the animal has no eligible targets, it will wait motionless in
restrained, imprisoned, alone, or otherwise can’t carry out the seething fury until a target presents itself. An infuriated animal
indicated action does nothing but babble incoherently. gains a +2 bonus to its attack throws but suffers a -2 penalty
Insanity is permanent until the effects are extinguished with to its AC due to its mindless rage. It cannot talk or retreat. It
dispel, cure disease, or remove curse. is immune to fear and ignores morale. The animal remains
infuriated until the spell ends or the effect is dispelled. However,
Inferno Range: 150’ if an infuriated female animal ever finds itself about to attack its
Eldritch 6 (Grey) Duration: 1 round per level own young, the animal may immediately make an additional
This spell conjures a terrible inferno from the Sphere of saving throw at +5, with a successful save ending the effect.
Elemental Fire itself. The inferno is 30’ in diameter and 10’ high Infuriate Crowd Range: 60’
and burns everything within. It deals 1d10 points of damage Eldritch 3 (Black) Duration: 12 rounds
each round to creatures that begin their initiative in or enter
its area of effect (no saving throw). The inferno also sets fire to This spell can enrage a crowd of living creatures. Up to 3d6
combustibles and damages objects in the area. On the caster’s Hit Dice of living creatures of up to 4 HD each can be affected.
initiative number each round, structures suffer 1 point of shp Calculate creatures with less than 1 HD as having ½ HD,
per 10’ square area in the inferno. The inferno will also melt and creatures with a bonus to HD as having the flat amount.
metals with low melting points, such as lead, gold, copper, The caster may decide which individual creatures out of a
silver, and bronze. The inferno lasts until dispelled or the spell’s mixed group are to be affected first; excess Hit Dice of effect
duration expires. are ignored. Each affected creature must make a saving throw
versus Spells. If the save succeeds, the creature resists the spell.
If the save fails, the creature becomes infuriated. The effects on
infuriated creatures are identical to those for infuriate person.
by the Judge, the caster cannot be certain whether the spell has
ended because of chance or because there are no more lairs to EXAMPLE: Ra-Ramses is an 11th level occultist with 31
find. hp and CON 11. He casts necromantic invulnerability
on himself. A few hours later, he is caught in a 38-hp
Locate Distant Object Range: 1,200 miles
thunderbolt casts by his rival, Balbus, and reduced to -7
Eldritch 6 (White) Duration: concentration
hp. Ra-Ramses immediately rolls 1d20+1d6 on the Mortal
This spell allows the caster to sense the direction and approximate Wounds table. His d20 roll is a lowly 2 but his d6 roll is a
distance to a well-known or clearly visualized object, even 5. There is no modifier from his CON of 11. There is a -2
over vast ranges (up to 1,200 miles or 50 24-mile hexes). He penalty because his hp are at a negative value greater than ¼
can search for general items, in which case the nearest one of but less than ½ his maximum hp. In lieu of any Treatment
its kind is located if more than one is within range. The caster or Timing modifiers, he adds a bonus equal to his caster
cannot specify a unique item unless he or she has observed that level, or +11. His final d20 result is therefore (2-2+11) or
particular item firsthand (not through divination). The spell is 11. A result of 11, 2 on the Mortal Wounds table means that
blocked by even a thin sheet of lead or gold. Creatures cannot Ra-Ramses has had an eye damaged. However, he is not
be found by this spell. critically wounded nor does he need one week’s bed rest;
Locate Haunting Range: 12 miles instead he immediately is restored to 1 hp. Balbus watches
Eldritch 5 (White) Duration: concentration in horror as Ra-Ramses sits up and brushes himself off,
the only apparent effect of the lightning blast being a filmy
This spell allows the caster to sense the direction and cataract on one eye.
approximate distance to the nearest undead creatures within 12
miles (i.e. within the area of a 24-mile hex). The caster can search Noiselessness Range: self
for undead in general, in which case the spell will reveal the type Eldritch 2 (White) Duration: concentration
of, as well as direction and distance to, the nearest undead of plus 3 rounds
any sort. Alternatively, the caster can locate a particular undead This spell creates a sphere of complete silence with a 10’
Magic
creature (e.g. “the mummy Amon-Hotep”) that he either can radius around the caster. All sound is stopped: Conversation
identify by its true name or has physically encountered in the is impossible, spells cannot be cast, and no noise whatsoever
past. Locate haunting is not blocked by earth, stone, or wood, issues from, enters, or passes through the area. The spell lasts
but even a thin sheet of lead or gold will obscure an undead for as long as the caster concentrates plus 3 additional rounds
creature from detection by this spell. thereafter. The spellcaster can end it earlier if desired simply
Mirage Range: 240’ by speaking. This spell provides a defense against sonic or
Eldritch 5 (Grey) Duration: special language-based attacks or spells.
This spell makes a fortified structure or piece of terrain appear Noxious Cloud Range: 30’
as something else (e.g. a tower into a hill, a swamp into a lake, Eldritch 3 (Grey) Duration: 1 round per level
etc.) The entire terrain feature must be within range of the spell. This spell creates a billowing mass of foul-smelling vapors to
This spell requires a full turn to cast. The affected terrain looks, arise within 30’. Because the spell draws its power from natural
sounds, and smells exactly like its illusionary form. A save miasmas, it can only be cast outdoors or in a ventilated room.
versus Spells is allowed to see through the illusion, but only if The noxious cloud is 20’ x 20’ x 20’ in size and blocks line of
the creatures or characters affected actively attempt to do so. The sight into or through it. Any creature that starts its initiative
mirage lasts until the illusion is dispelled. Mirage is frequently number in or enters the noxious cloud must make a successful
used by spellcasters to conceal their sanctums, and by elf-lords saving throw versus Poison or become nauseated. Nauseated
to hide their fastnesses. creatures cannot attack, cast spells, or take any other action
Necromantic Invulnerability Range: caster except to move out of the cloud. The nauseated condition lasts
Eldritch 6 (Black) Duration: 1 hour per level as long as the creature is in the cloud and for 1d4+1 rounds after
exiting it. Any creature that succeeds on its save but remains in
This spell makes the character preternaturally difficult to kill. or re-enters the cloud must continue to save each round.
Suffused with necromantic energies, the caster could have
his lung pierced, his throat cut, his arms cut off, or his skull Paralyze Range: 60’
bashed in, and still not die! In game terms, anytime the caster Eldritch 3 (Grey) Duration: 1 round per level
is reduced to 0 or fewer hit points, the caster gets to immediately This spell can paralyze up to 3d6 HD of living creatures within
roll 1d20+1d6 on the Mortal Wounds table. Apply the usual range. Creatures with fewer HD are affected first. Each affected
modifiers for Hit Points and Constitution, but instead of the creature may make a saving throw versus Paralysis to resist the
modifiers for Treatment and Timing applies his caster level as effect. Those that fail the saving throw are paralyzed until the
a bonus. Record the result of any permanent wounds as usual. spell is dispelled or its duration expires. A paralyzed creature
However, regardless of any permanent wound, the caster is cannot attack, cast spells, or move. A paralyzed creature gains
then immediately restored to 1 hp without need for bed rest. A no benefit to its AC from its DEX or shield (if any). A paralyzed
character protected by necromantic invulnerability can only creature can be ambushed or backstabbed by creatures capable
be actually killed if he is slain while helpless by an unengaged of doing so. All attack throws against paralyzed creatures
combatant, or if he is disintegrated or slain by death magic. gain a +2 bonus, or a +4 bonus if the attacker ambushes or
backstabs the paralyzed creature. The paralyzed creature is
Magic
elapses.
This spell imbues necromantic energies into a recently-deceased
creature, restoring it to a semblance of life. The caster can raise Safe Travels Range: 0’
a creature that has been dead for no longer than two days at 7th Eldritch 4 (White) Duration: Special
level, and four days are added per level above 7. For example, a This spell protects a traveler, guiding him to his destination safe
9th level caster can restore semblance of life to a creature that and unhindered. The subject of the spell gains a +2 bonus on
has been dead for 10 days. However, this spell cannot bring back proficiency throws to avoid getting lost. In any terrain except
a creature that has died of old age, lost its head, or had its body clear and grassland terrain, the subject of the spell receives a +3
cremated. bonus to proficiency throws to evade wilderness encounters.
Creatures restored to semblance of life do not need bed rest, as The duration of the spell extends for the length of the traveler’s
the infusion of necromantic energies restores them to immediate journey, to a maximum duration of one month.
vigor. However, the spell has no effect on any permanent Scouring Zephyr Range: 0’
wounds the creature may suffer from, so lost limbs, disfiguring Eldritch 5 (Grey) Duration: instantaneous
scars, or other injuries remain in effect. Many creatures restored
This spell summons up a scouring zephyr from the skies.
to a semblance of life thus awaken as cripples. Worse is the
Because the spell draws its power from atmospheric winds,
spell’s effect on the subject’s very soul: Any creature restored to a
it can only be cast outdoors or in a well-ventilated room. The
semblance of life will automatically suffer two side effects on the
scouring zephyr sweeps from the caster to affect all creatures
Tampering with Mortality table in ACKS, one from Row 1-5
in a cone 60’ long and 10’ wide at its terminus. Any creatures
(“Great Cost”) and one from Row 11-15 (“Intense”). Roll 1d6
within the cone will suffer 7d4 points of damage from abrasion
for each. In addition, the subject is sterile, having no genuine
and debris whipped up by the zephyr. A successful saving throw
vitality to pass on.
versus Blast reduces damage to half.
EXAMPLE: Athelstan suffers a mortal wound, his lips and
Creatures subjected to the scouring zephyr that fail their saving
tongue mangled by the mace of an ogre, and he expires
throw suffer additional effects, depending on their size. Tiny
shortly thereafter. His comrade Balbus, now a 14th level
creatures (the size of a house pet or smaller) are knocked down
ecclesiastic, finds the dead warrior two weeks days later.
and rolled 1d4x10’, taking 1d4 points of nonlethal damage per
In a state of mad grief, Balbus foolishly decides to restore
10’. If flying, a tiny or smaller creature is blown back 2d6x10’
semblance of life on his slain friend. As a 14th level caster,
feet and takes 2d6 points of nonlethal damage due to battering
Balbus is able to restore a creature dead for up to 30 days, so
and buffeting. Small creatures, such as halflings or goblins, are
the foul state of Athelstan’s corpse is no obstacle. Athelstan
knocked prone by the force of the wind, and if flying are knocked
is restored, but he must roll twice on the Tampering with
back 1d6x10’ feet. Man-sized creatures are unaffected if on foot,
Mortality table. On Row 1-5, Athelstan rolls a 1 – his heart
but are knocked back 1d6x5’ feet if flying. Large creatures move
beats and his blood flows, but life is not the same; he loses
normally despite a scouring zephyr.
1d4 points of CON and WIS. On Row 11-15, Athelstan rolls
a 2 – he is disturbed by what he saw on the other side and In addition, the force of the scouring zephyr automatically
mumbles constantly. “Eh Ohaoo…Eh ohaoo,” the warrior extinguishes any candles, torches, or other unprotected flames.
mutters through his mangled lips and tongue. The horror. It causes protected flames, such as those of lanterns, to dance
Eldritch Spell Lists 143
If slag armor is cast on a living iron statue, iron golem, or of doing so. All attack throws against slumbering creatures gain
similar creature constructed of metal, it reduces the target’s a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs
armor class by 1 and deals 1d6 points of damage per round it is it. The slumbering creature is dealt the attack’s ordinary damage,
in effect. Slag armor lasts until the spell is dispelled, the armor or the attack’s ordinary damage multiplied by two or more from
is destroyed, the caster stops concentrating upon it, or the target ambush or backstab. Melee attack throws against slumbering
makes a successful saving throw. creatures automatically hit if the If the attacker is of the same
or larger size category than the slumbering creature. If the
Slicing Blow Range: 30’
attacker is not engaged, and his attack is capable of damaging
Eldritch 1 (Black) Duration: instantaneous
the slumbering creature, then the slumbering creature may
This spell allows the caster to necromantically inflict a vicious be automatically slain. The attacker may not cleave thereafter,
cut on a target creature within range. The spellcaster must make however. Otherwise, the slumbering creature may be dealt the
a successful attack throw against the creature. If he hits, the attack’s ordinary damage.
slicing blow deals 1d10 points of damage with no saving throw.
Attacking, damaging, or moving a slumbering creature awakens
At 3rd level, and every two levels thereafter (5th, 7th, 9th, 11th, it, but normal noise does not. Slumber does not affect creatures
and 13th level), the caster gains the ability to inflict an additional that are already unconscious or undead, constructs, oozes, and
slicing blow. The caster’s slicing blows can all strike at one other creatures that do not rest.
target or can strike at different targets, as desired; roll a separate
attack throw for each slicing blow. Sorcerous Blast Range: 150’
Eldritch 5 (Black) Duration: instantaneous
Sling Stone Range: 180’
The caster directs a sorcerous bolt towards a point of the caster’s
Eldritch 1 (Grey) Duration: instantaneous
choice within range, where it explodes in a 20’ diameter blast
By means of this spell, the caster magically slings one or more of power. Each creature or object in the area of effect suffers
small objects at targets within range. The caster can sling up to 5d6 points of damage, or half as much damage if it makes a
one object per level of experience. The objects scan be slung
Magic
successful saving throw versus Blast.
at one target or distributed across several targets, as desired.
The spellcaster must make a successful attack throw with each To select the point of detonation, the caster points a finger in
object. Each object that successfully hits deals 1d4 points of the desired direction while mentally determining the range and
damage to its target. elevation. If the sorcerous blast’s path is blocked by a material
body or solid barrier, it will detonate early. If the damage caused
To be slung by this spell, an object must be either in the caster’s to an interposing barrier shatters or breaks through it, the
hands or lying on the ground within 5’; must be made of clay, explosion may continue beyond the barrier in order to attain
stone, or metal; and must weigh no more than 8 ounces. Most its full volume. If the caster attempts to guide a sorcerous blast
casters will carry a pouch of sling stones or bullets for use with through a narrow passage, such as through an arrow loop, he
this spell, but if necessary, a caster may resort to slinging objects must make a successful missile attack throw (without range
that are littering the ground nearby. The Judge may randomly adjustments) to hit the opening, or else the blast strikes the
determine how many eligible objects are nearby based on the barrier and detonates prematurely.
caster’s environment by rolling on the adjoining table.
Sorcerous Bolt Range: 150’
Environment No. of Objects Eldritch 3 (Black) Duration: instantaneous
Room, Rubbled 2d10 The caster hurls a bolt of sorcerous power at a creature or object
Room, Cluttered 1d10 within range. The bolt deals 5d6 points of damage to the target,
Room, Sparse 1d6 or half as much if the target makes a successful saving throw
Room, Empty 1d6-3 versus Blast.
Barren/Desert/Mountains 1d10
Soul Eating Range: touch
Hills/Jungle/Scrub/Woods 1d6
Eldritch 6 (Black) Duration: 1 day
Clear/Grass/Swamp 1d3
The caster can draw and devour the soul from a victim,
temporarily gaining a fraction of the victim’s knowledge and
Slumber Range: 60’
vigor. The spell is usually cast on bound and helpless victims;
Eldritch 1 (Grey) Duration: 4d4 turns
if used in combat, it requires a successful melee attack throw to
With a slumber spell, the caster may attempt to put living touch the victim. Once touched, the victim must make a saving
creatures into a magical sleep. The caster may target up to 1d4 throw versus Death.
living creatures of up to 4 HD each. Creatures with 4+1 HD
or more cannot be affected at all. All creatures to be affected Even if the saving throw succeeds, the victim is still slain, but
must be visible and within range of the spell. All targets receive his soul eludes the caster’s grasp. If the saving throw fails, the
a saving throw v. Paralysis to avoid the effect. victim is slain and his soul is eaten by the caster. Victims whose
souls are eaten cannot be restored to life by any means short of a
Slumbering creatures are helpless, and cannot attack, cast spells, miracle or wish. The caster immediately gains 1d10 temporary
move, see, hear, or speak. A slumbering creature gains no hit points + 1 hp per level of the victim. In addition, the caster
benefit to its AC from its DEX or shield (if any). A slumbering learns some important knowledge possessed by the victim, either
creature can be ambushed or backstabbed by creatures capable a specific set of facts that the caster was seeking or some random
Eldritch Spell Lists 145
affects an area that is inclusive of the spellwarded zone, but also Spiritwalk Range: self
affects areas outside the zone, the spellward will trigger, but its Eldritch 5 (White) Duration: 1 hour per level
protection only extends to its own area of effect. The caster enters a deep trance during which his spirit walks
EXAMPLE: Quintus, Marcus, Balbus, and Viktir are free of his body. Once a spiritwalk begins, it continues until the
standing in a large amphitheater, 100’ in radius, the caster’s spirit returns to his body, to a maximum duration of 1 hour
four of them strung out in a line 5’ apart. Quintus, now per level. A spiritwalking character can see and hear normally,
an 11th level caster, has cast spellwarded zone on a 20’ move around at his normal movement rate, and pass through
diameter sphere centered on himself. He, Marcus, and solid objects without difficulty. However, the spiritwalking
Balbus are all standing in the zone but Viktir is 5’ outside character cannot see into, hear sounds from, or move through
its perimeter. Ramses-Ra calls down a 14th level starfall an area warded by an anti-magic shell or protection from evil
with a 20’ diameter area of effect that strikes the area where spell or similar effect. The spiritwalking character is incorporeal
Viktir, Balbus, and Marcus are standing. The spellward is and invisible, but can be detected with detect invisible or true
triggered, but Viktir will not benefit from its protection. seeing, harmed by spells and magic weapons if detected, and
forced to return to his body with dispel evil. If the spiritwalking
If the triggering effect allows for a saving throw, one layer of character’s body is destroyed, the character dies at the end of the
the spellward will be automatically expended to provide a spiritwalk. If the spiritwalking character’s spirit is destroyed, his
+1d4 bonus to the saving throw for the affected area and/or any body falls into a catatonic slumber that can only be lifted with
creature(s) in the area. restore life and limb, resurrection, miracle, or wish.
EXAMPLE: Ramses-Ra has brought down a 14th level Starfall Range: 240’
starfall on Viktir, Balbus, and Marcus. It deals 50 points of Eldritch 6 (Grey) Duration: instantaneous
damage! However, Balbus and Marcus are in a spellwarded
zone with 11 layers. The spellward is triggered, and one This spell calls down a falling star from the heavens to strike a
of its layers is automatically expended to provides a +1d4 point of the caster’s choice, where it explodes in a blossom of fire
that deals 1d6 points of damage per caster level to every creature
Magic
bonus to Balbus and Marcus’s saving throws. The die roll is
a 3, so both Balbus and Marcus get a +3 bonus to their save. within a 20’ diameter sphere. Creatures in the area of effect who
Balbus succeeds, but Marcus rolls badly and fails despite make a successful saving throw versus Blast suffer half damage.
the bonus. Viktir, meanwhile, does not get the bonus, but The explosion also sets fire to combustibles and damages objects
he manages a lucky roll of 19 and succeeds anyway. The in the area. It can melt metals with low melting points, such as
starfall will deal 50 points of damage to Marcus and 25 lead, gold, copper, silver, and bronze.
points to Balbus and Viktir. To select the point of impact, the caster points a finger in the
If the triggering effect deals damage, one layer of the spellward desired direction while mentally determining the range and
will be automatically expended for every 5 points of damage the elevation. A glowing, red-hot meteoroid then streaks from the
effect deals (ignore any reduction from saving throws), up to sky and descends to the desired point at the prescribed range.
the maximum number of layers. Each layer expended reduces However, if the falling star’s path to its destination is blocked
the damage by 1d4 points. If the damage is reduced to 0 or less by a material body or solid barrier, it will detonate early. If the
by the spellward, then any creature(s) in the area are entirely damage caused to an interposing barrier shatters or breaks
unharmed, and do not suffer an interruption of concentration through it, the explosion may continue beyond the barrier in
or other effects that may accrue upon being hit. order to attain its full volume.
EXAMPLE: Ramses-Ra’s starfall is dealing 50 points of If the caster attempts to call down a starfall through a narrow
damage. Therefore (50/5) 10 layers of the spellward are passage, such as through an overhead murder hole or skylight,
automatically expended in order to reduce the damage by he must make a successful missile attack throw (without range
10d4 points. The dice roll results in 30 points of damage adjustments) to hit the opening, or else the meteoroid strikes
reduction. Balbus, whose save succeeded, therefore takes the barrier and detonates prematurely.
no damage. Marcus, whose save failed, takes (50-30) 20 Strengthen the Unliving Range: 30’
points of damage. Viktir, whose save succeeded, takes 25 Eldritch 3 (Black) Duration: 1 turn
points of damage because he is outside the spellwarded
zone. This spell strengthens one or more undead creatures within
range. The caster can strengthen a number of Hit Dice of
If the spellwarded zone is subjected to a dispel magic spell, it undead equal to his caster level. Each strengthened undead
will expend one layer of the ward per two caster levels of the gains 1d10 temporary hit points + 1 additional temporary hp
dispel in order to increase its effective caster level by 1d4 per per caster level. These temporary hit points will be the first lost
layer, making it harder to dispel the zone. Spellward zone if any damage is suffered, but cannot be regained through rest
expires when all of the layers are expended, or after 6 turns, or healing magic, and will disappear at the expiration of the
whichever comes first. If this spell is made permanent through spell’s duration. A dispel evil or dispel magic spell will strip the
ritual magic, the spellward recharges two layers per turn. undead of its temporary hit points unless its makes a successful
saving throw versus Spells.
are prohibited, but the caster could relieve a drought with rain loud that it can be heard as a low rumble by creatures up to 10
or call up a dust cloud in the desert. The weather is affected out miles away.
to a range of five miles, plus one mile for each level of the caster
Thunderclap Range: 60’
above the minimum level required to cast the spell.
Eldritch 1 (Grey) Duration: instantaneous
Sunder Structure Range: touch A deafening peal of thunder resounds at a point of the caster’s
Eldritch 6 (Grey) Duration: instantaneous choice. The thunderclap is so loud that it can be heard as a
The caster of this mighty spell can obliterate a structure such as low rumble by creatures up to 10 miles away. Each creature
a bridge, cliff, tower, or wall by striking it with his staff or other within 5’ of the thunderclap must make saving throw versus
implement. The caster must make a melee attack throw against Blast. If the save fails, the creature suffers 1d6 points of damage
the structure’s AC (typically 2 for wooden and 6 for stone and is deafened. If the save succeeds, the creature suffers half
structures). If the attack throw succeeds, the targeted structure damage but is not deafened (though its ears may ache and ring).
is instantly dealt 250 SHP of damage (enough to destroy one A deafened creature suffers a -2 penalty to surprise rolls and a
story of a tower or a 30’ length of wall). If the targeted structure -4 penalty on ceremony throws and spellsinging throws, and
is destroyed, each creature on or within it suffers 5d6 points of has a 2 in 6 chance of failing any attempt to cast a spell, read a
damage from collapsing rubble, or half as much damage if it scroll, or utter a command word. A deafened creature can make
makes a successful saving throw versus Blast. Structures with another saving throw at the end of its initiative each round. If
multiple stories have a separate shp per story, and each story the save succeeds, it is no longer deafened.
must be breached or destroyed separately; destroying a lower
Transform Other Range: touch
story will destroy all upper stories, however.
Eldritch 6 (Grey) Duration: permanent
Swimming Range: 0’ This spell allows the caster to change the target touched into
Eldritch 2 (White) Duration: 6 turns plus another form of living creature. The target’s new form can’t
1 turn per level have more Hit Dice than caster’s level, and must have fewer
Magic
The recipient of this spell gains the ability to swim at a combat than twice the Hit Dice of the target’s old form. Incorporeal or
movement rate of 20’. The affected creature must have at least gaseous forms cannot result from a transform other, nor can
three limbs (hands and feet) free to swim. While swimming, the forms of constructs, elementals, or undead. The spell cannot
recipient can charge or run, attack with a one-handed weapon, create a duplicate of a specific individual.
cast spells, and defend itself normally. This spell does not grant
While transformed, the target gains the physical capabilities,
the ability to breathe underwater.
statistics, physical attacks, and special abilities of the new form
Thunderbolt Range: 0’ while retaining his own mental abilities (usually to his horror).
Eldritch 6 (Grey) Duration: instantaneous The target creature will have the same number of hit points it
The caster releases a thunderous blast of electricity that is 120’ previously had, regardless of the Hit Dice of the form assumed.
long. The thunderbolt passes through an area 5’ wide, arcing An attack throw is required to touch an unwilling target (unless
and jumping, so that, while it is not actually 5’ wide, for game it is helpless). Unwilling targets that successfully make a saving
purposes treat it as if it is so. Any creatures caught in the area throw versus Spells are not affected. Incorporeal or gaseous
of effect of the thunderbolt must make a saving throw versus creatures are immune to this spell, and creatures with shape
Blast. A creature that fails the saving throw suffer 1d6 points changing abilities such as a doppelganger can revert to their
of electricity damage per level of the caster and is deafened by natural form in one round. Otherwise, the spell is permanent
the shock and thunder. A creature that succeeds on the saving until dispelled by dispel magic or the creature is slain, at which
throw suffers half damage but is not deafened. time the target’s corpse reverts to its original form.
A deafened creature suffers a -2 penalty to surprise rolls and a Transform Self Range: self
-4 penalty on ceremony throws and spellsinging throws, and Eldritch 6 (White) Duration: 6 turns plus
has a 2 in 6 chance of failing any attempt to cast a spell, read a 1 turn per level
scroll, or utter a command word. A deafened creature can make
This spell allows the caster to change into another form of living
another saving throw at the end of its initiative each round. If
creature. The assumed form can’t have more Hit Dice than the
the save succeeds, it is no longer deafened.
caster’s level. The caster can’t assume an incorporeal or gaseous
The thunderbolt sets fire to combustibles and damages objects form, or the form of a construct, elemental, or undead creature,
in its path. It can melt metals with a low melting point, such and cannot become a duplicate of a specific individual. If slain,
as lead, gold, copper, silver, or bronze. If the damage caused to the caster reverts to his original form.
an interposing barrier shatters or breaks through it, the bolt
While transformed, the caster gains the physical capabilities and
may continue beyond the barrier if the spell’s range permits;
statistics of the new form while retaining his own mental abilities.
otherwise, it may reflect from the barrier back toward the caster,
He also gains all physical attacks and special, supernatural, or
or in a random direction at the Judge’s option. Creatures already
spell-like abilities possessed by the new form. Were the caster to
affected by the thunderbolt do not take additional damage if
assume the form of a dragon he could use the dragon’s normal
struck by the reflection of the same bolt. A thunderbolt is so
claw, bite, and tail swipe attacks, as well as its dragon breath and
other special abilities. The caster will have the same number of Voice of Persuasion Range: 120’
hit points he previously had, regardless of the Hit Dice of the Eldritch 2 (Grey) Duration: 6 turns
form assumed. The caster can remain transformed for the full With sweet and sonorous tones, the caster persuades a living
duration of the spell, or may choose to end the spell whenever creature to comply with his will. If the target fails a saving throw
he desires. versus Spells, he will oblige the caster’s requests as if subject to
Tremor Range: 0’ a charm for the duration of the spell. If the target of the spell is
Eldritch 5 (Grey) Duration: concentration currently being threatened or attacked by the caster or his or
her allies, it receives a +5 bonus on its saving throw. The spell
This spell causes the earth near the caster to begin to spasm
does not enable the caster to control the charmed creature as if
and shake violently. The caster can choose to have the tremor
it were an automaton; rather, it responds to his requests in the
radiate outward from him along the ground in all directions to a
most favorable way. The target will not do anything it wouldn’t
50’ radius, or blast outward along the ground in a flat cone 150’
ordinarily do, and further may receive an additional saving
long and 100’ wide. Creatures in the area of effect must make a
throw to overcome orders contrary to its nature (at the Judge’s
saving throw versus Blast every round. Those that fail the saving
discretion). The caster must speak the charmed creature’s
throw are knocked down and suffer 1d6 points of damage.
language to communicate any commands.
Those that succeed on the saving throw retain their footing and
suffer no damage. Creatures gain a +4 bonus to the saving throw Voice of Command Range: 120’
per size category larger than man-sized. Buildings in the area of Eldritch 4 (Grey) Duration: 6 turns
effect suffer 1shp of damage per round per 10’ square area. A With authoritative and resonant tones, the caster forces a living
tremor can only be brought forth if the caster is standing on creature to comply with his will. For the duration of the spell,
soil, sand, silt, clay, or uncut, unworked rock and it is halted by the caster may give the target a series of one sentence commands,
deep water (5’ or more). each of which it obeys to the best of its ability until given further
Turn to Dust Range: 150’ orders. Each sentence must make sense in itself, such as “slay
those orcs,” “drop your weapons,” “flee from this place,” or “kneel
Magic
Eldritch 5 (White) Duration: instantaneous
before me.” The target cannot be ordered to knowingly cause
This spell can turn a single undead creature within range into
himself direct harm, but it can be commanded to undertake
dust. The target of the spell can make a saving throw versus
aggressive or risky action. Note that the caster must be able to
Death to resist the effect. If the save succeeds, the spell has no
speak the language of the target. The target is entitled to a saving
effect. If the save fails, the target is instantly destroyed. Turn to
throw versus Spells to avoid the effect.
dust has no effect on living creatures or constructs.
Wave of Earth Range: 0’
Unliving Puppet Range: 60’
Eldritch 2 (Grey) Duration: 1 round
Eldritch 1 (Black) Duration: concentration
This spell causes the earth to swell into a heaving wave 5’ wide
This spell raises the bones or body of a single dead creature
and tall that travels 120’ away from the caster along the ground
within range as an undead skeleton or zombie under the caster’s
in any desired direction. Creatures that begin their initiative in,
mental control. An animated skeleton can be created only from
or enter, the wave’s path must make a saving throw versus Blast.
a mostly intact skeleton; a zombie can be created only from a
Those that fail the saving throw are knocked down and suffer
mostly intact corpse.
1d6 points of damage. Those that succeed on the saving throw
Skeletons will have Hit Dice equal to the number the monster retain their footing and suffer no damage. Creatures gain a +4
had in life; for skeletons of humans or demi-humans, this means bonus to the saving throw per size category larger than man-
one Hit Die, regardless of the character level of the deceased. sized. The wave of earth can only be brought forth along an
Zombies will have one more Hit Die than the monster had in life. area of soil, sand, silt, clay, or uncut, unworked rock. The wave
Unlike animate dead, the HD of the skeleton or zombie created cannot be conjured on an area of worked stone, wood, cement,
are not limited by the caster’s level. However, only creatures of concrete, metal, or water deeper than 5’, and if it encounters
less than 8 HD can be raised by this spell. An unliving puppet such an area, it immediately comes to a halt.
remains animated until destroyed or dispelled, or until the
Weave Fire Range: 60’
caster relinquishes concentration. The creature’s remains
Eldritch 4 (Grey) Duration: 2 turns
crumble to dust when the spell ends.
This spell allows the caster to manipulate an existing volume of
Vitriolic Infusion Range: 0’ fire, up to a maximum of 100 cubic feet, into a different shape.
Eldritch 2 (Grey) Duration: 1 day Weave fire does not create the fire itself, so it must be cast on a
This spell infuses water with concentrated vitriol, transforming bonfire, forest fire, etc. The spell cannot affect fire carried or held
it into a highly-damaging vitriolic infusion. A single casting will by creatures, or in which there are creatures already, nor can it
transform six flasks of water. When a flask of vitriolic infusion impact creatures. It cannot affect a carried torch, for instance, or
is thrown, resolve the effects as if it were a flask of burning oil weave fire straight into an enemy.
(see ACKS, p. 103). The magical infusion will evaporate in one
Due to the enchantments placed up on it, the woven fire is
day if unused. The spell has no effect on creatures of any type,
impenetrable to monsters with fewer than 4 HD. Monsters with
nor upon magic potions, oil, or holy water.
more than 4 HD suffer 1d6 hit points of damage when they pass
through the fire. The fire deals double damage to creatures that
nor on which there are creatures already, nor can it be woven aid characters of their own alignment, a payment of 1,000 gp (or
into creatures. For instance, it could not be used to re-shape a equivalent) per HD of the creature will usually suffice.
creature’s shield, nor could it remove a wooden bridge from
Casting a gate ritual requires 4,500 gp of divine power as its
beneath a creature’s feet. The wood may not be woven to be less
special component.
than the thickness of a shield (1/2”).
Holy Word Range: 0’
Subject to those limitations, the caster can weave the wood into
Eldritch 7 (White) Duration: instantaneous
almost any shape he desires – beams, chairs, doors, shelves, walls,
etc. The wood can be woven into one or more free-standing This ritual culminates with the utterance of a powerful holy
and movable objects, or bonded to surrounding nonliving word which affects all evil creatures within a 30-foot radius
material, provided in either case that the base of the shape rests around the caster. For purposes of the ritual, evil creatures
on a firm foundation (i.e. the wood cannot be woven to float include hostile creatures of an alignment other than the caster’s
in thin air). The woven wood can be used to bridge a chasm or alignment, and inherently evil creatures such as undead and
as a ramp with a span of up to 20’. If the caster has appropriate summoned creatures of Chaotic alignment. The effects of the
proficiencies, such as Craft (carpentry) or Engineering, the final holy word are shown on the table below:
shape will be well-worked, as if by the hand of the caster himself;
Creature’s
otherwise the final shape will be crude, but serviceable. HD or Effect of Movement Attack
If weave wood is cast as part of a wooden construction Level Holy Word Penalty Penalty Spellcasting
project, apply 250gp towards the project’s construction cost Killed/
per casting. The weaving is permanent but the wood is still 3 or Less destroyed Dead Dead Dead
instantly
subject to destruction from damage, fire, rot, and other natural
Paralyzed
phenomena. 4 to 7+
1d4 turns
Paralyzed Paralyzed Paralyzed
Slowed and
NEW AND UPDATED RITUALS -4, None
Magic
8 to 11+ stunned for Halved
Slowed permitted
Gate Range: 30’ 2d4 rounds
Eldritch 9 (Black) Duration: special Deafened
3 in 6 chance
12 or More for 1d4 None -2
At the completion of this powerful ritual, the caster utters the rounds
of failure
true name of a specific extraplanar creature of great power (such
as a demon, devil, demigod, or even god) from whom he seeks
aid and assistance. This utterance attracts the creature’s attention In addition, if the caster is on his home plane, all evil creatures
and allows it, or its representative, to travel to the caster’s vicinity from other planes within the area of effect are banished to their
by means of an interdimensional portal simultaneously created own plane of existence for 24 hours unless they make a saving
by the ritual’s completion – the eponymous gate itself. If the throw versus Spells. There is no saving throw against the other
creature named is anything short of a deity or demon lord, it effects of a holy word, though magical resistance can protect
will usually travel through the gate itself. Gods, demon lords, against it.
and other planar rulers will likely send a representative rather Reversed, this spell becomes unholy word. Its effects are
than come through the gate personally. The Judge’s discretion is identical to those noted above, except that it is a black magic
final with regard to what creature comes through the gate. ritual that affects good rather than evil creatures.
In either case, the creature arriving through the gate is not Casting a holy word or unholy word ritual requires 3,500 gp of
under the control of the caster. Its actions will be determined divine power as its special component.
by its alignment, its relationship with the caster, the reason for
its summoning, and the nature of the threats it confronts. If a Lair of Power Range: special
creature is called by a caster of an opposed alignment seeking Eldritch 9 (Grey) Duration: permanent
assistance in pursuing goals contrary to the creature’s own, it This ritual transforms the caster’s lair into a place of power.
will attempt to destroy the caster if possible, or depart if not. If a For purposes of this spell, a lair can be a man-made or natural
creature is called for a trifling matter (relative to its own power), site encompassing an area of up to 10,000 square feet and a
it might depart immediately, or perhaps linger long enough to volume of up to 100,000 square feet. For example, a lair might
chastise the caster for his impudence, even going so far as to lay encompass the entirety of a rambling one-story manor house
a curse or quest upon him. Usually, however, the creature will (100’ long x 100’ wide x 10’ tall) or a tall, spindly stone pillar (30’
provide some aid or assistance to the caster, especially if his need long x 30’ wide x 110’ tall).
is great and his goals align with those of the creature itself.
When the ritual is begun, the caster selects the type of place he
After aiding the caster, the creature will typically demand desires his lair to become: either a pinnacle of good, sinkhole of
payment of some sort for its service – the payment demanded evil, aerie of air, edifice of earth, furnace of fire, or well of water.
might be services, treasure, blood sacrifices, or even some part In order to create a lair of power of a particular type, the caster
of the caster’s own body, such as an eye or hand. The payment must meet the requirements noted below for that type.
demand is at the Judge’s discretion based on the power of the
creature relative to the caster and the reason for its summoning.
For creatures other than gods and demon lords summoned to
When triggered, a symbol will affect one or more creatures Creatures in the area of effect may resist the symbol of despair
within 60 feet of the rune. The effect will vary depending on the with successful saving throws versus Paralysis.
type of symbol inscribed. Once triggered, the symbol becomes
Fear (black): The symbol causes all creatures within 60’ to flee
active and glows, lasting for 10 minutes per caster level. Any
at their running speed for 30 rounds, as if affected by the spell
creature that enters the area while the symbol is active may be
fear. Creatures in the area of effect may resist the symbol of fear
subject to its effect, whether or not that creature was in the area
with successful saving throws versus Spells at -4.
when it was triggered. A creature need save against the symbol
only once as long as it remains within the area, though if it leaves Insanity (black): The symbol causes one or more creatures
the area and returns while the symbol is still active, it must save within 60’ whose combined total current hit points do not
again. exceed 120 to become permanently insane (as the incite
madness spell). The symbol affects the closest creatures first,
When scribing a symbol, the caster can specify a password or
skipping creatures with too many hit points to affect. The
phrase that prevents a creature using it from triggering the effect.
insanity can only be cured with ritual magic. Creatures in the
Anyone using the password remains immune to that particular
area of effect may resist the symbol of insanity with successful
rune’s effects so long as the creature remains within 60 feet of
saving throws versus Spells.
the rune. If the creature leaves the radius and returns
later, it must use the password again. Pain (black): The symbol causes all creatures
within 60’ to endure wracking pains for
There are eight different kinds of
2d10 turns. Affected creatures suffer
symbol, each of which has a different
a -1 penalty to initiative, -1 penalty
effect when triggered. Some of the
to armor class, and -4 penalty to
symbols are considered black
attack throws. Creatures in the
magic, however, and scribing
area of effect may resist the
those symbols will earn the
symbol of pain with successful
caster corruption.
Magic
saving throws versus Spells.
Conflict: The symbol causes
Sleep: The symbol causes all
all creatures within 60’ to begin
creatures of 8 HD or less within
arguing with others in their
60’ to fall into a catatonic
area for 5d4 rounds. Arguing
slumber for 1d12+4 turns.
creatures of differing alignment
Catatonic creatures cannot be
may (50% chance) fight for 2d4
awakened by non-magical means
rounds. Creatures in the area
before this time expires. Creatures in
of effect may resist the symbol of
the area of effect may resist the symbol
conflict with successful saving throws
of sleep with successful saving throws
versus Spells.
versus Death.
Death (black): The symbol slays one or more
Stunning: The symbol causes one or more creatures
creatures within 60’ whose combined total current hit
within 60’ whose combined total current hit points do not
points do not exceed 80. The symbol affects the closest creatures
exceed 160 to become stunned and unable to act for 3d4 rounds.
first, skipping creatures with too many hit points to slay.
Any held items will be dropped. The symbol affects the closest
Creatures in the area of effect may resist the symbol of death
creatures first, skipping creatures with too many hit points to
with successful saving throws versus Death.
affect. Creatures in the area of effect may resist the symbol of
Despair (black): The symbol causes all creatures within 60’ stunning with successful saving throws versus Paralysis.
to endure feelings of hopelessness and futility for 3d4 turns.
Casting a symbol ritual requires special components worth
Affected creatures will automatically cower, surrender, or retreat
4,000 gp total.
in the face of determined opposition. Otherwise they have a
25% chance per round of taking no action due to their despair.
What he had taken for a part of the tower was the shoulder of the
Dragon of Pendor as he uncurled his bulk and lifted himself slowly
up. When he was all afoot his scaled head, spike-crowned and
triple-tongued, rose higher than the broken tower’s height, and his
taloned forefeet rested on the rubble of the town below. His scales
were grey-black, catching the daylight like broken stone. Lean as a
hound he was and huge as a hill. Ged stared in awe. There was no
song or tale could prepare the mind for this sight.
- A Wizard of Earthsea, Ursula K. LeGuin
As noted in ACKS (p. 151), monsters with similar characteristics At will, a báleygr can surround itself with an aura of elemental
are grouped into monster types. The Heroic Companion fire and/or shrouding smoke. When the báleygr’s aura of
introduces two new monster types (demon and plant). A creature elemental fire is active, creatures within 25’ of the báleygr take
can belong to multiple types. 1d8 points of fire damage if they begin their initiative in its aura,
or move into it on their initiative. When its aura of shrouding
Demons are creatures summoned from the Outer Darkness.
smoke is active, the báleygr is hidden by the smoke and any
Demons are resistant (take half damage from) attacks based on
creatures (other than the báleygr) within 25’ of it are blinded,
cold, electricity, fire, and gas. All demons possess infravision (90
unless able to see invisible. The báleygr may have both auras
feet) and telepathy, which allows them to communicate with any
active, if desired.
creatures they encounter. Demons are unholy beings that can be
held at bay by protection from evil, dispelled with dispel evil The mere sight of a báleygr can cause panic in its opponents.
and turned by clerics as Infernal. When a báleygr appears, all creatures with less than 1 Hit Dice
automatically flee at their running movement rate for 30 rounds
Plants are sentient vegetable creatures. Plants are immune to all
with no saving throw. All creatures with 1 – 3 Hit Dice must save
charm, sleep, and hold spells, to stunning, and to poisons not
versus Paralysis or flee at their running movement rate for 30
designed to work on plants. They are vulnerable to spells that
rounds. All creatures with more than 3 Hit Dice must save versus
affect plants.
Paralysis or suffer a -2 penalty to attack and saving throws while
the báleygr remains in sight. As a báleygr terrifying presence is
NEW MONSTERS BY TYPE preternatural, it functions even through the obscurement of its
Type Monsters aura of shrouding smoke.
Animal Giant Constricting Viper
In combat, a báleygr will strike with one of its giant-sized
Beastman -
weapons. Targets within 10’ will be attacked with its sword, axe,
Construct -
or mace for 4d6 points of damage. More distant targets, up to 30’,
Demon Báleygr, Cacodemon, Manes
will be attacked with its whip for 2d6 points of damage. Targets
Fantastic Creature Cave Kraken struck by the báleygr’s whip must make a saving throw versus
Giant Humanoid Stone Troll Paralysis or be dragged adjacent to the báleygr. Occasionally
Humanoid - báleygr arm themselves with huge bows, with which they shoot
Plant - flaming arrows. Báleygr’s bows have twice the range and accuracy
Monsters
Summoned Creature Báleygr, Manes of longbows and deal 4d6 points of fire damage on a successful
Undead Deathbound Wraith attack. A báleygr’s weapons melt into slag if the creature is slain.
Vermin Giant Slug
A báleygr is immune to death magic, fire, and ordinary weapons,
and resistant (takes half damage) to acid, cold, and electricity.
BÁLEYGR It possesses infravision (90’) and telepathy, which allows it to
% In Lair: 35%
communicate with any creatures it encounters. It can be held at
Dungeon Enc: Solitary (1) / Fist (1d4)
Wilderness Enc: Fist (1d4) / Legion (2d4 Fists) bay by protection from evil and turned as an infernal creature,
Alignment: Chaotic but may make a saving throw versus Spells to ignore the effects of
Movement: 120’ (40’) being turned. A summoned báleygr can be dispelled.
Armor Class: 10
Hit Dice: 12**** If encountered in a wilderness lair, a legion of báleygr will be led
Attacks: 1 (weapon or whip) by a lord with AC 12, 16 HD, 80 hp, and a +4 bonus on damage
Damage: 4d6/2d6, drag rolls. A báleygr lord is worth 7,200 XP and has additional treasure
Save: F12
of type Q. It has a 25% chance to be mounted on a mature adult
Morale: +4
Treasure Type: N x2 (per báleygr) red dragon; if so, generate the dragon’s characteristics and
XP: 4,800 treasure separately.
Báleygr (Old Jutlandic for “flaming-eyed”) are dreadful demons Tales of a dark overlord fielding entire armies of báleygr mounted
of smoke and flame, resembling 12’ tall iron-skinned minotaurs on dragons and led by a terrible giant-sized prince are generally
with fiery eyes and stunted black wings. Báleygr rejoice in war considered fanciful even by the standards of adventurers.
and bloodshed, and typically carry giant-sized weapons of black
metal in each hand, favoring a sword, axe, or mace in one hand
and a whip in the other. Some sages believe that the báleygr were
once guardians of the Elemental Sphere of Fire, and that they
were turned to darkness by Bel, called the Slaughterprince, the
Chthonic god of battle. Others claim they are born of the hates
and fears of men, and grow stronger as the world descends into
chaos. Whatever their origins, báleygr are fearsome foes who
bring ruin to any that stand against them.
Monsters
rate of 120’. A winged humanoid has a movement rate of 90’
and a flying movement rate of 240’. A humanoid’s attack routine
consists of a pair of claw attacks and a bite attacks. Some
Cacodemon Attack Routines and Damage by Body Type and Power Category
Body Type Arachnine Humanoid Monadine Scolopendrine Wyverine
AC +1 0 0 +0 +1
Move 60’, 120’ fly 120’, 180’ fly 30’, 60’ fly 120’ , 180’ fly 90’, 240’ fly
BME 1.5 2 2.08 1.5 1.72
CCF 0.30 0.033 NA 0.20 0.20
2 (talons or bite/
Attack Routine 1 (bite) 3 (2 claws/bite) 1 (envelopment) 9 (8 tentacles/bite)
sting)
Spawn 1d8 1d2/1d2/1d3 1d8 0/ 1d6 1d4/1d4
Imp 2d8 1d3/1d3/1d6 2d8 1d2-1/2d4 1d8/1d8
Gremlin 2d12 1d4/1d4/1d10 2d12 1d3-1/2d4+1 1d12/1d12
Hellion 4d8 1d6/1d6/2d6+1 4d8 1d3-1/2d6+1 2d8/2d8
Incubus 4d10 1d10/1d10/2d10 4d10 1d2/2d10 2d10/2d10
Demon 4d12 1d12/1d12/2d12 4d12 1d2/2d12 2d12/2d12
Dybbuk 6d8 2d6/2d6/4d6 6d8 1d3/4d6 3d8+1/3d8+1
Devil 6d10 2d6+1/2d6+1/4d6+1 6d10 1d3/3d10 3d10+1/3d10+1
Fiend 6d12 2d8/2d8/3d12 6d12 1d4/3d12 3d12/3d12
Archfiend 7d10+2 2d10/2d10/4d10 7d10+2 1d4/4d10 2d20/2d20
humanoids may instead have a weapon attack, which deals and a bite attack. Scolopendrine cacodemons may select the
damage as an arachnine bite attack. paralysis special ability if desired.
Monadine: Monadine cacodemons appear as amorphous Wyverine: Wyverine cacodemons have bipedal body forms
blobs of cytoplasmic ichor, capable of changing their shape, with two vestigial arms (like a tyrannosaur). If wings are
forming stalks, and extruding pseudopods. Some monadine present, they replace the arms (like a bat or bird). A wingless
cacodemons may have blinking eyes, agonized human faces, or wyvernine cacodemon has a movement rate of 120’, while a
pulsating organs visible on or within their cytoplasm. “Wingless” winged wyvernine cacodemon has a movement rate of 90’ and a
monadine have a movement rate of 30’. “Winged” monadine, flying movement rate of 240’. A wyvern’s attack routine consists
Monsters
capable of propelling themselves into the air and forming of either a bite and a tail attack or two talon attacks. Winged
their bodies into a wing-like surface, gain a flying movement wyvernine cacodemons may select the dive attack special
rate of 60’. In either case, monadine cacodemons can climb ability while wingless ones may select the berserk special ability.
and swim at their base movement rate. A monadine’s attack
routine consists of an envelopment by an extruded pseudopod. Cacodemon Size, Mass, and Carrying Capacity
Monadine cacodemons may select the swallow attack special A cacodemon’s mass (in pounds) is determined by its HD and
ability if desired. its body mass exponent, according to the formula mass = (HD x
10)BME. The cacodemon’s weight then determines its carrying
Scolopendrine: Scolopendrine cacodemons resemble enormous
capacity and size category. Its carrying capacity is calculated
carcass scavengers, with long segmented bodies with a pair
according to the formula carrying capacity = mass x CCF. Size
of legs on every segment, terminating in a head festered
category is shown on the table below.
with elongated mandibles and eight tentacle-like antenna.
Winged scolopendrine gain a pair of membranous wings on
every segment, granting a flying movement rate of 180’. A
scolopendrine’s attack routine consists of eight tentacle attacks
Cacodemon Special Abilities Whatever their special abilities, cacodemons are unholy beings
Like all demons, cacodemons are resistant to (take half damage that can be held at bay by protection from evil, dispelled with
from) attacks based on cold, electricity, fire, and gas; have dispel evil and turned by clerics as Infernal.
infravision (90 feet); and possess telepathy allowing them to
communicate with any creatures they encounter. Cacodemon Speech Capability
In addition, all cacodemons have at least two other special Refer to the Secondary Cacodemon Attributes table for the
abilities, one of them often derived from their body form. High- probability of speech and the spells per day available for
ranking cacodemonsmayhaveasmanyasfivespecialabilities. cacodemons of various ages. The older the cacodemon, the
RefertotheSecondaryCacodemon Attributes tableforthenumber greater the probability that it has the capability of speech.All
ofspecial abilities the cacodemon should receive. Winged cacodemons that can speak know Common and two other
cacodemons loseone special ability to compensate for flight. languages. Cacodemons that speak may also cast eldritch spells.
The Judge may roll or select powers for the cacodemon from Cacodemons always know the same number of eldritch spells
the list below, or make up his own. Note that some selections that they can cast per day. Different cacodemons favor different
yield powers worth 1/8, 1/ 2, or 1/4 a special ability (*). The Judge types of spell s, but black enchantments such as incite madness,
should continue to roll or choose powers until the appropriate infuriate beast, inspire horror, endless slumber, feeblemind, and
total number is chosen. enslave are common.
Cacodemons that can speak and cast spells should be counted as
Usage Usage Factor Usage Usage Factor
having two additional special abilities for purposes of XP. (This is
At will 1 1/day 0.4 already factored into the XP awards for Fiends and Archfiends,
1/turn 0.8 1/week 0.3 which always can speak and cast spells). If all cacodemons
1/3 turns 0.7 1/month 0.2 are unintelligent creatures incapable of speech in the Judge’s
1/hour 0.6 1/season 0.1 campaign setting, then cacodemons who would be capable of
3/day 0.5 1/year 0.05 speech should gain an additional special ability instead.
Monsters
spell-like abilities count as [(1/4 x 4 x 1) + (1/4 x 1 x 1) +
(1/4 x 2 x 0.4) + (1/4 x 1 x 0.4)] 1.55 abilities, rounded to 2.
Monsters
weapons (1/8); 10 – bronze/iron/wood weapons (3/8), 11 – all nonmagical weapons (1/2), 12 – all elemental effects (1/2). If the
same effect is rolled twice, the cacodemon becomes immune (as above). Re-roll if the cacodemon is already immune to the effect.
69-71 Spellcasting (2): The cacodemon may cast spells as if it were a Zaharan sorcerer of the class level shown on the Secondary Cacodemon
Characteristics table. Re-roll if the cacodemon is already able to cast spells.
72-75 Spell-like Abilities: The cacodemon gains 1d4 spell-like abilities. Generate the abilities as if rolling for spell scrolls or select appropriate
abilities based on the cacodemon’s other powers (Judge’s choice). Each spell-like ability counts as a fraction of a special ability. Multiply
2 x spell level x the usage factor (see below).
76-80 Stealth (1/4): The cacodemon is difficult to notice. Roll 1d6: 1-2 characters encountering the cacodemon at any time suffer a -1
penalty to surprise rolls; 3-4 characters encountering the cacodemon in its natural habitat suffer a -1 penalty to surprise rolls; 4-6
characters encountering the cacodemon in its natural habitat suffer a -2 penalty to surprise rolls.
81-83 Swallow Attack (1): The cacodemon can swallow whole victims smaller than itself on an unmodified attack throw of 19 or 20. A victim
that is swallowed whole takes damage equal to the cacodemon’s most damaging attack each round until the cacodemon is killed or
the victim dies.
84-86 Swift (1/4): The cacodemon moves rapidly. Its movement rate is increased by 30’ for every 120’ of base encounter movement
87-88 Terrifying (1): Any being seeing the cacodemon must succeed in a saving throw versus Paralysis or become paralyzed with dread. This
affect passes if the cacodemon leaves the victim’s range of vision, or if the cacodemon engages in combat.
89-94 Tough: The cacodemon is unusually tough or hardy. Its AC is increased by 1d4 points. If this increases its AC to more than its HD x 1.5,
this counts as a 1 special ability. Otherwise it counts as ¼ special ability.
95-99 Trample (1/4): The cacodemon gains a trample attack which it may use in lieu of its normal attack sequence. The trample attack
should inflict an average of 2 hp of damage per HD the cacodemon possesses. The cacodemon gains a +4 bonus to attack man-sized
targets when trampling. If the cacodemon is not at least large sized, re-roll.
100 Unusual (1): The cacodemon has a rare, unique, or special power determined by the Judge. Examples include the rust monster’s ability
to destroy metal armor and weapons, and the vampire’s ability to assume gaseous form when reduced to 0 hit points.
Monsters
constriction damage from each tentacle. different times for different environments. In any case, a dragon’s
color and its breath weapon (if any) usually reflect the terrain
A restrained creatures cannot use a shield and can be attacked
and climate of their habitats, and dragons are often grouped
with a +2 bonus, or can be ambushed or backstabbed for a
into general categories on this basis. For instance, dragons that
+4 bonus. It cannot move until it cuts itself free from the cave
dwell in glaciers or frigid tundra will often have white hides and
kraken’s tentacle(s). To cut itself free, a creature must successfully
freezing breath weapons, earning the name white dragons.
deal 6 points of damage to the cave kraken with one blow. If a
cave kraken loses half or more of its tentacles, it will flee beneath
Dragon Characteristics by Age Category
the water, attacking again only if it is pursued or to defend any
A dragon’s characteristics primarily depend on its age. See the
treasure it might be guarding.
Primary Dragon Attributes and Secondary Dragon Attributes
Tentacles that successfully strike a target constrict for 1d8 points tables, below.
of damage initially and then 1d8 per round thereafter until
either the target is dead or the tentacle cut off. For every tentacle Dragon Body Form
constricting a single target, the target suffers a -1 penalty to attack A dragon’s movement rate and attack routine are determined
rolls. A tentacle can be cut off if a total of 6 hit points or more of by its body form. Dragons come in four basic body forms, each
damage is dealt with one blow. of which has winged and wingless variants, for a total of eight
possibly body form configurations. These are:
Monsters
*Excluding special abilities gained from body form
Guivre: A guivre has a limbless body form resembling a serpent. a single very powerful bite attack. All lindworms possess the
If wings are present, they are an addition to the body. A guivre decapitating bite special ability.
has a movement rate of 90’ and, if winged, a flying movement
Wyverns: A wyvern has a bipedal body form with two vestigial
rate of 240’. A guivre’s attack routine consists of a bite and a tail
arms (like a tyrannosaur). If wings are present, they replace the
attack. All guivres possess the constriction special ability.
arms (like a bat or bird). A wingless wyvern has a movement rate
Lindworm: A lindworm has a legless body form with two front of 120’, while a winged wyvern has a movement rate of 90’ and a
claws resembling a worm lizard. If wings are present, they are an flying movement rate of 240’. A wyvern’s attack routine consists
addition to the body. (That is, a winged lindworm has two front of either a bite and a tail attack and, if winged, two talon attacks.
claws and two wings on a legless body, for a total of four limbs. All winged wyverns possess the clutching claws special ability
A serpentine body form with two wings and no other limbs is a while all wingless wyverns possess the arm claws special ability.
winged guivre.) A lindworm has a movement rate of 60’ and a
Monitor: A monitor has a quadrupedal body form resembling a
burrowing movement rate of 30’; if winged, it also has a flying
large lizard. If wings are present, they are an addition to the body
movement rate of 180’. A lindworm’s attack routine consists of
Dragon Attack Routines and Damage by Body Type and Age Category
Body Type Guivre Lindworm Wyvern Monitor
Age Category 2 (bite/tail) 1 (bite) 2 (bite/tail or talon/talon) 3 (claw/claw/bite)
Spawn 1d6/1d6 2d6 1d6/1d6 1d2/1d2/2d3
Very Young 1d8/1d8 2d8 1d8/1d8 1d3/1d3/2d4
Young 1d10/1d10 2d10 1d10/1d10 1d4/1d4/2d6
Juvenile 2d6/2d6 3d8 2d6/2d6 1d6/1d6/2d8
Adult 2d8/2d8 3d10 2d8/2d8 2d3/2d3/2d10
Mature Adult 3d6/3d6 6d6 3d6/3d6 1d8/1d8/3d8
Old 3d6+1/3d6+1 7d6 3d6+1/3d6+1 2d4/2d4/3d10
Very Old 4d6/4d6 8d6 4d6/4d6 1d10/1d10/4d8
Ancient 4d6+1/4d6+1 9d6 4d6+1/4d6+1 1d12/1d12/4d10
Venerable 5d6/5d6 10d6 5d6/5d6 3d4/3d4/5d8
Venerable, Massive 1* 6d6/6d6 12d6 6d6/6d6 3d6/3d6/6d8
Venerable, Massive 2* 7d6/7d6 14d6 7d6/7d6 3d8/3d8/6d10
*Only available if Massive Size special ability is taken.
165 Dragon Eldritch Spell Lists 165
(giving it a total of six limbs). A monitor has a movement rate of Even if the saving throw is successful, the character will suffer
90’ and, if winged, a flying movement rate of 240’. A monitor’s quadruple damage from the bite.
attack routine consists of a pair of claw attacks and a bite attack.
Draconic Persuasion: Some dragons have a dangerous charisma
All monitors gain one bonus special ability from their body
about them – their voices are inviting, cloying, seductive, their
form. This body form is sometimes called “draconic” or “true
bearing commanding, their eyes penetrating. Any creature that
dragon” form.
speaks with such a dragon must make a saving throw v. Spells.
If the save fails, the creature is charmed. If the save succeeds,
Dragon Special Abilities
the creature is thereafter immune to that particular dragon’s
In addition to the special ability gained from their body form,
draconic persuasion. Only dragons capable of speech may select
all dragons have at least one other special ability. As they age,
this special ability.
dragons become increasingly powerful and gain additional
special abilities. One of these special abilities is usually, but not Elemental Aura: The dragon is surrounded in a 5’ radius by an
always, a breath weapon. However, winged dragons lose one aura of elemental energy appropriate to its habitat (a red dragon
special ability to compensate for the ability to fly. Refer to the might be wreathed in flame, for instance). Characters who
Secondary Dragon Attributes table for the number of special begin their initiative within the aura, or enter it during their
abilities the dragon should receive. Select powers appropriate to initiative, immediately suffer damage as if hit by a claw attack by
the dragon’s habitat and alignment from the list below, or make a monitor-form dragon of the radiating dragon’s age category.
up your own. Only dragons with breath weapons may select this special ability.
Breath Weapon: The dragon gains a breath weapon appropriate Fear Aura: When the dragon charges or flies overhead, it causes
to its habitat. See Dragon Breath Weapons, below. fear in its opponents. All creatures with less than 1 Hit Dice flee
in panic for 4d6 turns. All creatures with 1-3 Hit Dice must save
Clutching Claws: The dragon may make a dive attack with its
versus Paralysis or be paralyzed with fear. All creatures with
claws (or talons), dealing double damage. If the dragon hits a
more than 3 Hit Dice must save versus Paralysis or suffer a -1
creature smaller than itself with both its claw or talon attacks,
to attack throws. The fear effects last until the dragon is slain or
the dragon automatically grabs the creature struck (no saving
passes out of sight and sound.
throw). A grabbed creature cannot attack, cast spells, move, or
take any other action except to attempt to escape. To escape the Gem-Encrusted Hide: The dragon’s hide is coated with gemstones
dragon’s clutches, a creature has to two options. First, it may and coins from centuries of lying on its treasure pile. Because of
Monsters
attempt to slip free with a saving throw versus Paralysis. Second, this protection, it gains a +2 bonus to AC, but its movement is
it may attempt to break free with a proficiency throw to open reduced by 30’. The AC bonus increases to +3 when the dragon
doors. If the creature has Contortionism proficiency, it gains a becomes Very Old, and +4 when the dragon becomes Venerable.
+4 bonus on either throw. If the creature is man-sized or smaller,
Horrific Stench: The dragon gives off a disgusting stench.
or has less than half the dragon’s Hit Dice, it suffers a -4 penalty
Characters who begin their initiative, or move on their initiative
on the throw. Due to their small size, such creatures can be
to, within 20’ of the dragon must make a Saving Throw versus
carried off during the dragon’s movement, and can be grabbed
Poison or be queasy from by its overwhelming stench. The
even if the dragon is casting a spell. Only winged dragons with
saving throw is at a -1 penalty if the dragon is Very Old, or -2
either claw or talon attacks can select this ability.
if Venerable. Queasy characters suffer -3 to attack throws and
Constriction: On a successful tail attack, the dragon is able to damage rolls while in, and for 1d4+4 rounds after, leaving the
grab the creature it struck in its snaky coils. On the dragon’s dragon’s vicinity.
initiative each round thereafter, it may either release or squeeze
Invulnerable: The dragon’s innate power protects it from most
the grabbed creature. If the dragon releases the grabbed
attacks. The dragon cannot be harmed by non-magical weapons.
creature, it may attack another creature with its tail instead. If
the dragon squeezes the grabbed creature, the grabbed creature Massive Size: The dragon is of enormous size for its age. Its
suffers additional damage as if struck by the dragon’s tail. A Hit Dice are increased by 2, with a commensurate increase in
grabbed creature cannot attack, cast spells, move, or take any damage from its attack routine. A dragon may take this special
other action except to attempt to escape. When attempting to ability multiple times, representing a truly colossal specimen.
escape from being grabbed, a creature has to two options. First,
Paralyzing Blows: Up to the three of the dragon’s attacks can
it may attempt to slip free with a saving throw versus Paralysis.
channel negative energy. Successful hits by these attacks cause
Second, it may attempt to break free with a proficiency throw
the target to suffer paralysis for 3d4 turns unless it makes a
to open doors. If the creature has Contortionism proficiency, it
successful Saving Throw versus Paralysis. If the dragon has
gains a +4 bonus on either throw. If the creature is man-sized
only one attack in its attack routine, the saving throw is at a
or smaller, or has less than half the dragon’s Hit Dice, it suffers a
-2 penalty; if the dragon has two attacks in its attack routine,
-4 penalty on the throw. Due to their small size, such creatures
the saving throw is at -1. This effect is otherwise identical to a
can be carried off during the dragon’s movement, and can be
ghoul’s paralysis. Only chaotic dragons may select this special
squeezed even if the dragon is casting a spell. Only dragons with
ability.
tails can select this special ability.
Poisonous Blood: Corrosive venom flows through the dragon’s
Decapitating Bite: On a critical hit, the dragon’s bite may attempt
veins. Any opponent successfully hitting the dragon in melee
to decapitate its target (in lieu of other critical hit effects). The
must save versus Poison to avoid being splashed with highly
character bitten must make a saving throw versus Death or die.
166 Eldritch Spell Lists Dragon 166
Monsters
venomous blood. A failed saving throw results in death. The speak may also cast eldritch spells at a caster level of ½ their HD.
saving throw is at a -1 penalty if the dragon is Very Old, or -2 if Dragons always know the same number of eldritch spells that
Venerable. As the venom functions corrosively, acid resistant or they can cast per day. Different dragons favor different types of
immunity will protect a victim form it. spells, but charm person, swift sword, striking, invisibility, and
mirage are perennial favorites.
Polymorph Self: The dragon can change its shape to any humanoid
or animal form at will. The dragon does not gain any special Dragons that can speak and cast spells should be counted as
abilities of the form, merely its physical characteristics. Only having two additional special abilities for purposes of XP. (This
dragons capable of casting spells may select this special ability. is already factored into the XP awards for Ancient and Venerable
dragons, which always can speak and cast spells). If dragons
Swallow Attack: On a critical hit against a target that is man-
are unintelligent creatures incapable of speech in the Judge’s
sized or has less than half the dragon’s Hit Dice, the dragon can
campaign setting, then they should gain an additional special
swallow it whole (in lieu of other critical hit effects). Characters
ability instead.
who are swallowed whole suffer damage equal to a claw attack by
a monitor-form dragon of the swallowing dragon’s age category
Dragon Breath Weapons
every round until they die, or until the monster is killed. If a
Dragons who select the breath weapon special ability are able
dragon ever uses a breath weapon while one or more characters
to produce a powerful attack with a breath weapon. Though the
are within its belly, the swallowed character(s) take(s) full damage
classic breath weapon is the fire from a “fire-breathing dragon,”
with no saving throw permitted. If a character who has been
different dragons may breathe different kinds of effects based
swallowed has a sharp weapon, he may attack the dragon from
on their habitat. All dragons’ breath weapons deal 1d6 points of
inside its belly with an attack penalty of -4. Should a swallowed
damage per Hit Die of the dragon.
character die and remain in a dragon’s belly for 6 turns, he has
been irrecoverably digested and cannot benefit from restore life Breath weapons can either be limited-use or recharging. Limited-
and limb. use breath weapons can be used 3 times per day. Recharging
breath weapons can be used once every 1d6 rounds.
Tail Lash: The dragon can make one additional melee attack
each round, lashing out with its tail at targets to its rear. When A dragon’s breath weapon can have one of three potential shapes:
attacking with its tail lash, the dragon inflicts the tail damage of a cloud shaped, cone shaped, and line shaped. All cloud-shaped
guivre-form dragon of its own age category. Only lindworm- and breath effects occupy an area that is 20’ high, 40’ long, and 40’
monitor-form dragons can select this special ability. (Guivre- wide. Cone-shaped effects begin with a width of 2’, and spread
Monsters
and wyvern-form dragons already have tail attacks). out into a cone shape 90’ long and 30’ wide. Line shaped breath
weapons have the same 5’ width for their entire lengths (100’). All
Trample: The dragon may stomp on or slither over its an
creatures within the area of effect will take full damage from the
opponent, dealing damage through to its immense bulk. A
breath unless they make a saving throw versus Breath. Success
trample attack occurs in lieu of a dragon’s normal attack routine.
indicates that the creature takes only half damage.
When attacking with a trample attack, the dragon gains a +4
bonus to its attack throw if the target is man-sized or has less Dragons with a breath weapon are immune to the effects of their
than half the dragon’s Hit Dice, and inflicts the bite damage of a own breath weapon, as well as the same kind of breath weapon
guivre-form dragon of its age category. from other dragons. They are further immune to ordinary
instances of a similar nature to their attack. For instance, a fire-
Venomous Bite: The dragon’s bite carries lethal poison. Any
breathing dragon is immune to all ordinary fire and the fire
creature struck by the dragon’s venom must make a successful
breath of all other dragons. However, dragons will sustain half
saving throw versus Poison or immediately die. The saving throw
damage from magical based attacks that are similar to the nature
is at a -1 penalty if the dragon is Very Old, or -2 if Venerable.
of their breath weapons. A lightning-breathing dragon, for
Wing / Arm Claws: The dragon can make two additional melee instance, will not suffer damage from a natural lightning strike,
attacks each round with the claws on its arms or wings. When but will suffer half damage from spell lightning bolt.
attacking with its arms or wings, the dragon inflicts the claw
In addition to damage, certain breath weapons have special
damage of a monitor-form dragon of its own age category.
effects, noted below:
Winged guivre-, wingless lindworm-, wingless or winged
wyvern-, and winged monitor-form dragons can select this Acid: The acid stream will burn through wooden or metal
ability once. Winged lindworm-form dragons can select this barriers and continue beyond them to its full length. The acid
ability twice (once for their arms and once for their wings). can corrode metal, wood, and cloth it touches, but cannot harm
Wingless guivre- and wingless monitor-form dragons cannot stone.
select this ability at all; the former have no claws, and the latter
Fetid Gas: Creatures that fail to save versus Breath are afflicted by
already attack with their foreclaws.
a noxious rotting disease which causes their body to deteriorate.
They lose 1d4 points of STR, DEX, and CON each day until
Dragon Speech Capability
cured by a cure disease spell from a 9th level or higher cleric. If
Refer to the Secondary Dragon Attributes table for the probability
any of the character’s ability scores is reduced to 0, the character
of speech and the spells per day available for dragons of various
dies. Lost ability score points are recovered at a rate of 1 per day
ages. The older the dragon, the greater the probability that it
after the disease is cured.
has the capability of speech. All dragons that can speak know
Common, Draconic, and one other language. Dragons that
169 Dragon Eldritch Spell Lists 169
Blistering Steam, Freezing Vapors, Poison Vapor, or Scouring I or II market. See Lairs & Encounters for prices of dragons of
Wind: For one round after the dragon breathes, the area of various age categories.
effect is partly obscured by the billowing vapors, steam, or dust.
Attacks into or through the area suffer a -2 penalty. Encountering Multiple Dragons
If two dragons are encountered, they will be a mated pair (if
Lightning Bolt: The bolt can melt metals with a low melting
adult or older) or siblings (if juvenile or younger). If three or
point, such as lead, gold, copper, silver, or bronze. If the damage
more dragons are encountered, they will be a mated pair (adults
caused to an interposing barrier shatters or breaks through it,
or older) along with their offspring (juvenile or younger). Roll
the bolt may continue beyond the barrier.
separately for treasure for each dragon based on its age.
Fire: The fire ignites combustibles and damages objects in the
area. It can melt metals with low melting points, such as lead, Sea Dragons
gold, copper, silver, and bronze. If the damage caused to an Sea dragons have the ability to breathe underwater and swim at
interposing barrier shatters or breaks through it, the breath may a rate of 240’ (80’). Sea dragons are almost always guivre-form. If
continue beyond the barrier in order to attain its full volume. wingless they stay almost exclusively in the water. If winged, sea
dragons may glide over the surface of water for up to 6 rounds (1
Sleeping Dragons minute) before having to land. Sea dragons live in underwater
When a dragon is encountered in its lair, or otherwise in a caverns where they hoard treasure from sunken vessels. They
location on the ground, there is a chance that the dragon will will never be found asleep above water. A sea dragon with the
be asleep when stumbled across. Dragons are an ancient, long- constriction special ability can wrap its serpentine body around
lived race, and as such they operate on a different schedule than ships to deal structural damage each round. The shp dealt will
humanoids. Dragons may sleep in a safe location for days, weeks, be equal to the tail damage of a guivre-form dragon of one age
or sometimes years if left undisturbed. However, despite sleeping category younger than itself.
more often, older, wiser dragons generally take precautions
against being caught unawares. The percentage chance that a MANES
dragon will be caught asleep when found is provided on the % In Lair: None
Secondary Dragon Attributes table. If the dragon is found Dungeon Enc: Plague (4d4)
Wilderness Enc: Horde (5d20)
asleep, opponents may attack the sleeping dragon for one round Alignment: Chaotic
with a bonus of +2 to all attack throws. Thieves may backstab Movement: 30’ (10’)
Monsters
a sleeping dragon. The dragon will be roused after this round Armor Class: 4
regardless of whether any attacks actually make contact, and Hit Dice: 1*
combat will progress on the second round as normal. Attacks: 2 (claws)
Damage: 1d3/1d3
Save: F1
Dragon Interaction Morale: 0
Because of their long history, dragons seldom take notice of the Treasure Type: None
lesser insignificant intelligent races, and view them as primitive XP: 13
upstarts. Nonetheless, dragons are extremely intelligent and Manes are pathetic demons who grovel and serve both others
value their own lives. To this end, dragons will bargain and even of their kind as well as Chaotic casters who summon them. No
surrender to characters to save their lives or otherwise richly larger than humans, they have gray skin and empty eyes. Manes
benefit. Dragons have immense egos, and even the most evil are resistant to cold, electricity, fire, gas, and ordinary weapons.
dragon may stop to listen to the pleas or praise of a soon-to-be Like all demons, they have infravision (90’) and telepathy.
lunch.
SLUG, GIANT
Dragons of differing alignment will interact with other intelligent % In Lair: None
creatures in different ways. Neutral dragons may or may not Dungeon Enc: Solitary (1)
converse with characters, depending on the circumstances. Wilderness Enc: Solitary (1)
Lawful dragons are more likely to aid a good party or a party Alignment: Neutral
on a noble mission. Chaotic dragons will likely attempt to Movement: 60’ (20’)
Armor Class: 1
destroy a party on sight unless there is something to be gained Hit Dice: 12**
by exercising restraint. Attacks: 1 (bite or spit acid)
Damage: 1d12 or 5d8
Adventurers may use incapacitating attacks (see Special Save: F12
Maneuvers in Chapter 6) to attempt to capture a dragon, or Morale: +2
other methods of the adventurers’ devising. If the dragon is Treasure Type: None
successfully captured, the adventurers may choose to enslave XP: 3000
the dragon or sell it to a buyer. An enslaved dragon becomes a Giant slugs are larger, much stronger versions of normal slugs.
henchman to the character that enslaved it, but will always wish A typical giant slug is 20 feet long, but can grow to twice that
for its freedom. An enslaved dragon must make a Henchman length. They are pale gray in color with a dull white underbelly,
Loyalty roll any time it has the opportunity to escape or betray and possess a single pair of long, thin tentacles or antennae
its master. Apply the dragon’s normal morale bonus as a penalty which they use to sense brightness, heat, and scent. A giant slug’s
to this roll. Alternatively, a live dragon may be sold in a Class squishy, flexible body allows it to squeeze into relatively narrow
Monsters
pythons and boas, however, the bite of the constricting viper is creature’s rapacity is due to the high metabolic cost of replacing
venomous! A bitten victim must succeed in a saving throw vs. its flung flight feathers. A well-fed stymph can regrow its flung
Poison. If the save fails, the victim is immediately maddened (as flight feathers at a rate of two per day, but a hungry stymph will
the spell incite madness). If the venom is not neutralized, the be lucky to replace one per month.
victim will die 1d4+2 turns later. Despite their ferocity, stymphs are easily frightened, and a flock
After a successful bite attack, the giant constricting viper may can sometimes be driven off by killing even one of its number
immediately grab the creature it has bitten and constrict it for (this is reflected in their low morale score of -2).
an additional 5d6 points of damage. Thereafter the constricting
viper can automatically constrict the grabbed creature on its TROLL, STONE
initiative each round, dealing 5d6 points of damage without % In Lair: 40%
Dungeon Enc: Gang (1d8)
having to make an attack throw. The constricting viper may also Wilderness Enc: Gang (1d8) / Lair (1d8 gangs)
continue to bite the creature it has grabbed with a +2 bonus, or Alignment: Chaotic
bite other opponents. Due to its great size, the constricting viper Movement: 120’ (40’)
can simultaneously grab up to two different man-sized creatures. Armor Class: 5
Hit Dice: 6 + 3*
The grabbed creature cannot attack, cast spells, move, or take any Attacks: 2 (2 fists) or by weapon
other action except to attempt to escape. Maddened characters Damage: 1d8/1d8 or by weapon
will not attempt to escape. When attempting to escape from Save: F6
Morale: +2 (0)
being grabbed, a creature has to two options. First, it may attempt Treasure Type: O (per gang)
to slip free with a saving throw versus Paralysis with a -4 penalty. XP: 680
Second, it may attempt to break free with a proficiency throw to A stone troll’s hide is usually of a grey or grey-brown, often of
open doors with a -4 penalty. If the creature has Contortionism a pebbly texture. They are hairless, and are usually bulky and
proficiency, it gains a +4 bonus on either throw. In either case, rotund. They stand 8’ to 10’ tall, and clothe themselves in rough
if the throw succeeds, the creature has escaped. Remember that loincloths of uncured hide. They are not picky eaters, but have a
grabbed creatures cannot use shields and can be attacked with a taste for intelligent humanoids.
+2 bonus, or can be ambushed or backstabbed for a +4 bonus.
Stone trolls are only found above ground at night – a time they
spend hunting, raiding, and scavenging for food and other
materials. They do not range too far – perhaps only a few hour’s
march from their lairs. Only bachelor groups migrating between
lairs or seeking a new domicile are found further afield, unless
they have been pressed into service by a more powerful being.
171 Snake, Giant Constricting Viper Eldritch Spell Lists 171
The light of day is extremely perilous - stone trolls caught in to level 0 or less by a deathbound wraith’s touch is slain, and
direct sunlight are immediately turned to real stone, and no will rise again as a common wraith under the command of the
magic short of wish or miracle can reverse the process (but who deathbound wraith that killed him in 24 hours.
would do so?). Stone trolls under cover of shade or in the area of
When clothed in semi-corporeal form, a deathbound wraith
effect of an illumination spell act as if slowed.
can no longer fly or drain energy, but it can speak, use
Stone troll lairs are found in deep caves in mountainous or hilly equipment, ride mounts, and otherwise act in the world as if
lands. Each stone troll gang will be led by a champion with AC6, it were corporeal. If armored, the deathbound wraith gains
7+3 Hit Dice, and 51 hit points. A stone troll lair will be led a an AC bonus equal to the value of any armor, shield, and/or
chieftain with AC8, 10+6 Hit Dice, 63 hit points, and a +2 bonus magic items equipped. If armed, the deathbound wraith deals
to damage rolls with its natural attacks. As long as the chieftain double damage with whatever weapon it wields (plus any fighter
is alive, the trolls will gain a +1 to morale rolls. Stone troll lairs damage bonus, where appropriate).
will have female and young trolls equal to 100% the number of
Though the semi-corporeal deathbound wraith loses the ability
males in the lair each. Female trolls fight as ogres, while young
to energy drain those it touches, its life-draining energies
trolls fight as orcs.
manifest in a necrotic miasma that surrounds the wraith like
When stone trolls are encountered in a lair, certain additional a cold, dark pall in a 5’ radius. Any Lawful and Neutral living
creatures will be present. The chieftain will be accompanied by creature that begins in or enters the miasma on its initiative must
a sub-chieftain and 1d4 bodyguards. These will have AC7, 8+3 make a saving throw versus Breath or be afflicted by a noxious
Hit Dice, 45 hit points, and a +2 bonus to damage rolls with rotting disease which causes its body to deteriorate. The victim
their natural attacks. will lose 1d4 points of STR, DEX, and CON each day until cured
by a cure disease spell from a 9th level or higher cleric. If any of
WRAITH, DEATHBOUND the character’s ability scores is reduced to 0, the character dies,
% In Lair: 25% and will rise again as a common wraith under the command of
Dungeon Enc: Solitary (1) / Coven (1d3) the one that killed him in 24 hours. Lost ability score points are
Wilderness Enc: Solitary (1) / Wrath (2d4+1) recovered at a rate of 1 per day after the disease is cured.
Alignment: Chaotic
Movement: 120’ (40’) Whether incorporeal or semi-corporeal, deathbound wraiths
Fly: 240’ (80’) can only be damaged by holy water, spells or magic weapons,
Armor Class: 6 or more
all of which only do half damage. Any weapon striking a semi-
Monsters
Hit Dice: 11****
Attacks: 1 touch or weapon corporeal deathbound wraith is instantly sundered unless its
Damage: 1d6, energy drain or by weapon x2 wielder makes a saving throw v. Paralysis (subject to the usual
Save: F11 or more bonuses and penalties, including the weapon’s bonus).
Morale: +4
Treasure Type: Q When a deathbound wraith is reduced to zero hit points (or
XP: 4,200 (or more) otherwise physically destroyed), it automatically becomes
The terrible undead known as deathbound wraiths have incorporeal and attempts to escape back to the object to which it
overcome death by eternally binding their spirit to an object, is bound. Any additional damage dealt to a deathbound wraith
often an amulet or ring. For as long as the binding object endures forced into incorporeal form has no effect. The deathbound
in the world, so too will the deathbound wraith. Deathbound wraith will move at its flying rate while traveling to its binding
wraiths were often great kings and sorcerers in life, and may object. Once the deathbound wraith reaches its binding object,
possess the proficiencies and special abilities of characters of it will recover 1d10 nights later at full hit points. A deathbound
at least 11th level of experience, with anti-paladin, occultist, wraith can only be permanently destroyed if it can be prevented
ruinguard, and sorcerer being the most common classes. from reaching its binding object for 10 days or if its binding
Deathbound wraiths are dreadful to behold, and any character object is destroyed.
seeing one must save versus Paralysis or be paralyzed by fear Deathbound wraiths are immune to sleep, charm, and hold
until the deathbound wraith goes out of sight or attacks. spells. they are turned as vampires, but may make a saving
Unlike common wraiths, which are completely incorporeal, throw versus Spells to ignore the effects of being turned.
a deathbound wraith can take on a semi-corporeal form. To
become semi-corporeal, the deathbound wraith must have
access to body-covering clothing or armor; it cannot become
semi-corporeal while naked. Conversely, any equipment worn
or carried by a semi-corporeal deathbound wraith immediately
drops to the ground when it becomes incorporeal. It takes one
round for a deathbound wraith to change from incorporeal to
semi-corporeal or vice versa.
When a deathbound wraith is incorporeal, it can fly with a 240’
movement rate. It attacks with a touch, which deals 1d6 points
of damage and energy drains one level. A characters reduced
Treasure
3% very rare
80% 2d8 common, 60% 1d4
Raider 80% 60% 1d6 40% 1d4 uncommon, 25% 1 rare,
L 60% 4d6 60% 1d8 50% 1d6 None
6,000gp 3d20 gems jewelry 10% 1 very rare,
1% 1 legendary
50% 2d6 common, 40% 1
Incidental 30% 1d6 50% 1d6 uncommon, 20% 1 rare,
M 35% 7d6 35% 1d8 20% 1d6 20% 1d6 10% 1d2
8,000gp brilliants jewelry 5% 1 very rare,
2% 1 legendary
65% 2d8 common, 50%
1d10 uncommon, 35% 1d4
Hoarder 80% 1d8 80% 1d8
N 80% 5d6 80% 2d6 75% 2d4 60% 1d6 None rare,
9,000gp gems jewelry
25% 1 very rare,
5% 1 legendary
90% 3d6 common, 70% 1d6
Raider 80% 30% 1d4 60% 1d4 uncommon, 30% 1d2 rare,
O 75% 5d6 70% 2d6 50% 2d6 None
12,000gp 3d20 brilliants jewelry 15% 1 rare,
5% 1 legendary
50% 2d6 common, 50% 1d3
Incidental 40% 1d4 30% 1d4 uncommon, 50% 1 rare,
P 35% 7d6 35% 1d8 30% 1d6 25% 1d6 25% 1d4
17,000gp brilliants regalia 10% 1 very rare,
5% 1 legendary
75% 3d6 common, 75% 2d6
Hoarder 60% 1d6 80% 1d4 uncommon, 50% 1d6 rare,
Q 80% 6d6 80% 4d6 80% 2d6 75% 2d4 30% 1d4
22,000gp brilliants jewelry 25% 1d2 very rare, 10% 1
legendary
95% 4d6 common, 95% 3d6
Hoarder 70% 1d4 60% 1d4 uncommon, 80% 2d6 rare,
R 80% 7d6 80% 5d6 80% 2d6 80% 2d4 75% 1d6
25,000gp brilliants regalia 75% 1d4 very rare, 50% 1d2
legendary
175 Treasure Type & Average Value Eldritch Spell Lists 175
Treasure
are collectively called special treasures. 9 1d3 jars of dyes and pigments, worth 50gp each
(5 stone each)
First introduced in ACKS, the special treasure rules allow the
10 1d3 quarter-barrels of fine spirits or liquor, worth 50gp each
Judge to introduce rewards beyond coin, gems, and jewelry. To (4 stone each)
include special treasures in a hoard, first calculate the treasure 11 1d2 bags of loose tea or coffee, worth 75gp each
normally and divide it into lots: 1 piece of jewelry, 1 gem, or (5 stone each)
1,000 coins is a lot. Then choose or roll on the table below for 12 1d3 half-crates of terra-cotta pottery, worth 50gp each
each lot of coin, gems, and jewelry and substitute the special (2 3/6 stone each)
treasure rolled for that lot. As always the Judge should feel free to 13-19 1,000 silver pieces
disregard an inappropriate random result and select something 20 100 gold pieces
more sensible!
Note that the Special Treasure tables below have been updated
from those found in ACKS in order to include new trade goods,
equipment, herbs, and so on. Where captives or slave values are
given, this will represent either the reward earned from rescuing
a captive, or the price earned from selling a slave, depending on
the type of heroic fantasy setting.
Treasure
6 2d20 pieces of elephant ivory, worth 1d100gp each 1 1 pouch of black lotus, worth 200gp (1 item)
(1 stone per 100gp value) 2 1 set of superior thieves’ tools, worth 200gp (1 item)
7 4d4 bundles of healing herbs, worth 100gp each 3 1d4 sets of engraved teeth, worth 2d6x10gp each
(1 stone each) (1 item each)
8 1d4 rolls of silk, worth 400gp each (4 stone each) 4 1d3 vials of rare perfume, worth 1d6x25gp each
9 1d3 bundles of rare fur pelts (such as ermine, mink, or sable), (1 item each)
worth 2d4x100gp each (1 stone per 100gp value) 5 2d10 sticks of rare incense, worth 5d6gp each (1 stone
10 1 captured equerry or lady-in-waiting or enslaved hetaera or per 100 sticks)
odalisque, worth 2d4x200gp (10 stone if unconscious) 6-10 1 gem or 2d6 ornamentals
11 1d3 crates of fine porcelain, worth 500gp each
(5 stone each)
Roll 1d8 per brilliant: (4000)
12 4d6 rugs of large common fur (such as black bear, hyena,
or wolf), worth 1d4x30gp each (1 st per 150gp value) 1 2d20 jade carvings of heroes, monsters, and gods, worth
13-19 1,000 gold pieces (1 stone) 200gp each (1 item per 6 carvings)
20 200 platinum pieces 2 1d4 sets of masterwork thieves’ tools, worth 1,600gp each
(1 item each)
3 2d4 opal cameo portraits of historical figures and
aristocrats, worth 800gp each (1 item per 6 portraits)
4 1d6 amethyst cylinder seals depicting religious scenes,
worth 1,200gp each (1 item per 6 seals)
5-8 1 brilliant or 4d8 gems
MAGIC ITEMS
Common Items
Roll Roll
d00 Common Item d00 Common Item
Potion of Righteous
1-5 Armor, Masterwork 41
Wrath
Miscellaneous Weapon,
6-15 42-43 Potion of Silent Step
Masterwork
Potion of Speaking With
16-17 Oil of Bane-Rune 44
Animals
18-19 Oil of Sharpness 45-46 Potion of Spider Climb
20-21 Oil of Slipperiness 47 Potion of Swift Sword
22 Oil of Vitriolic Infusion 48 Potion of Swimming
Rechargeable Trinket,
23 Potion of Alter Self 49-52
Level 1 (4d4)
Rechargeable Trinket,
24-25 Potion of Chameleon 53-56
Level 2 (2d4)
Potion of Cure Light Rechargeable Trinket,
26-29 57-59
Wounds Level 3 (1d6)
Potion of Cure Rechargeable Trinket,
30-31 60-61
Roll 1d10 per trinket: (225) Moderate Wounds Level 4 (1d4)
1 3d6 bone fetishes and figurines, each worth 2d20gp Rechargeable Trinket,
32 Potion of Eldritch Armor 62
(1 item each) Level 5 (1d2)
2 2d6 glass eyes, lenses, or prisms, each worth 1d6x10gp Rechargeable Trinket,
33 Potion of ESP 63
(1 item each) Level 6 (1)
3 1d4 items of superior quality, worth 70+5d6gp each 34-35 Potion of Jump 64-68 Shield, Masterwork
(1 item each) 36 Potion of Ogre Power 69-83 Spell Scroll (1 spell level)
4 1d4 silver holy/unholy symbols, each worth 2d8x10gp Spell Scroll (2 spell
37 Potion of Resist Acid 84-88
(1 item each) levels)
5-10 1 trinket (1 item) 38 Potion of Resist Cold 89-98 Sword, Masterwork
Potion of Resist
39 99-100 Waybread (1d2 slices)
Roll 1d10 per piece of jewelry: (1000) Electricity
1 1d8 trinkets (1 item each) 40 Potion of Resist Fire
Treasure
2 1 cape of large animal fur (such as black bear, hyena, or
wolf), worth 2d4x200gp (1 stone each)
3 1d10 vials of common poison (animal venom or plant toxin)
worth 2d6x25gp each (1 item each)
4 1d3 statuettes, worth 1d10x100gp (1 stone per 1d3
statuettes)
5 1d2 items of masterwork quality, worth 2d6x100gp each (1
item each)
6-10 1 piece of jewelry (1 item)
Uncommon Items
Roll d00 Uncommon Item Roll d00 Uncommon Item
1-5 Armor +1 41 Potion of Levitation
6 Arrow +3, Slaying Arrow 42 Potion of Necromantic Invulnerability
7 Arrows +1, 2d6 (7) 43 Potion of Poison
8 Arrows +2 , 1d6 (3) 44 Potion of Protection From Normal Missiles
9 Arrows +3, 1d4 (2) 45 Potion of Protection from Normal Weapons
10 Bracers of Armor +1 46 Potion of Skinchange
11 Crossbow Bolts +1, 2d6 (7) 47 Potion of Speak with Dead
12 Crossbow Bolts +2, 1d6 (3) 48 Potion of Speak with Plants
13 Crossbow Bolts +3, 1d4 (2) 49 Potion of Strength of Mind
14-16 Miscellaneous Weapon +1 50 Potion of Telepathy
17 Oil of Stone to Flesh 51 Potion of Transform Self
18 Oil of Striking 52 Potion of Trollblood
19 Potion of Acid Immunity 53 Potion of True Seeing
20 Potion of Angelic Aura 54 Potion of Vigor
21 Potion of Cold Immunity 55 Potion of Water Walking
22 Potion of Cure Blindness 56 Potion of Waterbreathing
23 Potion of Cure Critical Wounds 57 Potion of Winged Flight
24 Potion of Cure Disease 58 Rechargeable Trinket, level 4 (3d6)
25 Potion of Cure Major Wounds 59 Rechargeable Trinket, Level 5 (2d6)
26 Potion of Diminution 60 Rechargeable Trinket, Level 6 (2d4)
27 Potion of Electrical Immunity 61 Rod of Cancellation
28 Potion of Eyes of the Eagle 62-66 Shield +1
29 Potion of Find Treasure 67-71 Spell Scroll (3 spell levels)
30 Potion of Fire Immunity 72-74 Spell Scroll (4 spell levels)
31 Potion of Flying 75 Spell Scroll (5 spell levels)
32 Potion of Gaseous Form 76 Spell Scroll (6 spell levels)
33 Potion of Giant Strength 77 Spell Scroll (7 spell levels)
34 Potion of Greater Clairaudience 78 Spell Scroll (8 spell levels)
35 Potion of Greater Clairvoyance 79 Spell Scroll (9 spell levels)
36 Potion of Growth 80 Spell Scroll (10 spell levels)
Treasure
37 Potion of Guise Self 81-90 Sword +1
38 Potion of Infravision 91-94 Talisman +1
39 Potion of Invisibility 95-98 Treasure Map (1d4x1,000gp)
40 Potion of Invulnerability to Evil 99-100 Waybread (2d6 slices)
Rare Items
Roll d00 Rare Item Roll d00 Rare Item
1 Armor +1 and Shield +1 46 Spell Scroll (22 spell levels)
2-3 Armor +2 47 Spell Scroll (24 spell levels)
4 Armor +2 and Shield +1 48 Spell Scroll (26 spell levels)
5 Armor +2 and Shield +2 49 Spell Scroll (28 spell levels)
6 Armor +1 and Shield +2 50 Spell Scroll (30 spell levels)
7 Boots of Speed 51 Spell Scroll (32 spell levels)
8 Bowl of Commanding Water Elementals 52 Spell Scroll (34 spell levels)
9 Bracers of Armor +2 53 Spell Scroll (36 spell levels)
10 Brazier of Commanding Fire Elementals 54 Spell Scroll (38 spell levels)
11 Censer of Controlling Air Elementals 55 Spell Scroll (40 spell levels)
12 Cloak of Protection +1 56 Spell Scroll (42 spell levels)
13 Cloak of Skinchanging 57 Staff of Healing [DE]
14 Crystal Ball 58 Staff of Striking [DE]
15 Cube of Frost Resistance 59 Stone of Controlling Earth Elementals
16 Elven Boots 60-61 Sword +1, +2 versus specific enemy
17 Elven Cloak 62 Sword +1, +3 versus specific enemy
18 Eyes of Charming 63 Sword +1, light 30’ radius
19 Helm of Comprehending Languages 64-65 Sword +1, proficiency
20-21 Misc. Weapon +1, +2 versus specific enemy 66-67 Sword +2
22-23 Misc. Weapon +1, +3 versus specific enemy 68 Sword +2, +3 versus specific enemy
24-25 Misc. Weapon +1, proficiency 69 Sword +2, proficiency
26-27 Miscellaneous Weapon +2 70-72 Talisman +2
28 Misc. Weapon +2, +3 versus specific enemy 73-74 Talisman +3
29 Miscellaneous Weapon +2, proficiency 75 Talisman +4
30 Ring of Djinni Calling 76 Talisman +5
31-34 Ring of Protection +1 77 Talisman +6
35 Rope of Climbing 78-79 Treasure Map (1 rare, 1 uncommon item)
36 Scarab of Protection 80-82 Treasure Map (2d10 jewelry, 5d6 gems)
37 Shield +1, proficiency 83-84 Treasure Map (1d6 jewelry, 1 rare item)
38-39 Shield +2 85-86 Treasure Map (5d6 gems, 1 rare item)
Treasure
40 Shield +2, proficiency 87-89 Treasure Map (5d6x1,000gp, 1 uncommon item)
41 Spell Scroll (12 spell levels) 90-92 Treasure Map (5d6x1,000gp, 5d6 gems)
42 Spell Scroll (14 spell levels) 93-95 Treasure Map (6d6x1,000gp)
43 Spell Scroll (16 spell levels) 96-97 Wand of Detecting Enemies [AE]
44 Spell Scroll (18 spell levels) 98-99 Wand of Detecting Magic [AE]
45 Spell Scroll (20 spell levels) 100 Wand of Illusion [AE]
Treasure
33 Medallion of ESP 88-89 Treasure Map (3 rare, 1 uncommon item)
34 Medallion of ESP (90') 90-91 Treasure Map (1 very rare item)
35 Mirror of Life Trapping 92-95 Treasure Map (5d6x1000gp, 1 rare item)
36-40 Miscellaneous Weapon +3 96 Wand of Fear [AE]
41-43 Miscellaneous Weapon +3, proficiency 97 Wand of Frost [AE]
44-45 Miscellaneous Weapon +3, two proficiencies 98 Wand of Paralyzation [AE]
46 Ring of Animal Command 99 Wand of Impetus [AE]
47 Ring of Command Human 100 Wand of Sorcery [AE]
Legendary Items
Roll
Roll d00 Legendary Item d00 Legendary Item
1-2 Apparatus of the Crab 41-42 Mirror of Opposition
3-4 Armor of the Invincible Conqueror 43-44 Panoply of the Imperial Warmistress, Boots
5-6 Bow of the Great Eagles 45-46 Panoply of the Imperial Warmistress, Bracers
7-8 Bow of the Unconquered Sun 47-48 Panoply of the Imperial Warmistress, Corselet
9-10 Bracers of Armor +6 49-50 Panoply of the Imperial Warmistress, Diadem
11-12 Bracers of Armor +7 51-52 Red Sword of the Warlord
13-14 Broom of Flying 53-54 Ring of Anti-Magic
15-16 Chalice of Blood 55-56 Ring of the Queen's Heart
17-18 Chariot of the Gods, Heavy 57-58 Rod of the Night Sky [ADE]
19-20 Chariot of the Gods, Light 59-60 Scourge of Law
21-22 Chariot of the Gods, Medium 61-62 Seal of Chaos
23-24 Decanter of Endless Water 63-64 Shield of the Empyrean Heavens
25-26 Emblem of the Eagle 65-66 Shining Spear
27-28 Eyes of Petrification 67-68 Staff of the Cataclysm [ADE]
29-30 Flying Carpet 69-70 Sword +3, Vorpal
31-32 Glaive of the Blade-Goddess 71-72 Sword of Kings
33-34 Great Axe of the North 73-74 War Hammer +2, Dwarven Thrower
35-36 Holy Talisman of the Winged Sun 75-83 Treasure Map (1 legendary item)
37-38 Iron Crown of the Sorcerer-Kings 84-88 Treasure Map (1 legendary Item, 2d4 regalia, 2d6 brilliant gems,
3d6x10,000gp)
39-40 Iron-Bound Book of Xisuthros 89-93 Treasure Map (leg. Item, 1d6 very rare items, 1d4 regalia, 1d6
brilliant gems, 2d4x10,000gp)
94-100 Treasure Map (1d3 legendary items)
Treasure
ARMOR, SWORDS, AND WEAPONS The categories used in these tables are described below. The
Judge should feel free to modify these tables or create his own
Types of Armor, Swords, and Weapons Found
that match his particular campaign settings. Many interesting
In most cases, the entries for armor, swords, and weapons on the
possibilities presented by history have been excluded simply due
Magic Item tables do not specify the exact item found. A suit of
to the limits of space.
armor might be hide, ring, or plate; a sword might be a short
sword or a two-handed sword; a miscellaneous weapon might be Ancient Myth: For campaigns set in an ersatz Mesopotamian
a battle axe or spear or a warhammer. What is found will depend and Mediterranean Bronze or Iron Age civilization, such as
on the source of the treasure. The Judge can use the tables below Sumeria, Babylonia, Scythia, or Mycenae. Armor tends to be
to guide placement of appropriate armors, swords, and weapons laminated cloth (leather), leather scale, Sumerian overlapping
in his treasure hoards based on the campaign setting and treasure bronze plate (banded), or early bronze panoply (plate). Gladiator
source. armors are included to represent partial armor sets of the next
Treasure
Misc. Weapon Ancient Classical Northern Chivalric Arabian Sword &
Roll 1d100 Myth Epic Saga Romance Adventure High Fantasy Sorcery
Arbalest - - 01-05 - 01-05 01-02
Axe, Battle 01-05 01-05 01-10 06-10 01-03 06-10 03-09
Axe, Great - - 11-15 11-15 - 11-15 10-14
Axe, Hand 06-10 06-10 16-20 16-20 06-10 16-20 15-17
Bola - - - - - - 18
Bow, Composite 11-25 11-25 - - 11-25 21-25 19-24
Bow, Long 26-35 - 21-30 21-30 - 26-30 25-30
Bow, Short - 26-35 31-35 31-35 26-35 31-35 31-34
Club 36-40 36-40 - - - - 35
Crossbow - 41-45 - 36-40 - 36-40 36-40
Darts 41-45 46-50 - - - - 41-45
Flail - - 36-40 41-50 36-40 41-50 46-50
Javelin 46-50 51-55 41-45 - 41-50 - 51-55
Lance 51-55 56-60 - 51-60 51-60 51-60 56-60
Mace 56-65 - 46-50 61-65 61-65 61-65 61-65
Morning Star - - 51-55 66-70 66-70 66-70 66-70
Net - 61-65 - - 71-75 - 71
Pole Arm 66-75 66-70 56-60 71-75 76-80 71-75 72-76
Sap - - - - - - 77
Sling 76-85 71-80 61-65 - 81-85 - 78-82
Spear 86-100 81-100 66-85 76-90 86-99 76-90 83-92
Staff - - - 91-95 - 91-95 93-94
Warhammer - - 86-100 96-100 - 96-100 95-99
Whip - - - - 100 - 100
183 Armor, Swords, and Weapons Treasure Type 183
higher tier. Common weapons in these ancient days include Sword & Sorcery: For campaigns inspired by Howardian heroic
the composite bow, javelin, mace, short sword, and spear. In the fantasy in the pulp tradition, including Conan, Kull, Thongor,
Auran Empire setting, treasures from the Ancient Argollëan, Kothar, and other works. The armor and weapons tend to be
Thrassian, and Zaharan civilizations, and from contemporary a hodgepodge of the ancient, classical, medieval, exotic, and
Kemesh, would use these entries. purely fantastical.
Classical Epic: For campaigns inspired by Greco-Roman,
Powers of Armor, Swords, and Weapons Found
Zoroastrian Persian, or Byzantine civilization or sword-and-
Magical weapons and armor follow the same class restrictions as
sandal fiction. Armor might be linothorax (leather), leather
all normal weapons and armor. When armor has a bonus, it will
scale, Celtic mail or Roman lorica hamata (chain), Roman
improve the AC and reduce the encumbrance (to a minimum
lorica squamata (scale), Roman lorica segmentata (banded),
of 0) by the amount specified. For example, leather armor
Byzantine or Persian lamellar, or Greek classical panoply
+1 would grant AC 3 with an encumbrance of 1. Masterwork
(plate). Gladiator armors are included to represent both actual
armor provides a +1 bonus to armor class, but does not decrease
gladiator apparel and partial armor sets. Common weapons
encumbrance.
include composite bows; lances such as the kontos and xyston;
pole arms such as the falx and sarissa; short swords such as the When a sword or other weapon has a plus, such as a dagger
gladius, kopis, and xiphos; spears such as the doru; and swords +1, this means that attack throws and damage rolls both receive
such as the spatha. In the Auran Empire setting, these entries a +1 bonus. Masterwork weapons grant a +1 bonus to attack
would apply to treasures from the Classical Auran civilization throws and damage, but cannot affect creatures which can only
and the current Imperial one. be harmed by magic. If a weapon has more than one bonus
listed, the first bonus applies to all attacks and damage, and the
Northern Saga: For campaigns similar to the world described
second applies only to an exclusive group of creatures. If the
in the Old Norse and Icelandic epics and the Anglo-Saxon
weapon’s entry does not specify which group of creatures the
poem Beowulf, or historical Iron Age Germany or Viking
secondary bonus applies to, the Judge can choose or roll for the
Age Scandinavia. Armor will include furs, hardened leather,
creatures affected on the table below.
Frankish ring armor, leather scale, chainmail byrnies, and
limited plate-and-mail. Common weapons include the battle Roll 1d20 Type
axe, great axe, seax (dagger), spear, sword, and warhammer. 1 Animals*
In the Auran Empire setting, treasures from the Kingdoms of 2 Avians*
Jutland and Rorn would use these entries. 3 Beastmen
Chivalric Romance: For campaigns inspired by the 11th to 13th 4 Constructs
century chansons de geste, such as the Matter of France or Matter 5 Demons
of Britain and the later chivalric romances of the 13th and 14th 6 Dragons
centuries. Armor might be cuir bouilli (leather), ring armor, 7 Dwarves, Gnomes & Halflings
Treasure
leather scale, Norman mail hauberks, brigandine (lamellar), and 8 Elementals
plate-and-mail. Common weapons include the couched lance, 9 Elves, Faeries, & Nymphs
great sword, horseman’s flail, longbow, knightly sword, mace, 10 Giant Humanoids
morning star, and various pole arms such as the halberd, glaive, 11 Men
and pike. This time period post-dates the Auran Empire setting, 12 Lycanthropes
but is very common in other fantasy game settings. 13 Oozes
Arabian Adventure: For campaigns drawing on the late 14 Plants*
Byzantine and Persian Empires, the medieval Crusades, the 15 Regenerating Creatures
Islamic Golden Age, and the folk lore of One Thousand and 16 Sea Creatures*
One Nights. Armor might be silk, leather, ring, leather scale, 17 Spellcasters
Crusader mail, eastern lamellar, or mirror armor (plate). 18 Summoned Creatures
Common weapons include the composite bow, lance, mace, 19 Undead
spear, and various curved swords such as the scimitar, shamshir, 20 Vermin*
and tulwar. In the Auran Empire, these entries could be used *Including normal and giant creatures of this type, but not
for contemporary Opelenean, Somirean, Skysos, and Celdorean sentient creatures
treasures.
High Fantasy: For campaigns inspired by Tolkienesque heroic
fantasy in the pseudo-medieval tradition, including The
Lord of the Rings, Dragonlance, Game of Thrones, The Deed of
Paksenarrion, and most other popular fantasy of the last few
decades. The armor and weapons tend to be similar to those
used in the High Middle Ages .
Treasure
If a character is unsure of an item’s name, he may guess once; if conqueror during his duel with his brother, the ruinguard
incorrect, he may not guess again until reaching a higher level Acherib, at the height of the Empyrean War. Crafted of gleaming
of experience. orichalcum, this suit of archaic plate armor +3 grants its wearer
Alternatively, when an item is found, it may be given a new complete protection from normal, non-magical attacks. Magic
name by its wielder or wearer. Upon first naming the item, or silver weapons can harm the wearer, but any number of
the character receives the benefit of one of its bonuses in normal swords, arrows, clubs, or natural weapons will be fended
one category (e.g. +1 to hit, +1 to damage, +1 to AC, -1 to off. Monsters which themselves can only be affected by silver or
encumbrance) or of a special power or ceremonial spell. With magical weapons can still harm the subject, and monsters with 5
each level of experience earned wielding or wearing his re- HD or more are able to affect the subject through natural ferocity.
named item, the character unlocks an additional point of bonus Value: 160,000gp (+3 enchantment, 5th level permanent effect).
in one category, until all bonuses in all categories are unlocked.
The Judge makes the determination of the order in which the
item’s powers unlock.
EXAMPLE: In the tomb of Durin Blackfist, Raknar
discovers an ancient war hammer, gleaming and rune-
carved. He decides this must be Durin’s hammer Fist
of Iron and announces such. In battle, the war hammer
reveals itself a +3 weapon – Raknar was right!
Like a true Jutland hero, Raknar dies fighting, his body
sprawled on a mound of orc corpses. Later, a young 1st
level fighter named Marcus finds the rune-carved war
hammer. Knowing it to be magical, but not having any
idea of its origin, he names the hammer Tooth-Breaker.
In his next fight, Marcus gets a +1 bonus to damage from
Tooth-breaker. When he reaches 2nd level, Marcus finds
185 Armor, Swords, an d Weapons Treasure Type 185
Bow of the Great Eagles: The legendary bow of the great class power). Value: 185,000gp (+3/+4/+5 enchantment, 4th
eagles is an elven composite bow +3 crafted of laminated dawn level permanent effect, 3rd level daily effect).
redwood with bow-limbs carved to resemble eagle’s talons. The
Javelin of Hurling: This +2 weapon has a weighted pyramidal
elvish general Aedon Lann is credited with killing more than
head of iron set atop a cedar shaft fastened to a leather throwing
500 orcs with the bow during the Beastman Wars of the Third
strap. When thrown, the javelin of hurling strikes with great
Century B.E. Anytime an arrow is nocked on the bow’s string,
force, dealing an additional 1d6 points of damage (as striking)
the bow’s wielder gains precise shooting (as the proficiency),
and requiring the creature hit to make a saving throw versus
allowing him to fire at engaged targets with a -4 penalty, and
Paralysis. If the creature fails its save, it is knocked back a
eyes of the eagle (as the spell), allowing him to see 100 times
number of feet equal to the damage dealt by the attack. If this
further than normal and reducing the wielder’s penalty for
would push the creature into a wall or obstacle, it is knocked
missile attacks with the bow at medium range to -1 and at long
down at the point of impact, taking 1d6 points of damage per 10’
range to -2. Once per day, if the wielder fires an arrow into the
it has traveled. If the creature is pushed into another character
sky, the bow will call a large roc to serve the wielder (as the spell
or monster, it is knocked down if the character or monster it
call of the giant eagle). If a character who already possesses one
is pushed into is as large or larger than him. Otherwise, the
or more ranks of Precise Shooting wields the bow, its granted
character/monster is instead knocked down, and the struck
proficiency stacks with his natural ranks. Value: 160,000gp (+3
creature continues to be forced back. The javelin of hurling
enchantment, 5th level daily effect, 3rd level permanent effect,
unerringly returns to its thrower’s hand immediately after being
1st level permanent effect).
thrown. This weapon’s damage cannot be further increased with
Bow of the Unconquered Sun: A relic of the Empyrean War, striking or similar effects. Value: 90,000gp (+3 enchantment,
the bow of the unconquered sun is a composite bow crafted of three 1st level permanent effects).
laminated dawn redwood and trimmed in golden orichalcum.
Red Sword of the Warlord: Few weapons are so legendary as
It grants its wielder two attack per round (as swift sword) with
the red sword of the warlord. The beastman warlord Thrax
a bonus of +1, +2 versus avian and regenerating creatures,
wielded this orichalcum sword +3 until his death at the Battle
+3 versus undead and plant-like creatures. Each arrow fired
of Bythnium and the Tarkaun Audarius XI Ulkyreus later bore
from the bow is magically ignited with eldritch flame to deal an
it throughout his 42-year reign of conquest and war. Like many
additional 1d6 fire damage per hit. The arrow flames can be used
other imperial relics, it was lost to history during the Second
to ignite readily flammable objects (as the spell kindle flame).
Imperial Civil War. The wielder of the red sword of the warlord
This weapon’s damage cannot be further increased with striking
is a veritable god of war on the battlefield. He may make two
or similar effects, and its wielder cannot gain more attacks from
attacks every round (as per swift sword) and every successful
swift sword, haste, or similar spells. Value: 170,000gp (+1/2/3
hit deals an extra 1d6 points of damage (as per striking). In
enchantment, 3rd level permanent effect, 2nd level permanent
addition, the red sword’s wielder may cleave without any
effect, 1st level permanent effect).
limit from his HD, subject only to the availability of enemies
Glaive of the Blade-Goddess: The bladedancer Aurëlyn within reach given his maximum combat movement per round.
Treasure
Tarcalus wielded this legendary polearm +3 at the Battle of The blade of the red sword glimmers scarlet (giving off light
the Fangs, when she held off the orc hordes that threatened to like a torch) if brandished while enemies are within 60’. This
overwhelm the Auran right flank long enough for Malantavius weapon’s damage cannot be further increased with striking or
to drive Thrax from the field. Featuring a curved orichalcum similar effects, and its wielder cannot gain more attacks from
blade mounted atop a tall oak pole, the glaive of the blade- swift sword, haste, or similar spells. Value: 285,000gp (+3
goddess can be swung and spun with amazing speed. Its enchantment, 4th level permanent effect, 3rd level permanent
wielder gains a +1 bonus to initiative (canceling the usual -1 effect, 2nd level permanent effect, 1st level permanent effect).
penalty for two-handed weapons). If the glaive of the blade-
Scourge of Law: This legendary weapon was enchanted in
goddess is used to perform a sweeping attack, it deals an extra
the waning years of Zahar as a tool to detect and destroy
1d10 damage on each successful hit (including any subsequent
practitioners of the heretical Empyrean faith. The scourge of
cleaves), and the opponents targeted by the sweeping attack do
law appears as an enchanted rune-carved metal flail made of
not receive an opportunity to withdraw. This weapon’s damage
segmented hepatizon (a dark purplish copper). If the scourge
cannot be further increased with striking or similar effects.
is swung overhead, any enemies within 60’, even if invisible or
Value: 160,000gp (+3 enchantment, 3rd level permanent effect,
hidden, are marked by a fiery red aura. The aura is visible only
two 1st level permanent effects).
to the wielder and lasts for 6 turns or until the enemy is slain.
Great Axe of the North: This long-bearded axe has a rune- If the scourge is wrapped around the neck of a helpless lawful
carved head and a sturdy yew haft gouged with bite-marks. creature, the wielder can read the thoughts of the creature (as
The hero Sigvhan carried the great axe of the north during the spell ESP). If used in battle, the scourge provides its wielder
his expeditions against Dagr, the frost giant king, north of the with a +3 bonus to attack throws and damage rolls. However,
Jutting Mountains. The sagas recount that Sigvhan died of each time the scourge is used to slay a lawful creature in combat,
wounds received felling Dagr and was interred with the axe the scourge’s damage bonus is temporarily increased by +1, up
by his comrades in a great burial mound on the slopes of Mt. to a maximum damage bonus equal to the wielder’s HD. The
Skarstind. The great axe of the north is +3, +5 versus dragons damage bonus is lost when the combat ends or one turn (10
and giants, and grants its bearer immunity from cold (as minutes) elapses, whichever comes first. Value: 205,000gp (+3
the spell). Once per day, by gnawing on the haft of the axe, a enchantment, 4th level permanent effect, 2nd level permanent
character may enter a greater berserkergang (as the berserker effect, 1st level permanent effect).
186 Treasure Type Armor, Swords, and Weapons 186
Shield of the Empyrean Heavens: This legendary shield +3 slain in the last day. Upon drinking from the chalice, the
was brought down from Mt. Audarammas by Azendor, prophet character immediately gains 2d10+14 temporary hit points + an
of Ammonar, and used by a succession of heroes during additional 1 temporary hp per level of the victim. In addition,
the Empyrean War. Like other shields from that archaic era, the character learns some important knowledge possessed by
the shield of the empyrean heavens is approximately 3’ in the victim, either a specific set of facts that the character was
diameter, with scooped indentations on either side that give it seeking or some random knowledge chosen by the Judge.
an hourglass-like shape. It is faced with orichalcum and painted The knowledge learned can be quite complex, equivalent to a
with the symbol of the winged sun. Any character bearing the single rank in a proficiency, a class power, a spell formula, or a
shield is immune to all critical hits. Anytime the bearer raises language. The character also gains 8 corruption points for each
the shield and concentrates, the shield grants protection from use of the chalice. The temporary hit points will disappear one
blast (as the spell) to the bearer himself and all creatures within day later, while the knowledge will fade as if it were a barely-
5’ of him. The protection lasts as long as the bearer concentrates remembered dream. Nothing prevents a character from writing
on the effect. Once per day, by clanging his weapon against the down the knowledge gained before it fades, however. The
shield, the bearer can cast prayer (as the spell). The shield of the corruption points are permanent. The chalice can be used once
empyrean heavens itself cannot be damaged by anything short per turn (10 minutes), provided sufficient victims are available.
of a vorpal weapon or disintegration effect. Value 150,000gp If a character drinks the chalice while already affected by its
(+3 enchantment, 5th level permanent effect, 3rd level daily powers, the additional temporary hp and memories gained by
effect, 2nd level permanent effect). the additional use(s) are cumulative with those already granted,
to a maximum of 38 temporary hp. Value 132,000gp (6th level
Shining Spear: This legendary spear +3, +4 versus undead,
per-turn effect, 2nd level per-turn effect).
+5 versus demons is crafted of ancient dawn redwood and
tipped with a leaf-shaped spearhead of bright orichalcum
counterbalanced by an orchicalcum butt-spike. The shining
spear grants its wielder immunity to fear while held. Three
times per day, by striking the butt-spike on the ground while
reciting prayers to the Empyrean gods, the wielder can conjure
an angelic aura (as the spell) around himself. Value 150,000gp
(+3/4/5 enchantment, 5th level thrice-daily effect, 2nd level
permanent effect).
Sword of Kings: This legendary sword was wielded by Arëtar
Pendaelen when he slew the High King of Jutland on the banks
of the River Rorn, and it is said that only a man worthy of Arëtar
can tap its powers. In the hands of an ordinary adventurer, it
functions as an ordinary sword +3. If brandished by a worthy
Treasure
hero (a chosen, a Nobiran champion, a paladin, or a Lawful
fighter with CHA 16 or higher), the sword of kings gains an
additional +1 bonus, for a total bonus of +4. Should the hero
also rule a domain or realm, it gains another +1 bonus, for a
total bonus of +5. The hero-ruler also gains two additional
powers drawn from the sword’s ties to the ancient rites of
kingship. First, he deals an extra 1d6 points of damage when
using the sword to hit Chaotic creatures in his domain or realm.
Second, he gains the Nobiran champion’s 13th level class power
of oneness of land and lord while within his domain. (If the
wielder is a 13th+ level Nobiran champion who already has
that class power, then he receives his choice of either the lion-
hearted leader or clarion commander class power instead.)
This weapon’s damage cannot be increased with striking or
similar effects. Value 255,000gp (+5 enchantment, 4th level
Chariot of the Gods: A chariot of the gods appears as a
permanent effect, 2nd level permanent effect).
magnificent wheeled vehicle constructed from slates of dawn
redwood and reinforced with bronze. Chariots of the gods
MISCELLANEOUS MAGIC ITEMS come in three sizes, with their crew, combat characteristics and
Chalice of Blood: By drinking from this silver and bone goblet, dimensions determined by their size:
a character can gain the strength and knowledge of his slain
foes. It is said that the first blood the chalice tasted was that of its Light Chariot of the Gods: This chariot has two wheels on an
own creator, the dark lord Theophanous, who tore out his own axle set at the very rear of the body for maximum mobility and
heart and drank its hot leakage from the cup to better embrace stability. The chariot’s wheels are about 2’6” in diameter. Its
undeath without the weakness of heart-felt pity or compassion. wheel track is about 5’9” wide, while its total length, including
To use the chalice of blood, a character must first fill its cup harnessed creatures, is 11’6”. The cab measures 3’3” wide, 1’8”
with the blood of a sapient lawful victim he has personally deep, and 2’6” high, with room for two man-sized creatures,
187 Miscellaneous Magic Items Treasure Type 187
one of whom must be the driver. The cab includes three built in permanent effects, and 7-13 additional 2nd level permanent
weapon-cases, with room for a composite bow, 3 javelins, and effects, for chariot and passengers).
20 arrows. A light chariot of the gods has AC 0 and 5 shp. It may
Collar of Conversation: When this bejeweled leather collar is
be pulled by one or two creatures whose normal loads add up to
fastened around the throat of an animal, it grants the animal
at least 40 stone. The chariot can transport up to the harnessed
wearing it the ability to comprehend and converse in the language
creatures’ combined normal load at 3/4 the harnessed creatures’
of any intelligent creature within 60’ of the animal. For purposes
movement rate, or up to the harnessed creature’s combined
of speech, an animal wearing the collar of conversation has an
maximum load at 3/8 the harnessed creatures’ movement rate.
effective INT ability score equal to 6 +/- Trainability Modifier.
Medium Chariot of the Gods: This chariot has two wheels on an For instance, a white ape (TM +3) wearing the collar has an
axle set beneath the center of the cab. The chariot’s wheels are effective INT 9, while a crocodile (TM -1) wearing it has an
about 3’ in diameter. Its wheel track is about 6’6” wide, while its effective INT 5. If the collar is fastened around the throat of
total length is 13’. The cab measures 4’ wide, 3’ deep, and 3’ high, a sapient creature, it has no magical effect, but may inspire
with room for three man-sized creatures, one of whom must interesting conversations all the same. Value 100,000gp (3rd
be the driver. The cab includes three built in weapon-cases, level permanent effect, 1st level permanent effect).
with room for a composite bow, 3 javelins, and 20 arrows. The
Cloak of Skinchanging: By raising the hood and wrapping
sturdily-built cab provides its occupants with a +1 AC bonus
himself in the folds of the cloak of skin-changing, the wearer
against attacks to the front and flank. A medium chariot of
can change into the form of a specific animal (determined by
the gods has AC 1 and 8 shp. It may be pulled by two or three
the type of cloak). While transformed, the wearer gains all of
creatures whose normal loads add up to at least 60 stone. The
the physical characteristics, movement types, attack routines,
chariot can transport up to the harnessed creatures’ combined
and special abilities of his new form while retaining his own
normal load at 2/3 the harnessed creatures’ movement rate, or
mental abilities. Once transformed, the wearer can remain in
up to the harnessed creature’s combined maximum load at 1/3
animal form indefinitely, but may return to his own form at
the harnessed creatures’ movement rate. The chariot may not
any time. If slain while transformed, the wearer reverts to his
exceed 240’ per turn in any case.
original form. Once the wearer returns to his own form, the
Heavy Chariot: This chariot has two or four wheels on an axle cloak’s powers may not be used again for one hour (six turns).
Treasure
set beneath the center of the cab. The chariot’s wheels are about Cloaks of skinchanging traditionally come in one of four types,
5’ in diameter. Its wheel track is about 7’ wide, while its total shown below. The Judge can choose or roll randomly for the
length is 15’. The cab measures 4’6” wide, 3’3” deep, and 3’9” type of cloak found, or make cloaks for other types of animals
high, with room for four man-sized creatures, one of whom appropriate to his setting. Value 24,000gp (3rd level hourly
must be the driver. The cab includes three built in weapon-cases, effect).
with room for a composite bow, 3 javelins, and 20 arrows. The
armored cab provides its occupants with a +2 AC bonus against
attacks to the front and flank. A heavy chariot of the gods has
AC 2 and 10 shp. It may be pulled by two, three, or four flying
creatures whose normal loads add up to at least 80 stone. The
chariot can transport up to the harnessed creatures’ combined
normal load at 1/2 the harnessed creatures’ movement rate, or
up to the harnessed creature’s combined maximum load at 1/4
the harnessed creatures’ movement rate. The chariot may not
exceed 180’ per turn in any case.
Unlike ordinary chariots, chariots of the gods can traverse
empty space (thin air) as if it were solid, level ground. When
a chariot of the gods is hitched to flying creatures capable
of pulling it, it can soar through the heavens as easily as an
ordinary chariot rolls traverses the battlefield or race-course.
Anytime a chariot of the gods is in the air, it glows brilliantly (as
the spell continual illumination) and the chariot, its driver, and
its passengers enjoy protection from normal missiles as well as
resistance to cold, fire, and lighting. Value: 1,175,000gp heavy,
950,000gp medium, 725,000gp light (3rd level permanent
effect, 3-5 additional 3rd level permanent effects, 3-5 2nd level
188 Treasure Type Miscellaneous Magic Items 188
Roll (d4) Animal Characteristics that are unable to damage it. The effect ends if the unit ever
Move 120’, AC 3, #AT 2 claws, 1 bite,
recoils, flees, or routs.
1 Bear
Dmg 1d3/1d3/1d6, bear hug If the emblem is carried as the flag of an army leader’s unit,
Move 480’ fly, AC 1, #AT 2 talons, then so long as the unit carrying the emblem is fighting on the
2 Hawk
Dmg 1d2/1d2, swoop attack
battlefield with its army, the entire army automatically stands
Move 360’ fly, AC 3, #AT 2 wings, 1 bill, firm on its first morale, or rallies if it would have stood firm.
3 Swan
Dmg 1/1/1d2
However, this benefit is lost for the duration of the battle if the
4 Wolf Move 180’, AC 2, #AT 1 bite, Dmg 1d6
unit carrying the emblem is destroyed, routed, or leaves the
battle. Value: 808,500gp (six 8th level permanent effects, 1st
Dead Mans’ Hand: This grotesque artifact of necromantic level per-turn effect).
blasphemy is composed of the dried and pickled hand of a
lawfully-executed murderer, upon which is mounted a candle Helm of Awe: This orichalcum helmet has an open face with
formed from the fat of the same murderer. For any of the powers long cheek guards and a tall red crest. The wearer of the helm
of the dead man’s hand to be used, its candle must be lit. The of awe inspires dread in the hearts of his enemies. The first time
flame from the hand’s candle gives off no radiance and never each day that each enemy creature approaches within 15’ of the
seems to burn down, but like any flame can be extinguished by wearer, that creature must make a saving throw versus Spells.
strong wind or water. Any creatures that fail the save are frightened for 30 rounds. A
frightened creature will run from the source of its fear at its full
While the hand’s candle is lit, the hand grants its bearer movement rate. If a frightened creature cannot flee, its cower
infravision (as the spell) as well as two spell-like abilities each in terror. An engaged creature that is frightened will cower in
useable once per turn. First, by speaking the dead murder’s true terror until it is able to disengage with defensive movement. It
name, the bearer of the hand can cast hold person (as the spell). suffers a -2 penalty to AC and cannot attack, cast spells, move,
Second, by speaking the name of the murderer’s last victim, the or take any other actions until the condition ends. Creatures
bearer can cast knock (as the spell). A dead man’s hand can that successfully save are not affected. Whether they make or
be used by any character, but is most sought after by thieves, fail their saving throw, creatures encountering the wearer of
freebooters, and assassins. Value: 86,000gp (4th level daily the helm of awe cannot be affected by its magic again until the
effect, 3rd level per-turn effect, 2nd level per-turn effect). following day. Value: 67,500gp (3rd level permanent once-per-
Emblem of the Eagle: This legendary insignia was first carried creature effect).
by the legion of Audarius Tarkaun when he defeated Baal the Holy Talisman of the Winged Sun: This legendary relic was said
Terrible at the gates of Zidium, and for centuries afterward to have been carried down from Mt. Audarammas by Azendor,
served as the insignia of the Auran Army. During the tumult of prophet of Ammonar, when the Laws of Light first returned to
the Second Imperial Civil War, the emblem was smuggled out mankind. It was lost to history when Baal the Terrible sacked
of the capital by the Emperor’s Talons, but no record of its final Aura, and remains much sought by the Temple of the Winged
Treasure
whereabouts exists. Sun. Any character of Lawful alignment who bears the holy
The emblem of the eagles consists of a gold eagle mounted atop talisman gains the protection of strength of mind (a bonus
a 12’ tall pole. To use the emblem, a character must affix the flag of +4 to saving throws versus Death, Staffs, Wands, Paralysis,
of an organized military unit, division, or army to the emblem’s Petrification, and Spells). If the bearer is also a divine or eldritch
pole and bear it into battle. Bearing the emblem counts as caster or ceremonialist, he can also use the holy talisman to cast
wielding a weapon or shield (e.g. the emblem’s bearer can bear holy word, restore life and limb, and harvest once per week
the emblem in one hand and either wield a one-handed weapon each, and to cast dispel evil once per turn. Value: 213,000gp
or a shield in his other hand). (three 7th level weekly effects, 5th level permanent effect, 5th
level daily effect).
In combat, the emblem of the eagle inspires the troops who
serve under it with invincible courage. Friendly creatures Iron-bound Book of Xisuthros: Written by the chthonic priest
within 30’ of the emblem are protected from harm by normal Xisuthros a thousand years before the Auran Empire dawned,
weapons. Magic or silver weapons can harm the protected the iron-bound book contains innumerable incantations and
creatures, but any number of normal swords, arrows, clubs, or workings of black magic and demonology. It is said that writing
natural weapons will be fended off. Monsters which themselves the iron-bound book drove Xisuthros mad, and that the book’s
can only be affected by silver or magical weapons can still harm final pages were cut from his own flesh and inked with his own
the protected creatures, however, as can monsters with 5 HD blood. Whether Xisuthros was mad or simply esoteric, the iron-
or more through natural ferocity. The protection afforded by bound book is so cryptic that understanding its secrets often
the emblem is lost for the duration of the fight if at any time requires numerous re-readings.
the bearer is slain, flees, or drops the emblem (voluntarily or Any character literate in Ancient Zaharan can read the iron-
involuntarily). bound book. Reading the entire book requires one day (8
If the emblem is carried as the flag of a company-sized unit on hours) of game time, but need not take place in one sitting.
the battlefield, the entire unit is protected from harm by normal Each time a character reads the entire book, he should roll
weapons. The unit cannot be damaged by missile or melee 1d100 to determine whether he has learned some valuable piece
attacks from units of less than 5 HD without silver or magical of lore. The chance of learning lore starts at 6% and increases
weapons, and is never considered threatened by enemy units with each additional re-read of the entire book, as shown on
the Iron-Bound Book table, adjacent. If a character successfully
189 Miscellaneous Magic Items Treasure Type 189
learns from the book the Judge should roll 1d20 on the Black Roll (d20) Lore Learned
Lore table below to determine what the character learns – a spell 1 2d6-1 1st level spell formulas
formula, a potion formula, a ritual formula, or the true name of 2 2d3-1 2nd level spell formulas
a cacodemon. (Ceremonialists who read the book should learn
3 1d3 3rd level spell formulas
ceremonial formulas instead of spell formulas.)
4 1d2 4th level spell formulas
Note: Possessing a cacodemon’s true name allows a 5 1 5th level spell formula
character to conjure that specific cacodemon in lieu of 6 1 6th level spell formula
rolling for a random one (as described in the various 7 True names of 2d6-1 cacodemon spawn
conjure cacodemon spells). Possessing a potion formula or 8 True names of 2d3-1 imps
ritual formula allows a character to pursue magic research 9 True names of 1d3 hellions
into that potion or ritual at half the base time and cost. 10 True names of 1d2 dybbuk
Possessing a spell formulas allows the character to add that 11 True names of 1d2 devils
spell to the caster’s repertoire if the character can still learn 12 True name of 1 fiend
new spells of that level. If the character’s repertoire is full, 13 True name of 1 archfiend
or if the spell is of too high level for him to learn, then the 14 2d6-1 1st level potion formulas
spell cannot be put into the repertoire, but the formula may 15 2d3-1 2nd level potion formulas
be saved to be put into the repertoire in the future. It takes 16 1d3 3rd level potion formulas
one week of study to add a spell to the character’s repertoire
17 1d2 4th level potion formulas
from the formula.
18 1 5th level potion formula
Number of 19 1 6th level potion formula
Readings Learn Lore Slip Into Madness 20 1 black ritual formula
1 6% 1%
2 9% 3%
or squirm back to the main portion of the body to reattach, and
can be reattached instantly simply by being held to the stump.
3 12% 5%
If severed limbs or parts are forcibly kept from reattaching, the
4 16% 10%
lost limbs and parts, along with any/all other mortal wounds
5 20% 15%
received, will be restored when the wearer regenerates to full hit
6 25% 20%
points. The wearer of the iron crown can only be actually killed
7 35% 25%
if he is disintegrated, slain by death magic, or slain while helpless
8 45% 30%
by an unengaged combatant.
9 55% 35%
10 65% 40% Each day that the iron crown of the sorcerer-kings is worn, its
11 75% 45% wearer accumulates 6 corruption points due to its necromantic
Treasure
12 85% 50% influence. The crown will never accidentally slip from a Chaotic
13 95% 100% wearer’s brow, but it can be voluntarily removed, and it can be
knocked from its wearer’s brow with a successful Disarm special
Though it may reveal long-lost secrets, the iron-bound book maneuver. Value: 300,000gp (two 6th level permanent effects).
eventually brings ruin on those who read it. Each time a Panoply of the Imperial Warmistress: This legendary set of
character reads the book, he gains 1d10 points of corruption and items was created for Zeodarë I, the first woman acclaimed
risks slipping into madness. The percentage chance of slipping Tarkaun, by the Temple of the Winged Sun in gratitude for
into madness starts at 1% and increases with each additional her re-building the Golden Temple on Mt. Audarammas. The
reading, as shown on the Iron-Bound Book table, above. A panoply was lost centuries later during the widespread looting
characters who slips into madness fall under the Judge’s control of the Second Imperial Civil War, and its whereabouts remain
for a number of weeks equal to the number of times he has read unknown. The panoply consists of a pair of bracers, a pair of
the entire book. The madness caused by the book cannot be boots, a corselet, and a diadem, described below.
cured by any means save wish or miracle. Value: 125,000gp (5th
level permanent effect) Bracers of the Imperial Warmistress: The wearer of these shining
orichalcum bracers is immune to normal missile attacks (as the
Iron Crown of the Sorcerer-Kings: This legendary regalia was spell protection from normal missiles) and gains a +2 bonus
created by Uragasi, first sorcerer-king of Zahar, conqueror of the to AC and saving throws (as the spell eldritch protection).
Thrassians. It was worn by every reigning sorcerer-king thereafter Both bracers must be worn for the magic to be effective. Value:
until it was lost to history during the fall of Zahar. While the iron 166,250gp (two 3rd level permanent effects, fractional set
crown is worn, the wearer regenerates 3 hit points each round. powers)
If the wearer is reduced to 0 or fewer hit points, he immediately
rolls 1d20+1d6 on the Mortal Wounds table, applying the usual Boots of the Imperial Warmistress: A character wearing these
modifier for Hit Points and Constitution, but applying a +11 strappy red leather boots has an effective Dexterity 18 for all
bonus in lieu of the usual modifiers for Treatment and Timing. purposes, with a +3 bonus to armor class, initiative, DEX-based
After the mortal wound (if any) is determined, the wearer is then attack throws, and relevant proficiency throws. She may spring
immediately restored to 1 hp without any need for best rest. Any up to 10’ high and to a distance of 30’, gains a +10 bonus on
limbs or body parts lost to mortal wounds will attempt to crawl Acrobatics throws, and need not rest if engaged in ordinary
movement. Both boots must be worn for the magic to be
190 Treasure Type Miscellaneous Magic Items 190
Treasure
A bladedancer or warmistress equipped with at least two of the Ring of Anti-Magic: The wearer of this ring is protected by a
four components of the panoply gains the ability to cast swift 10’ radius shell of anti-magic that stops any spell or spell-like
sword once per day. If equipped with at least three of the four effects (including the wearer’s) from coming in or going out.
components, she gains the ability to cast striking once per day. Spell-like effects are all effects that duplicate a spell, or magical
If equipped with the entire panoply, she gains the ability to cast effects that are resisted with a saving throw versus Spells or Staffs
winged flight once per day. (The set power cost was calculated & Wands (but excluding effects that do not duplicate a spell and
by dividing the base cost of each of the three daily effects by the are resisted with saving throws versus Poison, Breath, Paralysis,
corresponding number of items in the set required to access that or Petrification). Spells with a range of “self,” or “touch” spells
power, then applying that cost to all items in the set.) used on the wearer himself, are not blocked by the ring of anti-
magic. If a creature or item with an ongoing spell or spell-like
effect enters the ring’s shell, the spell or effect is dispelled as if by
POTIONS, PHILTERS, & OILS
a dispel magic; effects which cannot be dispelled (such as magic
Drinking a potion causes the listed spell effect to target the
weapon bonuses) are not affected. The anti-magic shell created
imbiber for a duration of 1d6+6 turns, or the duration of the
by the ring cannot itself be dispelled. Value: 150,000gp (6th level
spell granted by the potion, whichever is shorter. There are three
permanent effect).
exceptions to this rule.
Ring of the Queen’s Heart: According to legend, this bejeweled
• Potions enchanted with spells of indefinite duration remain
band was used by the sorceress-queen Semiramis during her
indefinite and the potion’s effects are permanent until
courtship by the hundred lords of her realm. The wearer of
dispelled. Such potions are normally known as philters
the ring of the queen’s heart becomes completely immune to
(e.g. philter of love).
enchantments, including charm, hold, sleep, Mystic Aura, and
• Potions enchanted with spells of instantaneous duration other related effects. Once per turn, by kissing the ring of the
(such as various types of healing potions) remain queen’s heart, the wearer can become invisible (as the spell).
instantaneous. However, as with all potions, the target Value: 191,000gp (5th level permanent effect, 4th level per-turn
is the character who drinks the potion - a potion cannot effect).
imbue a character with the ability to cast an instantaneous
Seal of Chaos: This item resembles a signet ring forged of
spell on another creature or area. A potion of cure light
adamant and hepatizon bearing the seal of the chthonic
wounds healers the imbiber as if the spell had been cast on
powers. It grants the wearer the ability to conjure spirits from
him; it doesn’t let the imbiber cast cure light wounds. A
the chthonic and elemental spheres. The wearer can use each of
hypothetical potion of fireball would causes the imbiber
the following spells once per day: conjure cacodemon spawn,
to suffer the effects of a fireball, not grant the ability to cast
conjure imp, conjure hellion, conjure dybbuk, conjure fiend,
one.
conjure elemental, and conjure genie. In addition, the wearer
• Potions enchanted with spells that affect objects must be of the seal of chaos can speak with animals at will. The wearer
poured or rubbed on the object. Such potions are normally of the seal gains corruption points equal to the level of the spell
known as oils (e.g. oil of sharpness). each time its conjuration effects are used. Value: 185,000gp (two
6th level daily effects, two 5th level daily effects, 4th level daily
Drinking a potion or pouring an oil takes one round. Drinking
effect, 3rd level daily effect, 2nd level daily effect, 1st level daily
an oil takes one round, too, but has no effect. The effects begin
effect, 2nd level permanent effect).
in the same round as their consumption. If a character drinks a
potion while another potion (other than a philter) is in effect,
the character will be sickened and unable to take any actions for
3 turns (30 minutes); neither potion will have any other affect.
192 Potions, Philters, & Oils
RODS, STAFFS, AND WANDS The table below lists the constellations of the zodiac for the
Wands are only usable by arcane or eldritch classes. Rods may Auran Empire setting, along with the powers afforded to the
be usable by arcane, divine, and/or eldritch classes, or any class bearer when so configured. The Judge may substitute zodiac
at all, depending on the kind of rod. Staffs may be usable by signs of his own design in lieu of those listed below; each zodiac
arcane, divine, and/or eldritch classes, depending on the kind sign should have three powers, totaling 12 total levels of spells
of staff. When a class-restricted item is described, the name of (e.g. 1 6th, 1 4th, and 1 2nd level power, or 1 6th, 1 5th, and 1 st,
the item will be followed by either “D” if it is usable by a divine or 2 5th and 1 2nd, etc.) All of the spells are cast at minimum
class, “A” if it is usable by arcane classes, and “E” if it is usable by caster level. Value: 360,000gp (12 spell levels available for daily
eldritch classes. use one month out of each year, at a cost of x5, for 12 x 500 x 5 =
30,000gp per set of monthly powers, x 12 months).
Each of these magic items generally uses a charge when its effect
is triggered, and each item has a limited number of charges. Zodiac Powers
When found, a rod will contain 2d6 charges, a staff will contain The Empress enslave, voice of command, voice of
3d10 charges, and a wand will contain 2d10 charges. Exceptions persuasion
will be noted in specific item descriptions. Physically, these three The Cowl necromantic invulnerability, animate dead,
types of magic items differ primarily in size. Wands are small deathless minion
and thin, being about 18” long. A staff is much larger, being 6’ The Eye greater clairvoyance, contact other sphere,
long and generally has a 2” diameter. Rods are somewhere in- incite madness
between these two kinds of items, being about 3’ long. Wands The Manticore banner of invincibility, winged flight, sling
cast spells at minimum caster level while rods and staffs cast stone
spells at minimum caster level +3. The Scorpion cloud of poison, hold monster, summon
insect swarm
Rod of the Night Sky [ADE]: This legendary device grants its The Naga corrupting dream, weakness of mind, charm
bearer the power of the stars themselves. Just as the stars move person
across the heavens, the powers of the rod of the night sky change The Prince conjure fiend, conjure dybbuk, conjure imp
with every month of the year; but each month always provides The Wolf inflict lycanthropy, lay of the land, call of
three powers that can each be used once per day In order for the wolf pack
the rod to function, its dials and switches must be rotated to The Kraken capsizing wave, growth of animals, water
correctly match the configuration of the constellation currently breathing
within the zodiac, which requires a successful Knowledge The Egg reflesh the bones, cure serious wounds, cure
moderate wounds
(astrology) proficiency throw. Once properly configured,
the rod of the night sky can be used by any arcane, divine, and The Thunderbolt thunderbolt, control winds, thunderclap
eldritch casters and ceremonialists. If the rod is used to cast The Void disintegrate, summon shadows, dark
whisper
black magic spells, the wielder gains corruption points equal to
the level of the spell cast each time.
Treasure
Rod of Torture [ADE]: This black iron rod is topped with a
blood-stained bulbous tip and capped with a forked spike. In
the hands of an arcane, divine, or eldritch caster or ceremonialist
who knows its command words, the rod of torture can be used
to cast each of the following spells once per day: circle of agony,
iron maiden, dismember, bloody flux, slicing blow. All of the
spells are cast at minimum caster level +3. The wielder gains
corruption points equal to the level of the spell cast each time
a charge is expended. Value: 60,000gp (5th level charged effect,
plus one-half cost of 4th, 3rd, 2nd, and 1st level charged effects,
at 12 charges).
Staff of Cataclysm [ADE]: Imperial history exists in the
aftermath of a mysterious and apocalyptic event known as the
Day Without Night. Whether the staff of cataclysm brought
about the Day Without Night, or was made merely in imitation
of it, it is a potent and terrible weapon of wizardry. The staff
of cataclysm can be used to cast each of the following spells at
a cost of one charge each: ice storm, inferno, starfall, sunder
structure, thunderbolt. The staff can also be used to cast the
ritual cataclysm in one round at a cost of two charges. Once
cast, the actual cataclysm comes into effect seven weeks later. In
the interim, ominous signs and portents will warn of imminent
doom, with increasing frequency as the cataclysm nears. The
cataclysm can only be stopped with a wish or miracle or by
destroying the staff. Destroying the staff causes an explosion
194 Scrolls
Characters can only cast a spell using a reagent if the spell is TRINKETS AND TALISMANS
on their class list, but the spell does not need to be in their
Trinkets
repertoire. A spell may be cast using a reagent even if it is not
A ceremonial trinket is a minor magic item that allows a
normally usable by a spellcaster of the user’s level. Reagent spells
ceremonialist to perform the ceremony it contains as if he
are cast as if from a spell caster of the minimum level required
were casting it as a spell. A ceremonial trinket has three
to cast the spell. Once a spell is cast using a reagent, the magical
characteristics: the object itself, the tradition it was made with,
energies in the reagent are expended.
and the ceremony it contains. Entries on the Magic Items table
If a character discovers a reagent for a spell that is not in his may result in a set of 1 to 16 rechargeable trinkets being placed
repertoire, he may expend the reagent to add it to his repertoire in a treasure hoard. Each set of trinkets will always belong to the
Treasure
if the character can still learn new spells of that level. If the spell same tradition, but will carry a mix of eldritch spells.
is of too high level to be cast, it cannot be put into the repertoire,
but the reagent may be saved to be put into the repertoire in the T&T Tradition Trinket Spell Color by Tradition
future. It takes one week of experimentation with the reagent to Roll Roll 1d10
add its spell to the character’s repertoire. The reagent is used up D8 Tradition White Grey Black
in the process. 1 Antiquarian 1-5 6-9 10
Casters may create reagents at the same level they would 2 Chthonic 1 2-4 5-10
otherwise be able to scribe scrolls. Creating a reagent has a base 3 Liturgical 1-7 8-9 10
cost of 500gp per spell level and a time requirement of 1 week 4 Runic 1-4 5-8 9-10
per spell level. Special components with a value equal to the 5 Sylvan 1-4 5-8 9-10
base cost are also required. (Technically speaking, these special 6 Shamanic 1-3 4-7 8-10
components are transformed into the reagent, rather than being 7 Theurgical 1-2 3-8 9-10
consumed in its creation.) If these optional rules are used, all 8 Judge’s Choice
other references to scrolls, including in proficiencies and class
powers, should be replaced by reference to reagents. When placing a set of trinkets in a treasure hoard, first determine
their tradition by rolling 1d8 on the Trinkets & Talisman
Note: The scroll is an anomaly within d20 fantasy role- Tradition table. Then, for each trinket in the set, determine the
playing games. While almost every other magic item in the color of spell contained in each trinket by rolling 1d10 on the
genre can be traced to a mythological or literary precedent, Trinket Spell Color by Tradition. Next, choose or roll for each
the scroll seems to be purely mechanical invention for the spell on the appropriate eldritch list. Finally, roll 1d100 on the
game. In the bibliography of the Heroic Fantasy Handbook, Trinket & Talisman Object by Tradition table to determine the
we uncovered not even one recorded instance of a magical nature of the trinket.
scroll that can be used once and then crumbles away. What
we did uncover were powders, candles, herbs, and other
components filling a similar role.
EXAMPLE: The Judge is placing a set of five 3rd level Entries on the Magic Items table may result in talismans with
rechargeable trinkets. He rolls 1d8 to determine the a total bonus (across all types of spells) of up to +16. When
trinkets’ tradition, and scores a 3 – so this set of trinkets placing a talisman in a treasure hoard, first determine the
is liturgical. He now rolls 1d10 for each of the five trinkets talisman’s tradition by rolling 1d8 on the Trinkets & Talisman
to determine what color of eldritch magic each holds. His Tradition table. Then, for each bonus afforded by the talisman,
results are 3, 3, 4, 5, 9, so there are four white and one grey roll 1d100 on the Talisman Bonus Type by Tradition table until
trinkets. He selects cure blindness, cure disease, cure each bonus has been allocated to a particular type. If the same
moderate wounds, and remove curse from the 3rd level type is rolled more than once, the bonus stacks, to a maximum
white magic list, and hypnotic pattern from the grey magic bonus of +4. Re-roll results that yield bonuses of greater than +4
list. The Judge then rolls 1d100 five times on the Trinket for any particular type of spell. Finally, roll 1d100 on the Trinket
& Talisman Object table, cross-referencing each row result & Talisman Object by Tradition table to determine the nature
with the Liturgical column, to determine the nature of each of the talisman.
of the five trinkets. His results are 84, 15, 68, 8, and 47, so
EXAMPLE: The Judge is placing a rare talisman +5.
the set of trinkets consists of a skull of cure blindness, a
He first rolls 1d8 to determine the talisman’s tradition,
book of cure disease, a phylactery of cure moderate
rolling a 2 – so the talisman is chthonic. Now, he rolls
wounds, an altar cloth of remove curse, and a gem of
1d100 five times (one for each +1) on the Talisman Type
hypnotic pattern.
by Tradition table, cross-referencing each row result with
Talismans the chthonic He rolls 90, 87, 70, 21, and 9, for a result of
A ceremonial talisman is a magic item that provides a bonus Summoning, Summoning, Healing Detection, and Death
to ceremony throws made to perform particular types of & Necromancy. The Judge now rolls 1d100 on the Trinket
ceremonies. A ceremonial talisman is described with four & Talisman Object by Tradition table, and cross-references
characteristics: its object, its tradition, its bonus, and its type. the result row of 99 with the Chthonic column, indicating
Talisman bonuses can range from +1 to +4. Talisman types an unholy symbol. The talisman is therefore an unholy
include: death & necromancy; detection; elemental air; symbol of +2 summoning, +1 death & necromancy,
elemental earth; elemental fire; elemental water; enchantment detection, and healing.
& illusion; healing; movement; protection; summoning;
and transmogrification. A talisman can aid just one type of
ceremonies, or several types.
Treasure
Death &
01-04 01-20 01-03 01-08 01-04 01-08 01-12
Necromancy
Detection 05-16 21-28 04-15 09-20 05-12 09-16 21-24
Elemental Air 17-24 29-36 16-23 21-28 13-22 17-26 25-32
Elemental Earth 25-32 37-44 24-31 29-36 23-32 27-36 33-40
Elemental Fire 33-40 45-52 32-39 37-44 33-42 37-46 41-48
Elemental Water 41-48 53-60 40-47 45-52 43-52 47-56 49-56
Enchantment &
49-56 61-68 48-57 53-60 53-64 57-63 56-62
Illusion
Healing 57-74 69-70 58-81 61-72 65-70 64-69 63-70
Movement 75-76 71-72 82-83 73-76 71-72 70-72 71-72
Protection 77-92 73-80 84-90 77-84 73-80 73-80 73-80
Summoning 93-96 81-90 91-95 85-92 81-90 81-90 81-95
Transmogrification 97-100 91-100 96-100 93-100 91-100 91-100 96-100
Treasure
Perfume casket - 57-60 - - - - -
Pipe - - - - - 67-70 -
Pitcher - 61-64 - - - - 65-68
Phylactery - 65-68 71-74 - -- - 69-72
Precious metal ingot - - - 46-50 - - -
Rattle - - - - - 71-74 -
Ribbons - - - - - 75-78 -
Ring 67-70 69-72 75-78 51-55 61-65 79-82 73-76
Rosary - - 79-82 - - - -
Rune-carving knife - - - 56-65 - - -
Rune set - - - 66-75 - - -
Scourge - 73-76 - - - - -
Scroll - 77-82 - - - - -
Skull 71-74 83-88 83-88 76-80 66-70 83-86 77-80
Small plate - - 89-92 - - - -
Small cauldron 74-78 - - - 71-75 - -
Staff 79-88 89-94 93-100 81-90 76-85 87-96 81-90
Stone piece 89-92 - - 91-95 86-90 97-100 -
Sword - - - - - - 91-95
Wand 93-100 - - - 91-100 - 96-100
Wood piece - - - 96-100 - - -
Unholy symbol - 95-100 - - - - -
CUSTOM CLASSES Eldritch 4: An Eldritch Value of 4 gives the class the ability to
All of the new classes in this supplement were built using rules learn and cast eldritch spells and engage in magical research as a
in the ACKS Player’s Companion with new or modified class Nobiran wizard. In addition, the class receives four class powers.
categories. The following rules modify and supplement the In lieu of these class powers, the class may take spellsinging.
Custom Class rules in Chapter 4 of ACKS Player’s Companion. The selection of class powers received from the Eldritch Value
may be exchanged for a larger selection at a higher level of
BUILD POINTS AND CLASS CATEGORIES experience if desired.
All Human Classes have 4 (four) build points to spend on
five class categories: Hit Dice, Arcane, Ceremonial, Divine, Spellcasting and Magic Research
Eldritch, Fighting, and Thievery. Each category is allocated All eldritch spellcasters use the same spell progression as Nobiran
between 0 and 4 points. The Hit Dice class category determines wizards (a spell progression which is roughly 15% better than
the Hit Die the class uses, while the other class categories grant that of mages). They select their spells from the eldritch spell
abilities associated with character classes. The final total spent on list and are susceptible to corruption (see Shades of Magic,
the class must equal 4 build points. p. 94). They may collect and use divine power as clerics. Eldritch
spellcasters with an effective caster level of 5 or more can research
ELDRITCH VALUE spells, brew potions, and scribe scrolls. Eldritch spellcasters with
Value Eldritch XP Cost an effective caster level of 9 or more can create permanent magic
4 Wizard + 4 class powers 2500 items. Eldritch spellcasters with an effective caster level of 11 or
more can create constructs, create undead, crossbreed monsters,
3 2/3 level Wizard + 3 class powers 1875
and cast ritual magic.
2 1/2 level Wizard + 2 class powers 1250
1 1/3 level Wizard +1 class powers 625 Saving Throw Progression
0 none 0 Eldritch classes (e.g. those for which the Eldritch category is the
highest rating) use a new saving throw progression, the eldritch
The Eldritch Value allows characters to be eldritch spellcasters. progression. If the Eldritch category’s rating is tied with another
As explained in the Heroic Magic chapter, eldritch magic has category, it takes precedence. The following rules apply to classes
two drawbacks compared to arcane magic – its spells are less using the eldritch saving throw progression:
powerful and its spellcasters can suffer corruption. To balance • The class will have INT and/or WIS as one of its prime
these drawbacks, the Eldritch Value offers class powers that the requisites.
Arcane Value does not.
• The class will be able to use all magic items usable by either
Eldritch 1: An Eldritch Value of 1 gives the class the ability to clerics or mages.
learn and cast eldritch spells and engage in magical research as
a Nobiran wizard of ⅓ the character’s actual class level, rounded • The class will gain proficiencies at the same rate as clerics.
down. For instance, at 3rd level, the character has the abilities of • After 8th level, the class will require an additional 150,000
a 1st level Nobiran wizard. The class uses its effective caster level XP per level to advance.
(⅓ its level of experience) for purposes of level-dependent spell
ranges, durations, and damage. In addition, the class receives • After 9th level, the class will gain 1 hit point per level.
one class power. In lieu of the class power, the class may take
Secrets
• When selecting strongholds, an Eldritch value of 2+ qualifies
spellsinging. the class for either a fortified church or a sanctum.
Eldritch 2: An Eldritch Value of 2 gives the class the ability to
learn and cast eldritch spells and engage in magical research as Converting Arcane Classes to Eldritch Classes
a Nobiran wizard of ½ the character’s actual class level. After 1st Since the XP Cost for the Arcane and Eldritch Values are
level, round fractions of 0.5 or greater up. For instance, at 5th identical, classes from ACKS Core or Player’s Companion with 1
level, the character has the abilities of a 3rd level Nobiran wizard. or more points in the Arcane Value can be converted into Heroic
The class uses its effective caster level (½ its level of experience) Fantasy classes by substituting an equivalent number of points
for purposes of level-dependent spell ranges, durations, and in the Eldritch value. The class’s level progression, Hit Dice, and
damage. In addition, the class receives two class powers. In lieu attack throw progression are unchanged. If the class uses the
of these class powers, the class may take spellsinging. mage saving throw progression and proficiency progression,
substitute the cleric progression instead. Replace the mage spell
Eldritch 3: An Eldritch Value of 3 gives the class the ability to progression (or fraction thereof) with the Nobiran wizard spell
learn and cast eldritch spells and engage in magical research as progression (or fraction thereof). Instead of selecting its spell
a Nobiran wizard of ⅔ the character’s actual class level. Round repertoire from the arcane spell list, the class selects from the
fractions of 0.5 or greater up. For instance, at 5th level, the eldritch spells list (p. 120), and it becomes subject to the rules for
character has the abilities of a 4th level Nobiran wizard. The the shades of magic (p. 94). In exchange, the class gains either
class uses its effective caster level (⅔ its level of experience) for spellsinging or bonus class powers.
purposes of level-dependent spell ranges, durations, and damage.
In addition, the class receives three class powers. In lieu of these
class powers, the class may take spellsinging.
CEREMONIAL VALUE The following rules apply to classes using the occultist saving
Value Ceremonial XP Cost throw progression:
4 Loremaster 2,000 • The class will have either INT or WIS as one of its prime
3 Mage 1,000 requisites.
2 Runemaker 500
• The class will be able to use all magic items usable by either
1 ½ level Runemaker 250
clerics or mages.
0 none 0
• The class will gain proficiencies at the same rate as clerics.
The Ceremonial Value allows the class to perform eldritch • After 8th level, the class will require an additional 100,000
ceremonies, to create talismans and trinkets to store magical XP per level to advance.
effects (see Ceremonial Magic, p. 105), and to engage in magical
• After 9th level, the class will gain 1 hit point per level.
research.
• When selecting strongholds, a Ceremonial value of 2+
Ceremonial 1: A Ceremonial Value of 1 gives the class one class
qualifies the class for either a fortified church or a sanctum.
power along with the ability to perform eldritch ceremonies and
engage in magical research as a runemaker of ½ the character’s
Converting Divine Classes to Ceremonial Classes
actual class level, rounded up. For instance, at 5th level, the
Since the XP Cost for the Divine and Ceremonial Values are
character has the abilities of a 3rd level runemaker. The class
identical, classes from ACKS Core or Player’s Companion with
uses its effective ceremonialist level (½ class level) for purposes
1 or more points in the Divine Value can be converted into
of level-dependent ceremony ranges, durations, and damage.
Heroic Fantasy classes by substituting an equivalent number of
Ceremonial 2: A Ceremonial Value of 2 points gives the class points in the Ceremonial value. The class’s level progression, Hit
two class powers along with the ability to perform eldritch Dice, attack throw progression, saving throw progression, and
ceremonies and engage in magical research as a runemaker. proficiencies are unchanged. The class gains the ability to use
magic items usable by mages.
Ceremonial 3: A Ceremonial Value of 3 gives the class
three class powers along with the ability to perform eldritch Instead of casting spells from its class spell list, however, the
ceremonies and engage in magical research as a loremaster. class now can perform ceremonies drawn from the eldritch
However, use the mage progression instead of the (superior) spells list (p. 120) and it becomes subject to the rules for the
loremaster progression to determine the number of ceremonies shades of magic (p. 94). The class should be assigned a tradition
per day at each level. The class still uses its full class level for all appropriate to its class powers and flavor. It replaces its divine
level-dependent ceremony ranges, durations, and damages. spell progression with the eldritch ceremony progression.
The class is no longer subject to its Divine Value Code. Other
Ceremonial 4: A Ceremonial Value of 4 gives the class four class
changes may be desirable for cosmetic reasons.
powers along with the ability to perform eldritch ceremonies
and engage in magical research as a loremaster.
Arcane and Divine Ceremonialists
The selection of class powers received from the Ceremonial The Ceremonial Value above is for eldritch ceremonialists.
Value may be exchanged for a larger selection at a higher level of Should the Judge wish to use ceremonialists in campaigns with
experience, or may be traded in for the ability to turn undead at arcane and divine spellcasters, make the following modifications:
Secrets
the effective caster level.
• An arcane ceremonialist (e.g. one who performs arcane
ceremonies) has the spell progressions and XP Costs listed
Ceremonial Performance and Magic Research
above, but he gains no class powers; cannot use divine
Ceremonialists select their ceremonies from the eldritch spell
power; cannot use cleric magic items; and uses the mage
list and are susceptible to corruption (see Shades of Magic, p. 94,
saving throw progression.
and Ceremonial Magic, p. 105). They may collect and use divine
power as clerics. Ceremonialists with an effective caster level of • A divine ceremonialist (e.g. one who performs divine
1 or more can create trinkets. Ceremonialists with an effective ceremonies) has the class powers and spell progressions
caster level of 5 or more can research spells, brew potions, scribe of a divine caster. He cannot crossbreed monsters or use
scrolls, and create talismans. Ceremonialists with an effective mage-only magic items. The category’s XP costs are 400,
caster level of 9 or more can create permanent magic items. 200, 100, and 50 at Value 4, 3, 2, and 1 respectively.
Ceremonialists with an effective caster level of 11 or more can
create constructs, create undead, crossbreed monsters, and cast HALFLING CUSTOM CLASSES
ritual magic. Halflings are a race of diminutive and insular humanoids noted
for their love of food, wealth, and comfort and their dislike of
Saving Throw Progression big people, strangers, and travel. Descending from human and
Ceremonial classes (e.g. those for which the Ceremonial category dwarven stock, they stand about 3’ tall, with ruddy skin, dark
is the highest rating) use a new saving throw progression, the hair, and brown or black eyes. Among the most hirsute of the
occultist progression. If the Ceremonial category’s rating is tied humanoid races, halflings cultivate their body hair the way
with another category, it takes precedence, except to Eldritch. dwarves cultivate their beards. Well-groomed foot hair is the
mark of a halfling of fine breeding. Halflings live in small, close-
weapon selection in exchange for 2 class powers. Therefore In the Player’s Companion, Divine Value 2 offers the
the Halfling Burglar receives 2 class powers, 5 thief skills, magical progression of a cleric, Divine Value 3 offers
and 3 halfling skills, for a total of 10 special abilities. As a magical progression 33% better than that of a cleric, and
7-point racial class build, Halfling Burglars are limited to Divine Value 4 offers magical progression 50% better than
the 10th level of experience. They require (500 + 500 + 400 that of a cleric. In comparison, the pattern of magical
- 225) 1,175 XP to advance to level 2. progressions for the Ceremonialist Value seems completely
arbitrary: Ceremonial Value 2 offers the magical
EXAMPLE: The Halfling Bounder is built with class
progression of a runemaker; Ceremonial Value 3 offers the
category values of HD 2, Fighting 2, Halfling 4. The HD 1
magical progression of a mage; and Ceremonial Value 4
value would normally yield 1d8 hp per level, but the Weak
offers the magical progression of a loremaster. There seems
class power reduces this to 1d6 hp per level. The Fighting
no apparent logic in switching from runemaker to mage
2 Unrestricted weapon selection is traded down to Broad
to loremaster progression. In fact, the Ceremonial Value
weapon selection in exchange for 1 class power. Therefore
follows the exact same pattern of magical progressions
the Halfling Bounder receives 1 class power and 4 halfling
used for the Divine Value in the Player’s Companion. The
skills, for a total of 5 special abilities. As an 8-point racial
math is simply hidden in the magical progressions.
build, Halfling Bounders are limited to the 8th level of
experience. They require (1000 + 1000 + 150 - 150) 2,000 For each progression, what we did was add up the total
XP to advance to level 2. spell levels granted per day per level, apply a discount value
at each level (because characters spend more time at low
Experience Point Progression After 8th level levels than high), and sum the totals. Comparing these
Halflings decrease the amount of experience required to gain totals, you will see that the mage’s magical progression is
each level after 8th by 25,000XP. approximately 33% better than that of the runemaker’s,
and that the loremaster’s is approximately 50% better than
Elf and Zaharan Custom Classes that of the runemaker’s. The exact comparisons are shown
Points allocated to the Elf or Zaharan Value can stack with points below. (114.19 / 85.99 = 133%; 127.46 / 85.99 = 151%).
allocated to either the Arcane or the Eldritch Value for purposes
As the table shows, the symmetries of the math extend into
of spellcasting, class powers, magical research, strongholds,
the progressions of the loremaster and Nobiran wizard.
and magic item usability, if desired. Choose which of the two
Because the magical progression of a mage is 33% better
values the Elf or Zaharan Value will stack with when the class is
than that of a runemaker, conversely a runemaker’s magical
created. Add the two values to find the class’s effective Eldritch
progressions is (1/1.33) 75% of a mage’s. Since a loremaster
abilities. Because of their innate magical power, the XP Cost for
is supposed to be 50% better than a runemaker, and 0.75 x
the Eldritch Value is reduced by 125XP for elven classes.
1.51 = 1.132, an elegant byproduct of this math is that the
magical progression for a loremaster and the progression
THE MATH BEHIND THE MATH of a Nobiran wizard can be made equal, as the Nobiran
The following information is provided for those Judges wizard progression yields almost exactly that.
who like to understand the mathematics that power ACKS.
It is not necessary to the enjoyment of ACKS or the Heroic
Fantasy Handbook.
Secrets
Runemaker Mage Loremaster / Nobiran Wizard
Spell Discount Discounted Spell Discount Discounted Spell Discount Discounted
Class Level Levels Rate Spell Levels Levels Rate Spell Levels Levels Rate Spell Levels
1 0 1.00 0.93 1 1 1 2 1.00 2
2 1 0.93 1.72 2 2 1.86 3 0.93 2.79
3 2 0.86 3.16 4 4 3.44 5 0.86 4.29
4 4 0.79 4.26 6 6 4.74 7 0.79 5.5
5 6 0.71 5.76 9 9 6.39 10 0.71 7.14
6 9 0.64 6.84 12 12 7.68 15 0.64 9.64
7 12 0.57 8.5 17 17 9.69 20 0.57 11.43
8 17 0.50 10.32 23 23 11.5 27 0.50 13.5
9 22 0.43 11.16 31 31 13.33 34 0.43 14.57
10 28 0.36 13.34 40 40 14.4 43 0.36 15.36
11 42 0.29 10.29 47 47 13.63 53 0.29 15.14
12 49 0.21 8.4 60 60 12.6 64 0.21 13.71
13 60 0.14 4.41 63 63 8.82 70 0.14 10
14 63 0.07 0.93 73 73 5.11 77 0.07 5.5
Total 85.99 114.19 130.57
Freebooter: Fighting 2 and Thievery 2 yields a 1,400 XP cost Runemaker: HD 1, Fighting 1, and Ceremonial 2 yields a 1,500
with fighter attack throws and thievery saving throws. Thievery 2 XP cost with cleric attack throws and ceremonial saving throws.
grants five class powers. Armor selection is reduced to “narrow” Armor selection is reduced to “broad” for one class power. Two
for two class powers (+300 XP). Damage bonus is reduced to class powers are selected in lieu of turn undead. One class power
one type for one class power (+150 XP). Fighting styles are at 1st level is traded for powers at 3rd and 11th level. This yields
reduced to two types for one class power (+150 XP). Weapon two class powers at 1st level and one at 3rd and 11th level. Final
selection is reduced to “broad” for one class power (+150 XP). XP cost is 1,500.
This yields 10 class powers and a final XP cost of 2,150.
Thrassian Deathchanter: HD 2, Eldritch 2, and Thrassian 4
Halfling Bounder: HD 2, Fighting 2, Halfling 4 yields an 1,850 yields a 4,550 XP cost. Thrassian 4 grants Fighting 2, yielding
XP cost with fighter attack and saving throws. Halfling 4 grants fighter attack throws, but (due to precedence of eldritch value
four class powers. Weapon selection is reduced to “broad” for over fighting value) eldritch saving throws. Armor selection
one class power (+150 XP). This yields 5 class powers and a final is reduced to “broad” for one class power (+150 XP). Weapon
XP cost of 2,000. As an 8-point racial build, maximum level is selection is reduced to “broad” for one class power (+150 XP).
8th. Spellsinging is selected in lieu of eldritch class powers. This
yields spellsinging and 2 class powers with a final XP cost of
Halfling Burglar: HD 1, Fighting 1, Thievery 2, and Halfling
4,850! As an 8-point racial build, maximum level is 8th, but
3 yields a 1,175 XP cost with thief attack and saving throws.
Thrassian 4 grants the After the Flesh racial ability and allows
Weapon selection is reduced to “narrow” for two class powers.
further advancement.
Thievery 2 grants five class powers. Halfling 3 grants three class
powers. This yields 10 class powers and a final XP cost of 1,175 Venturer: Fighting 1 and Thievery 3 yields a 1,250 XP cost with
XP. As a 7-point racial build, maximum level is 10th. thief attack and saving throws. Thievery 3 grants 10 class powers.
This is a straightforward build that yields 10 class powers and
Loremaster: Ceremonial 4 yields a 2,000 XP cost with mage
final XP cost of 1,250.
attack throws and ceremonial saving throws. Four class powers
are selected in lieu of turn undead. One class power at 1st level Warmistress: HD 1, Fighting 2, and Thievery 1 yields a 1,700
is traded for class powers at 3rd and 11th level. This yields three XP cost with fighter attack and saving throws. Armor selection
class powers at 1st level, one at 3rd level, and one at 11th level. is reduced to “narrow” for two class powers (+300 XP). Damage
Final XP cost is 2,000 XP. bonus is reduced to one type for one class power (+ 150 XP).
Fighting styles are reduced to two types for one class power
Nobiran Champion: HD 2, Fighting 2, and Nobiran 0 yields
(+150 XP). Weapon selection is reduced to “broad” for one class
a 2,125 XP cost with fighter attack and saving throws. Armor
power (+150 XP). Thievery 1 yields three class powers. This
selection is reduced to “broad” for one class power (+150 XP).
yields eight class powers. One class power at 1st level is traded
Damage bonus is reduced to one type for one class power (+150
for powers at 3rd and 11th level. One class power at 1st level is
XP). Weapon selection is reduced to “broad” for one class power
traded for two powers at 7th level. One class power at 7th level is
(+150 XP). One class power at 1st level is traded for powers at
traded for class powers at 9th and 13th level. This yields six class
3rd and 11th level. One class power at 1st level is traded for two
powers at 1st level, plus class powers at 3rd, 7th, 9th, 11th, and
class powers at 7th level. One class power at 7th level traded is
13th level. Final XP cost is 2,450 XP.
traded for powers at 9th and 13th level. This yields class powers
at 1st, 3rd, 7th, 9th, 11th, and 13th level. Final XP cost is 2,575. Zaharan Darklord: Fighting 1, Thievery 1, Eldritch 2, and
As a 4-point racial build, maximum level would be 13th, but Zaharan 2 yields a 3,400 XP cost with cleric attack throws
Secrets
Nobiran’s Heroic Spirit increases this to 14th. and eldritch saving throws. Eldritch 2 and Zaharan 2 stack to
grant four class powers. Thievery 1 grants three class powers.
Nobiran Wizard: Eldritch 4, Nobiran 0 yields a 2,625 XP cost
Dominate Beastman ability requires four class powers. One
with mage attack throws and eldritch saving throws. Eldritch 4
class power at 1st level is traded for powers at 2nd and 12th level.
grants four class powers. One class power is traded in for powers
One class power at 1st level is traded for powers at 4th and 10th
at 3rd and 11th level. One class power is traded in for powers at
level. One class power at 1st level is traded for powers at 6th and
5th and 9th level. This yields two class powers at 1st level, and
8th level. This yields Dominate Beastman at 1st level, plus class
one at 3rd, 5th, 9th, and 11th level. Final XP cost is 2,625 XP.
powers at 2nd, 4th, 6th, 8th, 10th, and 12th level. Final XP cost
As a 4-point racial build, maximum level would be 13th, but
is 3,400 XP. As a 6-point racial build, maximum level is 11th,
Nobiran’s Heroic Spirit increases this to 14th.
but the Zaharan’s After the Flesh racial ability allows further
Occultist: Ceremonial 4 yields a 2,000 XP cost with mage attack advancement.
throws and ceremonialist saving throws. Four class powers are
Zaharan Sorcerer: Eldritch 4 and Zaharan 0 yields a 2,700
selected in lieu of turn undead. One class power is traded in for
XP cost with mage attack throws and eldritch saving throws.
powers at 3rd and 11th level. One class power is traded in for
Eldritch 4 grants four class powers. One class power at 1st level
powers at 5th and 9th level. This yields two class powers at 1st
is traded for powers at 3rd and 11th level. One class power at 1st
level, and one at 3rd, 5th, 9th, and 11th level. Final XP cost is
level is traded for powers at 5th and 9th level. This yields two
2,000 XP.
class powers at 1st level, and one at 3rd, 5th, 9th, and 11th level.
Final XP cost is 2,700 XP. As a 4-point racial build, maximum
level is 13th, but the Zaharan’s After the Flesh racial ability
allows further advancement.
Burning Sparks (2): Blast, 1d6 damage per level (27), maximum Ice Storm (6): Blast, 1d4 damage per level (20), elemental –
4d damage (x0.5), elemental (x1), target 10’ diameter sphere water (x1), target 20’ diameter sphere (x2), range 240’ (x1.2),
(x1.25), selective targeting within area of effect (x3), spell draws duration 1 round (x1.1), saving throw for ½ effect (x0.75), spell
on specific environmental power source (x0.67), range 30’ (x0.6), draws on general environmental power source (x0.75), eldritch
duration instantaneous (x1), saving throw for ½ effect (x0.75), (x1.5), cost 44.55; and Blast, target’s movement rate halved (5),
eldritch (x1.5), total cost 22.9 elemental – water (x1), target 20’ diameter sphere (x2), range
240’ (x1.2), duration 1 round (x1.1), no saving throw, spell draws
Capsizing Wave (6): Blast, smash target (85), elemental – water
on general environmental power source (x0.75), eldritch (x1.5),
(x1), target 1 creature (x1), spell targets only objects (x0.67), spell
cost 14.8; total cost 59.4
draws on specific environmental power source (x0.67), range 150’
(1), duration instantaneous (x1), saving throw reduces spell Inferno (6): Blast, 1d10 damage per level (44), maximum 1d
effect by half (x0.75), eldritch (x1.5), total cost 42.9; and knocked damage (x0.1), elemental – fire (x1), 30’ diameter, 10’ high
overboard (20), no maximum damage (x1), 20’ long x 20’ wide cylinder (x2.25), range 150’ (x1), duration 1 round per level (x4),
x 20’ deep cube (x2.25), spell draws on specific environmental no saving throw (x1), eldritch (x1.5), total cost 59.4
power source (x0.67), range 150’ (x1), duration instantaneous
Pillar of Fire (5): Blast, 1d8 damage per level (35), maximum
(x1), saving throw avoids spell effect (x0.5) [captain’s proficiency
5d damage (x0.7), elemental (x1), 20’ diameter x 40’ tall cylinder
throw], saving throw avoids spell effect (x0.5) [individual
(x2.25), spell draws on general environmental power source
sailors], eldritch (x1.5), sub total 11.3; and 1d6 damage per
(x0.75), range 150’ (x1), saving throw reduces spell effect by half
level (27), 1d maximum damage (x0.1), 20’ long x 20’ wide x
(x0.75), eldritch (x1.5), total cost 46.5
20’ deep cube (x2.25), spell draws on specific environmental
power source (x0.67), range 150’ (x1), duration instantaneous Phoenix Aura (5): Blast, 1d6 damage per level (27), maximum
(x1), saving throw avoids spell effect (x0.5) [captain’s proficiency 1d (x0.1), target 1 creature (x1), spell affects 5’ radius around
throw], saving throw avoids spell effect (x0.5) [individual target (x1.5), range touch (x0.4), duration 1 round per level (x4),
sailors], eldritch (x1.5), sub total 1.5; total cost 55.7 no saving throw (x1), source eldritch (x1.5), cost 9.7; and blast,
1d6 damage per level (27), maximum 4d (x0.5), spell draws on
Cone of Frost (5): Blast, 1d4 damage per level (20), maximum
specific environmental power source (x0.67), target 1 creature
6d damage (x0.8), elemental - water (x1), target 60’ long x 30’
(x1) spell effects 10’ radius around target (x2.25), duration
wide cone (x6), range 0’ (x0.4), duration instantaneous (x1),
does not begin until triggered (x2.75), range 0’ (x0.4), duration
saving throw reduces spell effect by half (x0.75), eldritch (x1.5),
instantaneous (x1), saving throw reduces spell effects by half
total cost 43.2
(x0.75), eldritch (x1.5), cost 25.2; and protection, invulnerability
Earth’s Excrescence (2): Blast, 1d6 damage per level (27), to prior effects (20), target 1 creature (x1), range self (x0.75),
maximum damage 3d (x0.33), elemental (x1), target 15’ duration 1 round per level (x0.75), beneficial effect (x1), eldritch
diameter sphere (x1.5), spell draws on general environmental (x1), cost 11.2; total cost 46.1
power source (x0.75), range 60’ (x0.7), duration instantaneous
Rain of Vitriol (3): Blast, 1d4 damage per level (20), maximum
(x1), saving throw reduces spell effect by half (x0.75), eldritch
6d damage (x0.8), elemental – water (x1), target 20’ diameter
(x1.5), cost 7.8; knockdown (10), elemental (x1), target 15’
sphere (x2), range 180’ (x1.1), duration 1 round (x1.1), saving
diameter sphere (x1.5), spell draws on general environmental
throw reduces spell effects by half (x0.75), spell draws on specific
power source (x0.75), range 60’ (x0.7), duration instantaneous
environmental power source (x0.67), eldritch (x1.5), total cost
(x1), saving throw avoids spell effect (x0.5), eldritch (x1.5), cost
29.1
Secrets
5.9; total cost 13.7
Scouring Zephyr (5): Blast, 1d4 damage per level (20),
Fangs of the Earth (3): Blast, 1d6 damage per level (27),
maximum 7d4 damage (x0.9), elemental – air (x1), 60’ long
maximum damage 5d (x0.7), elemental – earth (x1), target 1
x 10’ wide cone (x4.5), range 0’ (x0.4), duration instantaneous
creature per level within 30’ (x5), attack throw required (x0.35),
(x1), saving throw for half effect (x0.75), spell draws on general
spell draws on general environmental power source (x0.75), range
environmental power source (x0.75), eldritch (x1.5) sub-total
120’ (x0.9), duration instantaneous (x1), no saving throw (x1),
cost 27.3; and gusting (20), ), elemental – air (x1), 60’ long x
eldritch (x1.5), total cost 33.5
10’ wide cone (x4.5), range 0’ (x0.4), duration instantaneous
Gusting Gale (4): Blast, forceful gust (20), elemental – air (x1), (x1), saving throw avoids effect (x0.5), spell draws on general
target 60’ long x 10’ wide cone (x4.5), spell draws on general environmental power source (x0.75), eldritch (x1.5), sub-total
environmental power source (x0.75), range 0’ (x0.4), duration cost 20.2; total cost 47.5
concentration to maximum 1 round per levels (x2), saving throw
Shatter Blade (1): Blast, destroys sunderable object (20),
avoids effect (x0.5), eldritch (x1.5), total cost 40.5
elemental – earth (x1), target 1 creature plus 1 per 5 additional
Kindle Flame (1): Blast, 1d8 damage per level (35), maximum levels (x2), spell targets only objects (x0.67), range 15’ (x0.5),
1d damage (x0.1), effect ignites flammable object (10), elemental duration instantaneous (x1), saving throw avoids spell effect
– fire (x1), target 5’ diameter sphere (x1), selective targeting (x0.5), eldritch (x1.5), total cost 10 (1 at 1st level, 2 at 6th, and
within area of effect (x3), spell targets only objects (x0.67), range 3 at 11th)
15’ (x0.5), duration instantaneous (x1), saving throw avoids
spell effect (x0.5), eldritch (x1.5), total cost 10.1
Sorcerous Bolt (3): Blast, 1d6 damage per level (27), maximum • Effect: Target suffers a side effect of tampering with
5d damage (x0.7), target 1 creature (x1), range 150’ (x1), mortality 85
duration instantaneous (x1), saving throw reduces spell effects • Targeting Factor: 2 HD of creatures per level x3.5
by half (x0.75), eldritch (x1.5), total cost 21.3
• Targeting Modifier Factor: Only targets living creatures
Sorcerous Blast (5): Blast, 1d6 damage per level (27), maximum x0.9
5d damage (x0.7), target 20’ diameter sphere (x2), range 150’
(x1), duration instantaneous (x1), saving throw reduces spell • Targeting Modifier Factor: Only targets humanoids x0.85
effects by half (x0.75), eldritch (x1.5), total cost 42.5 • Targeting Modifier Factor: Only targets undead x0.85
Sunder Structure (6): Blast, obliterate target (255), elemental • Targeting Modifier Factor: Attack throw required to hit
– earth (x1), target 1 creature (x1), spell targets only objects target x 0.75
(x0.67), attach throw required (x0.75), range 0’ (x0.4), duration
instantaneous (x1), saving throw reduces spell effect by half • Targeting Modifier Factor: Creatures with 2HD or more
(x0.75), eldritch (x1.5), total cost 57.6 cannot be targeted x0.25
Thunderbolt (6): Blast, 1d6 damage per level (27), elemental • Duration Factor: Until target makes its saving throw x2.25
– air (x1), target 120’ long x 5’ wide line (x3.5), range 0’ (x0.4), • Source Factor: Eldritch x1
duration instantaneous (x1), saving throw reduces spell effects
by half (x0.75), eldritch (x1.5); cost 42.5; temporary deafness (5), • Source Modifier Factor: Eldritch spell affecting undead or
elemental (air x1), target 120’ long x 5’ wide line (x3.5), range life energy x0.75
0’ (x0.4), duration until target makes save (x3), saving throw
avoids effect (x0.5), eldritch (x1.5); cost 15.8; total cost 58.3 Death Effect Notes
Animate Dead: The animate dead spell allows the caster may
Thunderclap (1): Blast, 1d6 damage (27), maximum 1d damage animate a number of Hit Dice of undead equal to twice his
(x0.1), target 10’ diameter sphere (x1.25), range 60’ (x0.6), caster level each time he casts this spell. However, in the Player’s
duration instantaneous (x1), saving throw reduces spell effect Companion the spell is incorrectly built to animate a number of
by half (x0.5), eldritch (x1.5), cost 1.51; temporary deafness (5), HD of undead equal to just caster level, as reprinted below.
elemental – air (x1), target 10’ diameter sphere (x1.25), range
60’ (x0.6), duration until target makes save (x3), saving throw animate dead target as undead skeleton/zombie (10), target
avoids spell effect (x0.5), eldritch (x1.5), cost 8.4; total cost 9.94 1 HD worth of creature per level (x1.75), range 0’ (x0.4),
duration 1 day (x7), no saving throw (x1), arcane (x1),
Tremor (5): Blast, deals 1d6 damage (27) capped at 1d damage total cost 49 not 1 HD per level as shown in the Player’s
(x.1), knockdown (10), elemental - earth (x1), target 25’ Companion build.
diameter sphere* (x4), range 0’ (x0.4), spell draws on general
environmental power source (x0.75), duration concentration To correct this error, the cost of animate dead effect has been
(x4), saving throw avoids spell effect (x0.5), eldritch (x1.5), total reduced from 10 to 5 points, and a new targeting factor of 2 HD
cost 45.7. *Note: The surface area of a sphere is 4∏r2. A 25’ per level has been added. The spell is therefore properly built as
diameter sphere therefore has a surface area of 7,850 square feet. animate dead target as undead skeleton/zombie (5), target
If that surface area is projected onto a two-dimension plane, it 2 HD worth of creature per level (x3.5), range 0’ (x0.4),
yields a circle with a 50’ radius or a triangle 150’ long and 100’ duration 1 day (x7), no saving throw (x1), arcane (x1), total
wide at its terminus. cost 49.
Wave of Earth (2): Blast, deals 1d6 damage (27) capped at 1d This correction impacts the effects of deathless minion, which
damage (x.1), knockdown (10), elemental (x1), spell draws on has been revised in this rulebook (see below and p. 133).
general environmental power source (x0.75), target 120’ x 5’ wide
line (x5), range 0’ (x0.4), duration 1 round (x1.1), saving throw
avoids spell effect (x0.5), eldritch (x1.5), total cost 15.72
208 Custom Spells
Choking/Vomiting: A choking or vomiting creature a cannot Destroy Dead (1): Death, deanimate dead (27), target 1 creature
attack, cast spells, move, or speak. However, it can still defend (1), creatures with 8HD or more cannot be targeted (x0.75),
itself. This effect replaces the effect “held helpless” effect found range 150’ (x1), duration instantaneous (x1), saving throw
in the Player’s Companion spell choking grip. Holding a target avoids effect (x0.5), eldritch undead (x0.75), total cost 7.6
helpless is now a 40-point effect.
Dismember (3): Death, 1d6 damage per level capped at 3d
Helpless: A helpless creature cannot attack, cast spells, or move. (16.5), target suffers mortal wound roll (60), target 1 creature
A helpless creature gains no benefit to its AC from its shield (if (x1), range 60’ (x0.7), duration instantaneous (x1), saving throw
any). A helpless creature can be ambushed or backstabbed by avoids effect (x0.5), eldritch (x1), total cost 27
creatures capable of doing so. All attack throws against helpless
Flesh to Ashes (4): Death, target disintegrated (135), target 1
creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes
creature (x1), creatures with 8HD or more cannot be targeted
or backstabs the helpless creature. The helpless creature is dealt
(x0.75), only targets living creatures (x0.9), range 90’ (x0.8),
the attack’s ordinary damage, or the attack’s ordinary damage
duration instantaneous (x1), saving throw avoids spell effect
multiplied by two or more from ambush or backstab. Melee
(x0.5), source eldritch (x1), total cost 36.5
attack throws against helpless creatures automatically hit if the
attacker is of the same or larger size category than the helpless Flay the Slain (5): Death (necromancy), animate dead as flay
creature. If the attacker is not engaged, and his attack is capable fiend (16), target 1 creature per level within 30’ (x5), creatures
of damaging the helpless creature, then the helpless creature may with 2HD or more cannot be targeted (x0.25), only targets
be automatically slain. The attacker may not cleave thereafter, humanoids (x0.85), range 15’ (x0.5), duration 1 day (x7), no
however. Otherwise, the helpless creature may be dealt the saving throw (x1), eldritch undead (x0.75), total cost 44.6
attack’s ordinary damage.
Fillet and Serve (5): Death (necromancy), animate dead as
undead skeleton (5), target 1 creature (x1), range 90’ (x0.8),
Death Targeting Notes
duration 1 day (x7), save avoids spell effect (x0.5), eldritch
Attack throw required to hit target is erroneously listed with a
undead (x0.75), cost 10.5; slay target (85), 1 creature (x1),
targeting factor of x0.35 in Player’s Companion. The correct
only target living creatures (x0.9), range 90’ (x0.8), duration
targeting factor is x0.75.
instantaneous (x1), save avoids spell effect (x0.5), cost 30.6; total
cost 41.1
Death Spell Builds
Angelic Aura (5): Death, 1d8 damage per level (44), maximum Iron Maiden (4): Death, target held helpless (40), target 1
5d damage (x0.7), target 1 creature per level within 30’ diameter creature (x1), range 90’ (x0.8), duration concentration or until
(x5), only targets undead (x0.85), creatures with fewest HD are target makes save (x1.75), saving throw avoids effect (x0.5),
affected first (x0.5), range 0’ (x0.4), duration 1 round per level eldritch (x1), sub-total 28; and target suffers 1d12 damage per
(x4), saving throw avoids spell effect (x0.5), eldritch undead level (60), maximum 1d damage (x0.1), target 1 creature (x1),
(x0.75), total cost 50.5 range 90’ (x0.8), duration concentration or until target makes
save (x1.75), saving throw reduces spell effect by half (x0.75),
Bloody Flux (2): Death, 1d12 damage per level (60), maximum
eldritch (x1), sub-total 6.3; total 34.3
1d damage (x0.1), target vomits (15), target 1 creature (x1),
range 90’ (x0.8), duration until target makes save (x2.25), saving Slicing Blow (1): Death, 1d10 damage per level (52), maximum
throw avoids spell effect (x0.5), eldritch (x1), total cost 18.9 1d damage (x0.1), target 1 creature +1 per 2 additional levels
(x4), attack throw required to hit target (x0.75), range 30’ (x0.6),
Secrets
Choking Grip (1): Death, 1d6 damage per level (33), maximum
duration instantaneous (x1), no saving throw permitted (x1),
1d damage (x0.1), target choked (15), target 1 creature (x1),
eldritch (x1), total cost 9.36
range 30’ (x0.6), duration concentration or until target makes
save (x1.75), saving throw avoids effect (x0.5), eldritch (x1), Soul Eating (6): Death, target slain (85), target 1 creature, range
total cost 10 0’ (x0.4), attack throw required (x0.75), duration instantaneous
(x1), no saving throw (x1); cost 25.5; and death (necromancy),
Circle of Agony (5): Death, 1d4 damage per level (27),
necromantic potence (10), 1 creature (x1), attack throw required
maximum 1d damage (x0.1), target held helpless (40), target 1
(x0.75), range 0’ (x0.4), duration 1 day (x7), saving throw avoids
HD of creatures per level (x1.75), range 30’ (x0.6), duration until
effect (x0.5), cost 10.5; and transmogrification, current form
target makes save (x2.25), saving throw avoids spell effect (x0.5),
gains a proficiency (20), target 1 living corporeal creature (x1),
total cost 50.4
attack throw required (x0.75), range self (x0.5), duration 1 day
Dark Whisper (2): Death, target suffers a side effect of tampering (x3), saving throw avoids effect (x1), total cost 22.5; total cost
with mortality (85), target 1 creature (x1), attack throw required 58.5
to hit target (x0.75), range 0’ (x0.4), duration instantaneous (x1),
Strengthen the Unliving (3): Death (necromancy), imbue
saving throw avoids spell effect (x1), eldritch (x1), total cost 25.5
target with necromantic potence (10), target1 HD of creatures
Deathless Minion (2): Death (necromancy), animate dead per level within 60’ diameter (x1.5), only targets undead (x0.85),
as skeleton/zombie (5), target 1 creature (x1), range 30’ (x0.6), range 30’ (x0.6), duration 1 turn (x5), eldritch undead (x0.75),
duration 1 hour (x6), no saving throw (x1), eldritch undead total cost 28.7
(x0.75), total cost 13.5
• Effect: clairaudience 11
ENCHANTMENT SPELLS
• Effect: detect lair in range 15 Add the following effects and modifiers:
• Effect: detect place of power in range 15 • Effect: Target infuriated for duration of spell 30
• Effect Modifier Factor: each use of effect requires 4+/2+ • Effect: Target frightened for duration of spell 34
throw x0.9
• Effect: Target forgets one minute before and one turn after
• Effect Modifier Factor: spell can only be performed once spell for duration 40
per day x0.8
• Effect Modifier Factor: Slumber can only be ended with
• Effect Modifier Factor: each use of effect requires 3 turns of magic or condition x3
concentration before duration triggers x0.7
• Targeting Factor: Target 30’ diameter sphere x5
• Targeting Factor: 1 small area/object/creature within range
• Targeting Modifier Factor: Only targets good/evil creatures
at a time x0.85
x0.75
• Targeting Factor Modifier: target must be asleep x0.5
• Duration Factor: 30 rounds x1.175
• Range Factor: 3 miles x5.5
• Source Factor: Eldritch x1
• Range Factor: 12 miles x 6.5
Enchantment Effect Notes
• Range Factor: 500 miles x9
Confused: A confused creature rolls 2d6 each round to
• Range Factor: 1,200 miles x10 determine its action. On a roll of 2-5, it attacks its enemies,
on a 6-8 it does nothing but babble incoherently, and a 9-12 it
• Duration Factor: 12 turns x2.5
attacks its own allies. Attackers are not at any special advantage
• Duration Factor: 8 hours x4 when attacking the confused creature. A confused creature
who is attacked automatically retaliates on its next initiative.
• Source Factor: Eldritch x1
A confused creature which is restrained, imprisoned, alone, or
• Source Modifier Factor: Eldritch divination or communion otherwise can’t carry out the indicated action does nothing but
x1.25 babble incoherently.
Frightened: A frightened creature cannot attack, cast spells, or
Detection Spell Builds
speak (except to make exclamations of peril and warning such
Clairvoyance, Greater (6): Detection, clairvoyance (11), spell
as “DRAGON!” or “Flee for your life!”). A frightened creature
takes 1 turn to cast (x0.8), spell can only be performed once per
will run from the source of its fear at its full movement rate
day (x0.8), 1 creature within range at a time (x0.85), range 500
until the condition ends. If a frightened creature cannot flee, its
miles (x9), duration concentration (x1), no saving throw (x1),
cowers in terror. It suffers a -2 penalty to AC and cannot attack,
eldritch (x1), total cost 53.9
cast spells, move, or take any other actions until the condition
Find Place of Power (6): Detection, detect place of power in ends. An engaged creature that is frightened will cower in terror
range (15), 1 area within range (x0.7), spell takes 1 turn to cast until it is able to disengage with defensive movement.
(x0.8), range 12 miles (x6.5), duration concentration (x1), no
Helpless: A helpless creature cannot attack, cast spells, or
saving throw (x1), eldritch (x1), total cost 54.6
move. A helpless creature gains no benefit to its AC from its
Lay of the Land (5): Detection, detect lair in range (15), each DEX or shield (if any). A helpless creature can be ambushed
use of effect requires throw of 4+/2+ to succeed (x0.9), each use of or backstabbed by creatures capable of doing so. All attack
effect requires 3 turns of concentration (x0.7), 1 area within range throws against helpless creatures gain a +2 bonus, or a +4 bonus
at a time (x0.85), range 3 miles (x5.5), duration concentration if the attacker ambushes or backstabs the helpless creature.
(x1), no saving throw (x1), eldritch (x1), total cost 44.2 The helpless creature is dealt the attack’s ordinary damage, or
210 Custom Spells
the attack’s ordinary damage multiplied by two or more from Frighten Beasts (1): Enchantment, target frightened (34), 6
ambush or backstab. Melee attack throws against helpless HD worth of creatures (x1.75), only targets animals and giant
creatures automatically hit if the attacker is of the same or animals (x0.5), creatures with fewest HD are affected first (x0.5),
larger size category than the helpless creature. If the attacker is range 60’ (x1), duration 30 rounds (x1.175), saving throw avoids
not engaged, and his attack is capable of damaging the helpless spell effect (intelligent only) (x0.6), eldritch (x1), total cost 10.5
creature, then the helpless creature may be automatically slain.
Hypnotism (1): Enchantment, target commanded (60), target
The attacker may not cleave thereafter, however. Otherwise, the
1d4 creatures of any HD (x1.5), creatures with fewest HD are
helpless creature may be dealt the attack’s ordinary damage.
affected first (x0.5), only target living creatures (x0.75), range
Infuriated: An infuriated creature will attack any creatures it can 15’ (x0.6), duration 1 round per level (x1.1), saving throw avoids
detect. It will prioritize attacking whichever creature has most spell effect (x0.5), eldritch (x1), total cost 11.1
recently damaged it, but otherwise will attack the closest target.
Incite Madness (1): Enchantment, target confused (11), target
If the creature has no eligible targets, it will wait motionless in
1 creature of any HD (x1.1), only target living creatures (x0.75),
seething fury until a target presents itself. An infuriated creature
Range 60’ (x1), duration indefinite (x2.2), saving throw avoids
gains a +2 bonus to its attack throws but suffers a -2 penalty
spell effect (x0.5), eldritch x1, total cost 9.98
to its AC due to its mindless rage. An infuriated creature is
immune to fear and ignores morale rolls. An infuriated creature Infuriate Person (1): Enchantment, target infuriated (30), target
cannot speak. 1 creature of up to 4+1 HD (x1), only targets humanoids (x0.5),
Range 60’ (x1), duration 12 rounds (x1.15), saving throw avoids
Mesmerized: A mesmerized creature cannot attack, cast spells,
spell effect (x0.5), eldritch (x1), total cost 8.6
move, or speak. A mesmerized creature can be ambushed or
backstabbed by creatures capable of doing so. A mesmerized Infuriate Beasts (2): Enchantment, target infuriated (30), target
creature gains no benefit to its AC from its DEX or shield (if 1 creature of any HD or 3d6 HD of creatures of HD 4- (x2.5),
any). All attack throws against mesmerized creatures gain a only targets animals and giant animals (x0.5), range 60’ (x1),
+2 bonus, or a +4 bonus if the attacker ambushes or backstabs duration 12 rounds (x1.15), saving throw avoids spell effect
the mesmerized creature. The mesmerized creature is dealt (x0.5), saving throw is at -2 if only 1 creature targeted (x1.1),
the attack’s ordinary damage, or the attack’s ordinary damage eldritch (x1), total cost 23.8
multiplied by two or more from ambush or backstab. These rules
Infuriate Crowd (3): Enchantment, target infuriated (30), target
revise and replace the rules for mesmerization found in Player’s
3d6 HD of creatures of up to 4 HD (x2.25), only targets living
Companion spell hypnotic pattern.
creatures (x0.75), Range 60’ (x1), duration 12 rounds (x1.15),
Paralyzed: A paralyzed creature cannot speak and is helpless saving throw avoids spell effect (x0.5), eldritch (x1), total cost
(as above). 29.1
Slumbering: A slumbering creature cannot see, hear, or speak Inspire Awe (3): Enchantment, target frightened (34), target 30’
and is helpless (as above). The condition is ended immediately diameter sphere (x5), only targets evil creatures (x0.75), range 0’
if the slumbering creature is attacked, damaged, or moved, (x0.4), duration instantaneous (x1), saving throw avoids spell
regardless of the duration of the spell. effect (x0.5), eldritch (x1), total cost 25.5
Paralyze (3): Enchantment, target held (36), 3d6 HD of creatures
Enchantment Spell Builds
(x3), creatures with fewest HD are affected first (x0.5), range 60’
Endless Slumber (4): Enchantment, target asleep (15), slumber
Secrets
(x1), duration 1 round per level (x1.1), saving throw avoids spell
can only be ended with magic or condition (x3), 1 creature of
effect (x0.5), total cost 29.7
any HD (x1.1), only target living creatures (x0.75), range 60’
(x1), indefinite duration (x2.2), saving throw avoids spell effect Slumber (1): Enchantment, target asleep (15), targets 1d4
(x0.5), eldritch source (x1), total cost 40.8 creatures of up to 4 HD (x1.2), only target living creatures
(x0.75), range 60’ (x1), duration 4d4 turns (x1.2), saving throw
Ensorcellement (1): Enchantment, target mesmerized (30),
avoids spell effect (x0.5), eldritch (x1), total cost 8.1
target 1 creature of up to 4+1 HD (x1), only target humanoids
(x0.5), range 60’ (x1), duration 12 rounds (x1.15), saving throw Voice of Persuasion (2): Enchantment, target charmed (30),
avoids spell effect (.5), eldritch (x1), total cost 8.6 target 1 creature of any HD (x1.1), only target living creatures
(x0.75), range 180’ (x1.25), duration 6 turns (x1.2), saving throw
Forest Enchantment (5): Enchantment, target charmed (30),
avoids spell effect (x0.5), eldritch (x1), total cost 18
480’ diameter sphere (x8), only targets plants (x0.5), 0’ range
(x0.4), duration until saving throw succeeds (x1.33), saving Voice of Command (4): Enchantment, target commanded (60),
throw avoids spell effect (more than 2HD) x0.75, eldritch (x1), target 1 creature of any HD (x1.1), only target living creatures
total cost 47.9 (x0.75), range 180’ (x1.25), duration 6 turns (x1.2), saving throw
avoids spell effect (x0.5), eldritch (x1), total cost 37.1
Forgetfulness (5): Enchantment, target forgets one minute before
and one turn after spell for duration (40), 3d6 HD of creatures up
to 4 HD (x2.25), creatures with fewest HD affected first (x0.5),
only target living creatures (x0.75), range 15’ (x0.6), duration
indefinite (x2.2), no saving throw permitted (x1), eldritch (x1),
total cost 44.5
Home Ward (6): Protection, ward v. magic (25), target 25’ • Duration Factor: 12 hours x1.15
diameter sphere (x3), range 0’ (x1), duration instantaneous
• Source Factor: Eldritch x1
(x0.5), duration does not begin until triggered (x2.75), saving
throw avoids spell effect (x0.5), total cost 51.6 • Source Modifier Factor: Eldritch spell summoning flying
creature capable of carrying man-sized rider x1.75
Immunity to Acid/Cold/Electricity/Fire (4): Protection,
immunity to damage type (36), target 1 creature (x1), range 0’
Summoning Effect Notes
(x1), duration 1 turn (x1), beneficial effect (x1), eldritch (x1),
The spell creation system in the Player’s Companion affords
cost 36
wide variety in the type of summoning spells that can be
Protection from Blast (5): Protection, invulnerability to type designed. However, most of the summoning spells in HFH have
of spell (blast) (55), target 1 creature (x1), protection in 5’ been designed in one of three ways, inspired by common tropes
radius sphere around target (x1.25), range self (x0.75), duration for summoning in the literature, and balanced against each
concentration (x1), beneficial effect (x1), eldritch (x1), total cost other.
51.5
Callings: Spells that summon creatures to arrive by means
Protection from Blast, Sustained (6): Protection, of their own locomotion with a duration of 1 day. If the same
invulnerability to type of spell (blast) (55), target 1 creature (x1), calling is cast again, it keeps the same creature(s) around for
protection in 5’ radius sphere around target (x1.25), range self another day. Callings are white magic, and are used by Gandalf
(x0.75), duration 2 turns (x1.1), beneficial effect (x1), eldritch and Radagast in the Lord of the Rings.
(x1), total cost 56.7
Conjurations: Spells that summon powerful creatures to serve
Resist Acid/Electricity: Protection, resistance to damage type the caster for a short period of time. Conjured creatures can be
(15), target 1 creature (x1), range 0’ (x1), duration 6 turns very powerful, but are actively hostile and must be controlled
(x1.33), beneficial effect (x1), eldritch (x1), cost 20 through concentration. Any given conjuration can only be cast
once per day. Conjurations were inspired by the wizardry of
Spellward (3): Protection, spellward (30), target 1 creature (x1),
Master of the Five Magics and the Daimos school of The Prince
range self (x0.75), duration 1 hour (x1.33), beneficial effect (x1),
of Nothing trilogy.
eldritch (x1), cost 29.9
Summonings: Spells that summon one or more creatures
Spellward Other (4): Protection, spellward (30), target 1
for extended periods of time. Summonings are limited by
creature (x1), range 0’ (1), duration 1 hour (x1.33), beneficial
frequency of casting, so that a caster cannot have an endless
effect (x1), eldritch (x1), cost 39.9
number of summoned creatures dispatched at once. Thoth-
Spellward Zone (6): Spellward (30), target 20’ diameter sphere Amon performs a summoning in the Conan short story “The
(x1.5), range 0’ (1), duration 1 hour (x1.33), beneficial effect Phoenix on the Sword”.
(x1), eldritch (x1), cost 59.8
We highly recommend that if the Judge adds any new monster-
summoning spells to his campaign they should follow the
SUMMONING SPELLS guidelines for callings, conjurations, or summonings.
Add the following effects and modifiers:
• Effect: Summon creatures totaling up to 1.5 x caster’s level Summoning Spell Builds
in HD 112 Avian Messenger (3): Summoning, summon a creature (65),
Secrets
creature may hay have up to 1 HD (x0.15), creature may have up
• Effect: Summon creatures totaling up to twice caster’s level to 1 special ability (x1), restricted to certain monsters - avians
in HD 150 (x0.7), range - creature(s) arrives by means of own locomotion
• Effect Modifier Factor: Creature may have up to 3 HD x0.33 from nearest lair (x0.66), duration 12 hours (x1.15), no saving
throw, eldritch (x1), cost 5.2; Transmogrification, current form
• Effect Modifier Factor: Creature may have up to 8 HD x0.7 gains ability to speak (10), current form gains ability to find
• Effect Modifier Factor: Creature may have up to 12 HD message recipient (10), target 1 living corporeal creature (x1),
x0.9 target restricted to avians (x0.7), range touch (x0.6), duration 12
hours (x2.5), beneficial (x1), eldritch (x1), cost 21; total cost 26.2
• Effect Modifier Factor: Creature may have up to 4 special
abilities (****) x3.0 Brazen Bull (3): Summoning, summon a creature (65); creature
may have up to 8 HD (x0.7), creature may have up to 1 special
• Effect Modifier Factor: Creature capable of granting wishes ability (x1), restricted to certain monsters - fire elementals
will not do so x0.7 (x0.7), spell draws on specific elemental power source (bonfire)
• Effect Modifier Factor: Spell draws on specific (x0.67), caster must concentrate to control creature (x0.5), range
environmental power source (storm, bonfire, etc.) x0.67 10’ (x1.0), duration indefinite (x2.5), creature can be dismissed
at will while controlled (x1.1), no saving throw (x1), eldritch
• Effect Modifier Factor: Spell can only be cast in or near (x1), total cost 29.3
ocean hex x0.95
Call of the Ancient Tusk (5): Summoning, summon a creature
• Range Factor: Creature(s) arrive(s) by means of own (65), creature may have up to 18 HD (x1.33), creature may
locomotion from nearest lair x0.66 have up to 1 special ability (x1), restricted to certain monsters –
Custom Spells 213
be dismissed at will while controlled (x1.1), no saving throw • Effect: Current form gains ability to find message recipient
(x1), eldritch (x1), total cost 12.4 10
Summon Manes (1): Summoning, summon creatures totaling • Effect: Current form changes sex 25
up to caster’s level in HD (75), creatures may have up to 1
• Effect: Current form gains 1d10 hp 30
HD (x0.15), creature may have up to 1 special ability (x1),
summoning restricted to certain monsters – manes (x0.7), spell • Effect: Current form gains +2 enhancement 30
can only be cast once per day (x0.9), target summoned from
• Effect Modifier Factor: target form must be physically
thin air (x1), range 30’ (x1.1), duration 1 day (x1.25), no saving
present and in range x0.4
throw (x1), eldritch (x1), total cost 9.8
• Effect Modifier Factor: only affects particular type of
Summon Insect Swarm (2): Summoning, summon creature
creature/object x0.5
(65), creatures may have up to 4 HD (x0.4), creature may have
up to 1 special ability (x1), summoning restricted to certain • Target Factor: 1 weapon (or 6 flasks or 20 arrows) x1
monsters – insect swarm (x0.7), spell can only be cast once per
• Target Factor: target is dead corporeal creature x3
day (x0.9), target summoned from thin air (x1), range 10’ (x1),
duration 1 day (x1.25), no saving throw (x1), eldritch (x1), total • Target Modifier Factor: target restricted to particular type
cost 20.4 of living creature x0.7
Summon Oozes (3): Summoning, summon 1 creature (65), • Duration Factor: 12 hours x2.5
creature may have up to 4 HD (x0.4), creature may have up to
• Duration Factor: Special – until task complete x3.25
1 special abilities (x1) or creature may have up to 2 HD (x0.25)
and up to 2 special abilities (x1.66), summoning restricted to • Source Factor: Eldritch x1
general type – oozes (x1), spell can only be performed once
• Source Modifier Factor: Eldritch transmogrification where
per day (x0.9), summoned from thin air (x1), range 10’ (x1),
current form gains infravision x1.33
duration 1 day (x1.25), no saving throw (x1), total cost 29.25
• Source Modifier Factor: Eldritch transmogrification where
Summon Shadows (4): Summoning, summon 1d4 creatures
current form gains flight x2
(100), creature may have up to 3 HD (x0.33), creature may have
up to 2 special abilities (x1.66), summoning restricted to certain
Transmogrification Effect Notes
monsters – shadows (x0.7), spell can only be performed once
As a general rule, transmogrification spell effects only transform
per week (x0.8), summoned creature(s) passively hostile to
like into like. Targeting a dead creature and transforming it into
caster (x0.8), targets summoned from thin air (x1), range 10’
a living creature requires a special targeting factor (x3).
(x1), duration 1 week (x1.5), no saving throw (x1), total cost
36.8
Transmogrification Spell Builds
Summon Hell Hounds (5): Summoning, summon 1d4 Bane-Rune (1): Transmogrification, +2 enhancement (30), only
creatures (100), summon creatures totaling up to caster’s level affects particular type of creature (x0.5), target 1 weapon (x1),
in HD (75), creature may have up to 3 HD (x0.33), creature may range 0’ (x0.6), duration 1 turn (x0.7), beneficial effect (x1),
have up to 1 special ability (x1), summoning restricted to certain eldritch (x1), total cost 10.5, total cost 6.3
monsters – hell hounds (x0.7), spell can only be performed
Bath of the Goddess (5): Transmogrification, current form
Secrets
once per week (x0.8), summoned creature(s) passively hostile
changes sex (25), 1 living creature (x1), range touch (x0.6),
to caster (x0.8), targets summoned from thin air (x1), range 10’
duration indefinite (x3.5), total cost 52.5
(x1), duration one month or until task completed (x1.75), no
saving throw (x1), total cost 45.3 Body Swap (6): Transmogrification, transform to living
creature’s physical form (35), gain form’s physical characteristics
Summon Invisible Stalker (6): Summoning, summon creatures
(10), gain form’s physical attacks (10), gain form’s special abilities
totaling up to 1.5 x caster’s level in HD (112), creature may have
(20), HD limited to caster level and 2 x target’s level (x0.75),
up to 10 HD (x0.8), creature may have up to 1 special ability
target form must be physically present and in range (x0.4),
(x1), summoning restricted to certain monsters – invisible
target 1 living corporeal creature (x1), attack throw required
stalkers (x0.7), spell requires 1 turn to cast (x0.8), spell can
(x0.75), range touch (x0.6), duration indefinite (x3.5), saving
only be performed once per week (x0.8), summoned creature
throw avoids spell effect (x1), eldritch (x1), total cost 35.4; and
passively hostile (x0.8), target summoned from thin air (x1),
transform to living creature’s physical form (35), gain form’s
range 10’ (x1), duration until one specific task completed (x2),
physical characteristics (10), gain form’s physical attacks (10),
no saving throw (x1), arcane (x1), cost 64.2
gain form’s special abilities (20), HD limited to caster level and
2 x target’s level (x0.75), target form must be physically present
TRANSMOGRIFICATION SPELLS and in range (x0.4), target 1 living corporeal creature (x1), attack
• Effect: Transform water to acid 10 throw required (x0.75), range touch (x0.6), duration indefinite
• Effect: Current form gains 1⁄2 proficiency like ability 10 (x3.5), saving throw avoids spell effect (x1), eldritch (x1), cost
35.4; total cost 70.8
• Effect: Current form gains ability to speak 10
Crafting (4): Transmogrification, current form gains proficiency
(20), target 1 creature (x1), range 0’ (x0.6), duration special –
Custom Spells 215
Earth’s Maw (3): Wall, deals 1d6 damage to creatures that pass Weave Metal (6): Wall, substance is impermeable to creatures
through (10), knocks down creatures that pass through (10), (25), substance is impermeable to vision and light (10), affected
substance is impermeable to creatures (25), affected as stone by as iron by physical and magical effects (x0.8),wall may be
physical and magical effects (x0.7), wall is elemental (x1), wall readily shaped by reducing area (x1), wall may be bonded to
must be bonded to surrounding material (x0.75), wall must surrounding area (x1.2), wall must be solidly supported (x0.75),
be in contact with ground (x0.75), wall must be a flat, vertical elemental – earth (x1), target 1,000 square feet (x1.25), 1” thick
plane (x0.75), spell manipulates existing volume with noted (x0.75), may not be evoked where objects/creatures are (x1),
characteristics (x0.67), 100 square feet (x0.5), 10’ thick (x2), may spell manipulates existing volume with noted characteristics
be evoked where creatures are (x2), range 60’ (x0.8), duration (x0.67), range 120’ (x1), duration indefinite (x2.66), no saving
indefinite (x2.66), saving throw avoids spell effect (x0.5), throw (x1), eldritch (x1.5), total cost 63.1
eldritch (x1.5), total cost 28.4
Weave Smoke (1): Wall, impermeable to vision and light (10),
Ice Floe (1): Wall, impermeable to creatures (25), impermeable affected by physical and magical effects as smoke (x0.9), wall may
to vision (5), elemental – water (x1), moves 20’ per turn in readily shaped by reducing area (x1), elemental – air (x1), target
direction desired by caster (x2), affected as wood by physical & 1,000 square feet (x1.25), 1’ thick (x1), may not be evoked where
magical effects (x0.4), wall may be crudely shaped by reducing objects/creatures are (x1), spell manipulates existing volume with
area (x0.8), may be bonded to surrounding material (x1.2), must noted characteristics (x0.67), range 120’ (x1), duration 1 turns
be solidly supported (x0.75), must be flat, vertical plane (x0.75), (x0.75), no saving throw (x1), eldritch (x1.5), total cost 8.5
spell manipulates existing volume with noted characteristics
Weave Stone (5): Wall, substance is impermeable to creatures
(x0.67), range 0’ (x0.4), 100 square feet (x0.5), 1’ thickness (x1),
(25), substance is impermeable to vision and light (10), affected
duration 8 hours (x2.33), no saving throw (x1), eldritch (x1.5),
as stone by physical and magical effects (x0.7), wall may be
total cost 6
readily shaped by reducing area (x1), wall may be bonded to
Ice Sheet (5): Wall, impermeable to creatures (25), impermeable surrounding area (x1.2), wall must be solidly supported (x0.75),
to vision (5), elemental – water (x1), affected as wood by elemental – earth (x1), target 500 square feet (x0.75), 1’ thick
physical & magical effects (x0.4), wall may be crudely shaped by (x1), may not be evoked where objects/creatures are (x1), spell
reducing area (x0.8), may be bonded to surrounding material manipulates existing volume with noted characteristics (x0.67),
(x1.2), must be solidly supported (x0.75), must be flat, vertical range 120’ (x1), duration indefinite (x2.66), no saving throw
plane (x0.75), spell manipulates existing volume with noted (x1), eldritch (x1.5), total cost 44.2
characteristics (x0.67), range 30’ (x0.6), 1500 square feet (x2),
Weave Water (4): Wall, substance deals 1d6 damage to creatures
10’ thickness (x2), duration indefinite (x2.66), no saving throw
that pass through (10), impermeable to creatures with less than
(x1), eldritch (x1.5), total cost 41.6
4 HD (20), impermeable to vision (5), not affected by physical
Ring of Fire (2): Wall, deals 1d6 damage to creatures that pass and magical effects (x1), wall may be readily shaped by reducing
through (10), not affected by physical and magical effects (x1), area (x1), wall may be bonded to surrounding area (x1.2),
elemental – fire (x1), wall may be readily shaped by reducing wall must be solidly supported (x0.75), is elemental – water
area (x1), target 500 square feet (x0.75), 5’ thick (x1.5), wall (x1), target 1,200 square feet (x1.5), 1” thick (x0.75), may not
must always be a sphere (x0.75), may be evoked where objects/ be evoked where objects/creatures are (x1), spell manipulates
creatures are (x2), range 0’ (x0.4), duration 1 turn (x0.75), wall existing volume with noted characteristics (x0.67), range 120’
can be dismissed at will (x1.1), no saving throw (x1), eldritch (x1), duration 2 turns (x1), no saving throw (x1), eldritch (x1.5),
Secrets
(x1.5), cost 8.4; and deals 2d6 damage to creatures that pass total cost 35.6
through (20), not affected by physical and magical effects (x1),
Weave Wood (4): Wall, substance is impermeable to creatures
elemental – fire (x1), wall may be readily shaped by reducing
(25), substance is impermeable to vision and light (10), affected
area (x1), target 500 square feet (x0.75), 1” thick (x0.75), wall
as wood by physical and magical effects (x0.4), wall may be
must always be a sphere (x0.75), may be evoked where objects/
readily shaped by reducing area (x1), wall may be bonded to
creatures are (x2), range 0’ (x0.4), duration 1 turn (x0.75), wall
surrounding area (x1.2), wall must be solidly supported (x0.75),
can be dismissed at will (x1.1), no saving throw (x1), eldritch
is elemental – earth (x1), target 1,200 square feet (x1.5), 1”
(x1.5), cost 8.4; total cost 16.8
thick (x0.75), may not be evoked where objects/creatures are
Weave Fire (4): Wall, substance deals 1d6 damage to creatures (x1), spell manipulates existing volume with noted characteristics
that pass through (10), impermeable to creatures with less than (x0.67), range 120’ (x1), duration indefinite (x2.66), no saving
4 HD (20), impermeable to vision and light (10), not affected throw (x1), eldritch (x1.5), total cost 37.9
by physical and magical effects (x1), wall may readily shaped
by reducing area (x1), wall may be bonded to surrounding area
(x1.2), wall must be solidly supported (x0.75), elemental – fire
(x1), target 1,200 square feet (x1.5), 1” thick (x0.75), may not
be evoked where objects/creatures are (x1), spell manipulates
existing volume with noted characteristics (x0.67), range 60’
(x0.8), duration 2 turns (x1), no saving throw (x1), eldritch
(x1.5), total cost 32.6
Carter, Lin. “Thongor” series; “World’s End” series; Kellory the Centurion (2010).
Warlock. Clash of the Titans (1981).
Cook, Glen. “The Black Company” series; “An Empire Clash of the Titans (2010).
Unacquainted with Defeat” series; “Tyranny of the Night”
series. Conan the Barbarian (1982).
Dunsany, Lord. The King of Elfland’s Daughter. Conan the Barbarian (2011).
Fox, Gardner. “Kothar” series. “Kyrik” series. Conan the Destroyer (1984).
Gemmell, David. “The Drenai Saga” series; “The Rigante” series. Dragonslayer (1981).
Heaney, Seamus, transl. Beowulf: A New Translation. The Eagle (2011).
Homer and Hammon, Martin, transl. The Iliad: A New Prose Excalibur (1981).
Translation. Fellowship of the Ring (2001).
Howard, Robert E. “Conan” series; “Kull” series. Flesh & Blood (2008).
Kay, Guy Gavriel. “Fionavar Tapestry” series. Hammer of the Gods (2013).
LeGuin, Ursula. A Wizard of Earthsea; The Tombs of Atuan. Heavy Metal (1981).
Leiber, Fritz. “Fafhrd and Grey Mouser” series. Immortals (2011).
Lovecraft, H.P. “Mythos” novels and stories. Jason and the Argonauts (1963).
Lynch, Scott. “The Gentlemen Bastard” series. John Carter (2012).
Merritt, A. Dwells in the Mirage; The Moon Pool; The Ship of Krull (1983).
Ishtar.
Kull the Conqueror (1997).
Moon, Elizabeth. The Deed of Paksenarrion.
Ladyhawke (1985).
Moorcock, Michael. “Elric” series; “Hawkmoon” series.
Last Legion (2007).
Offut, Andrew J. “Swords Against Darkness” series.
Legend (1986).
Smith, Clark Ashton. “Averoigne” stories; “Hyperborea” stories;
“Poseidonis” stories; “Zothique” stories. Lord of the Rings (1978).
Tolkien, J.R.R. “The Lord of the Rings” series; The Silmarillion; Outlander (2009).
The Children of Hurin
Pathfinder (2007).
Vance, Jack. “Dying Earth” stories.
Red Sonja (1985).
Virgil and Fagles, Robert, transl. The Aeneid: Penguin Classics
Edition. Return of the King (2003).
The Two Towers (2002).
RECOMMENDED COMICS Wrath of the Titans (2012).
300 (Dark Horse Comics).
Of the lists, a few selections were particularly inspirational
Conan (Dark Horse Comics).
in the design of the Heroic Fantasy Handbook. Among the
Conan (Marvel Comics). books, I would cite (in order) Howard’s Conan series; Tolkien’s
Heavy Metal (HM/Metal Mammoth). Silmarillion and Lord of the Rings; Moorcock’s Elric series;
Lovecraft’s Mythos stories; Clark’s Zothique stories; Carter’s
Kull (Marvel Comics).
Thongor series; Anderson’s The Broken Sword and Three
Marada the She-Wolf (Epic Comics). Hearts and Three Lions; and Le Guin’s Wizard of Earthsea. Of
Red Sonja (Marvel Comics). the movies, I would cite Conan the Barbarian, Dragonslayer,
Excalibur, and 300.
Red Sonja (Dynamite Entertainment).
The Savage Sword of Conan (Curtis Magazines).
Sláine (2000 AD).
Warlord (DC Comics).
AUT1014
Printed in the U.S.A.
www.autarch.co