1 slot, Dexterity Ambidextrous characters are able to use either hand with equal coordination and skill. They are neither right-handed nor left-handed. When fighting in two-weapon style, an ambidextrous character has two "primary" hands, and suffers a –2 penalty to hit with either weapon. If the ambidextrous character spends a slot to specialize in two-weapon fighting style, he suffers no penalty to attacks with either weapon. Fighter 8 (Myrmidon), Human female (Oeridian) THAC0 14 AC -3 (Field Plate +3) 90HP Experience intelligence This proficiency is highly useful for thieves, as it allows characters to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones, or other crafted items they find (although the DM can exclude those items too exotic or rare to be well known). The character must have the item in hand to examine. A successful proficiency check (rolled by the DM) enables the character to estimate the value of the item to the nearest 100 or 1,000 gp and to identify fakes. On a failed check, the character cannot estimate a price at all. On a roll of 20, the character wildly misreads the value of the item, always to the detriment of the character. Arquebus: This weapon may be disallowed by your DM and you must check with him before you purchase it. An arquebus is an early form of the musket, almost as dangerous to its user as it is to the target. To use an arquebus, you must have a supply of powder and shot and a piece of slow-burning match or cord. These items may or may not be commonly available. (Powder is treated as a magical item in these rules.) The weapon can be fired only once every three rounds, and then only if the character is not attacked while loading. When firing an arquebus, all penalties for range are doubled. If the attack roll for the arquebus is a 1 or 2, the weapon backfires, causing 1d6 points of damage to the firer. It is also fouled and cannot be used again until it has been cleaned, which takes about 30 minutes. When a arquebus scores a hit, it normally does 1 to 9 points of damage on 1d10. When a 10 is rolled, the die is rolled again and this amount is added to 10. Each time a 10 is rolled, the die is rolled again and added to the previous total. Thus, in a rare instance, a single shot could inflict 37 points, for example, if three consecutive 10s were rolled, followed by a 7. The damage caused by an arquebus is never modified for a high Strength score. 2 slots, intelligence This proficiency gives the character some understanding of the supposed influences of the stars. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and then prepare a forecast of the future for that person. The astrologer's insight into the future is limited to the next 30 days, and his knowledge is vague at best. If a successful proficiency check is made, the astrologer can foresee some general event–a great battle, a friend lost, a new friendship made, etc. The DM decides the exact prediction (based on his intentions for the next few gaming sessions). Note that the prediction does not guarantee the result–it only indicates the potential result. If the proficiency check is failed, no information is gained unless a 20 is rolled, in which case the prediction is wildly inaccurate. Clearly this proficiency requires preparation and advance knowledge on the part of the DM. Because of this, it is permissible for the DM to avoid the question, although this shouldn't be done all the time. Players who want to make their DM's life easier (always a good idea) should consider using this proficiency at the end of a gaming session, giving the DM until the next session to come up with an answer. The DM can use this proficiency as a catalyst and guide for his adventures–something that will prompt the player characters to go to certain places or to try new things. Characters with the astrology proficiency gain a +1 bonus to all navigation proficiency The bag of Animated Caltrops follow the same rules as regular Caltrops regarding placement, damage and effects. The Animated Caltrops will follow the command of whoever holds its bag, they can follow one word movement commands only, such as follow, stay, stop, left, right, north, south, east, west. They can be ordered to return to the bag if you place the bag on the ground. This bell has no clapper and must be struck by a priest using a holy symbol to create its magical effect. When striking the bell properly, the priest temporarily gains one level of experience; this effect lasts only one hour at most. Hit points and spells which wou1d be gained are obtained immediately and require no training or meditation; damage taken after that is subtracted first from the magically gained hit points. The effect can also absorb one energy drain; the priest then merely drops back to the original level. The bell may be used only three times per week and only once in any 24-hour period. A wish merely extends the effect to eight hours' duration; the gain in level cannot be made permanent. This plain finger ring is always carved from human bone; the method of
making such magical rings is secret, but they seem numerous. When worn, a bone
ring prevents energy and strength drain from all sources (such as undead and hostile
spells). Each such ring has from 1d100 charges; each attempted drain against
which it protects exhausts one charge, until the ring crumbles to dust. The wearer is not
made aware of how many charges a given bone ring has remaining. Bone rings are not
rechargeable. This spell temporarily increases an adventurer’s skills and abilities. While a boon of fortune is in effect, its recipient can wield an unfamiliar weapon as if he was proficient with it, gains an attack and damage bonus of +2 with all weapons he is truly proficient in the use of (not one this spell has just allowed him to wield with temporary familiarity), and enjoys a +2 bonus on all ability checks. Boons of fortune are only effective on bipedal land mammals (and not even on them when underwater). Once cast, a boon of fortune cannot expire before its normal duration, even if its caster no longer wishes the recipient to enjoy it. It is considered sinful for a priest of Rudd to use this spell on himself unless not doing so directly leads to a frustration of the aims of the goddess or causes immediate harm to her sacred property or faithful worshipers (other than the caster). The material component of a boon of fortune spell is a four-leaf clover. These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise—95% chance of silence in the worst of conditions, 100% in the best. These boots enable the wearer to run at the speed of a fast horse—24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate. For every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible. A buckler, also known as a target shield, is a small round shield of wood or metal that fastens to the forearm. It can be worn by crossbowmen and archers with no hindrance to their attacks with their chosen weapons. Because of its small size (approximately 1' in diameter), a buckler protects against one attack per melee round. The user can choose which attack he wishes to use his buckler against, but he must declare this before the attack roll has been made. This increases the defender's armor class only by 1 (more if magical) against that single attack. Note: Bucklers should be treated not as full shields when determining the armor class of the user, but more as a special item that can be called upon to add extra protection for This proficiency grants skill at map making. A character can draw maps to scale, complete with complex land formations, coastal outlines, and other geographic features. The character must be reasonably familiar with the area being mapped. The DM makes a proficiency check in secret to determine the accuracy of the map. A successful proficiency check means that the map is correct in all significant details. If the roll fails, the map contains a few errors, possibly a significant one. A roll of exactly 20 means the map contains serious errors, making it useless. This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleonlike powers. Outdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is: Fully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height). Experience Point Value: 1,500 Gold Piece Sale Value: 10,000 Lore: These cloaks were made to protect rangers and other traveling messengers in the service of the High Lady of Silverymoon. The precise magical defenses against each spell are now unknown, the knowledge having died with the maker of the cloaks, the mage Irentalar. The attacking caster or wielder can escape the cloak’s reflective effects only by escaping into another plane (or extra-dimensional space). Momentary dislocations such as blink, dimension door, and teleport are not sufficient to escape, and distance is not a factor. Elminster does not know of any instance in which the wearer of such a cloak faced a creature having spell-like natural powers akin to the
spells reflected by the cloak, but believes that such spell-like powers would be reflected as are spells and magic-item functions. Functions: This cloak (many have been made) confers a limited spell immunity upon any one living creature wearing or covered by it. The following spells and spell-like magical item functions— and only the following spells—are directed back at the caster/wielder as follows: 2 slots, dex This proficiency is known to the clockwork mages of Zakhara, and is only taught to those devoted to the craft and to very few others. This proficiency allows the individual to produce intricate mechanical devices, machines made up of tiny gears and clockwork mechanisms. This skill is required for a clockwork mage to produce a clockwork device. Merely having the proficiency does not grant a non -clockwork mage the ability to create one. This proficiency is used for checks involving mechanical devices construction or repair. This weapon is a parrying dagger with a basket hilt and a sturdy blade about 15 inches in length. Coullannwn is a dagger of defense +3, +6 vs dragons, its wielder can choose from round to round whether its magic bonus is applied for attack or for defense. lf the wielder uses the weapon in his offhand solely for defense, skipping his opportunity for a second attack, Coullannwyn grants a +4 (+7 vs dragons) bonus to the wielders Armour Class versus attack from the side or the front. In addition to its powers as a weapon, Coullannwyn can indicate the general direction to any dragon named by the wielder, but this power functions only once per week. The AC bonus vs dragons acts from all sides and can take the AC down further than -10 with regards to attacks from dragons. This gives its wielder the option of using all, some, or none of the +x bonus in defense (improving his Armor Class) against any opponent using a hand-held weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other two bonus factors to be added to his Armor Class. This can be done each round. Acts as a ring of spell turning The contents of the facets are as follows: audible glamer, change self, gaze reflection, hypnotic pattern, magic mouth, misdirection, dispel magic, nondetection, phantom steed, spectral force, shadow monsters, shadow magic, true seeing and also the following spells. (Abjuration, Alteration) Level: 2 Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: Special The caster chooses to do one of three things at the instant of casting: to prevent magical darkness from forming around the caster, to reflect an incoming magical darkness effect back upon its source (up to 10 yards per level distant), or to allow himself to see perfectly in or through any darkness (up to 10 feet per level; this effect lasts one turn per level). The only time a saving throw applies to this spell is when darkness is to be reflected back upon a source creature. In this case, a successful saving throw vs. spell by the source creature causes the magical darkness to pass out of existence; failure means the darkness is centered directly on its own caster. Note that if the caster of dark mirror chooses to reflect darkness back at the original source, but not directly upon the specific source creature, then no save is allowed.the darkness is stationary and a mobile being can leave the area freely. Once cast, dark mirror remains in effect and can either prevent the formation of or reflect back multiple darkness effects (even several in the same round) until the spell expires.The material components of this spell are a small mirror and a candle, which need not be lit. (Illusion/Phantasm) Level: 5 Range: 10 yards/level Components: V, S Duration: 1 round/level Casting Time: 5 Area of Effect: Creates 1 hand Saving Throw: Special A shadow hand is a smoky, translucent coalescence of force, shaped like a human hand. Appearing in midair near the caster, its size, initial location, handedness (left or right), and luminosity (ranging from nothing to the equivalent of faerie fire) are chosen during casting. The shadow hand moves as the caster wills, remaining within 10 yards per level of the caster at all times. The handis under the control of the caster: It can point the way or in-dicate items of interest (such as concealed doors), warn away intruders, engage in combat, and so on. Changing its activity requires the caster.s attention, but continual concentration is not required to maintain the spell.the caster can choose to perform other actions, such as spellcasting, rather than manipulating the hand. A shadow hand has no direct effect against the undead, golems, mechanical monsters or constructs, creatures from the Outer Planes, or living things with extremely primitive nervous systems (oozes, slimes, nonsentient plants, etc.). Otherwise, the hand can slow to half speed any opponent of less than 1,000 pounds weight trying to push past it, moving to block one opponent per round as the caster desires. (If the shadow hand is operating in a narrow tunnel or passage, slowing the foremost of a group of creatures may impede those behind it.) Alternately, a shadow hand can strike an opponent as directed by its caster; the caster cannot cast another spell in the same round. The shadow hand attacks once in a round for every three levels of the caster and an attack roll is required for each attack. The hand has the same THAC0 as the caster and inflicts 1d4 points of damage with a successful hit. An individual who tries to disbelieve in the hand receives a saving throw vs. spell. If successful, hand strikes against that individual inflict only 1 hit point of damage each. A shadow hand cannot be dispelled by physical attacks, nor can it carry weight. It has no appreciable force.it cannot push an opponent off-balance, nor can it shatter breakables. (Alteration, Evocation) Level: 6 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: Creates 1 eye Saving Throw: None This magic creates a visible orb resembling an eye, much like a wizard eye, that floats above one shoulder of the caster. The caster can cause the eye to move at 120 feet per round and can see through it if he desires. The eye can be sent up to 10 yards away per experience level of the caster. The eye has 20-foot infravision and normal vision up to 60 feet in good light. In the round in which it appears (the round after casting) and every fourth round thereafter, the prismatic eye can emit a straight, pencil-thin beam of clashing colors equal in effect to the 1st-level wizard spell color spray. The beam affects only one creature, and the caster must make a successful attack roll to strike a target. If the beam misses or if the caster chooses not to have the eye emit a ray, the color spray power is lost for another four rounds. The beam will strike a creature of up to 6 Hit Dice or levels unconscious for 2d4 rounds. A creature with less than 6 Hit Dice is automatically affected, a creature with 6 or more Hit Dice receives a saving throw vs. spell to avoid the effect. A creature of 7 or 8 Hit Dice or levels must successfully save vs. spell or be blinded for 1d4 rounds. A creature with more than 8 Hit Dice must similarly save vs. spell or be stunned (reeling and unable to think or act coherently) for one round. Instead of a color spray, the caster can will the eye to emit light (as the 1st-level wizard spell), centered on the eye itself and lasting four rounds. The intensity is controlled by the caster but cannot be made so bright as to blind. If attacked, the eye is AC 3 and has 9 hit points. If it is destroyed, the spell ends. The material components of this spell are an eyeball (dried or preserved) from any sort of creature, and a polished, rainbow- hued slice of abalone, oyster, or tortoise shell. (Evocation, Illusion/Phantasm) Level: 6 Range: 10 yards/level Components: V, S Duration: 1 round/level Casting Time: 1 round Area of Effect: Creates 1 gauntlet Saving Throw: Special A shadow gauntlet is a more powerful version of a shadow hand that can wield weapons, snatch at items, or act as a shield for the caster or other creatures. The spell effect appears in midair, as a gleaming, silvery metal gauntlet. Its size may range in proportion from human to gargantuan (12 feet long), and its luminosity can range from dark to the intensity of faerie fire. These specifics, the handedness (right or left), and the initial location of the gauntlet are chosen by the caster during the casting. Thereafter, the gauntlet moves as the caster wills, up to 240 feet per round. The caster need not concentrate upon the spell to maintain it, but he cannot cast a spell in any round in which the gauntlet attacks or shifts to a new opponent or function. The gauntlet can strike weaponless once in a round for every three levels of its caster (normal attack rolls apply). All weaponless attacks in a given round must be directed at a single opponent. Successful hits inflict 1d4+1 points of damage. An individual who disbelieves the existence of the gauntlet and makes a successful saving throw vs. spell takes only 2 points of damage from a weaponless hit by the gauntlet. The gauntlet can wield a weapon, striking once per round, using the caster.s THAC0. Magical weapons can be employed by a shadow gauntlet, but it cannot use any special abilities of the item (for example, powers triggered by empathy or command words). Inattention will cause a previously attacking shadow gauntlet to hang motionless in midair until control is reapplied. If the caster falls unconscious, the gauntlet ceases its actions; if the caster dies, the gauntlet silently vanishes. If a caster goes insane, the gauntlet wildly attacks random living beings within range, at double speed (six attacks per round, three at one opponent, three at another). Alternately, a gauntlet can snatch at items held by others. It lacks the strength or solidity to dislodge an object from any grasp, but it can foil telekinesis and hamper enemy weapons as described below. It can carry objects weighing up to one pound (e.g., a key, a ring, a gem) for up to two rounds. A gauntlet can hamper one creature in a given round, slowing it to half its movement rate, temporarily worsening its Armor Class by one point, causing any attacks made by the creature to be at a -2 penalty to hit, and ruining all of the creature.s spellcasting except verbal-only spells (magical item command words can be used also). Finally, a gauntlet can be interposed between a specific creature and foes attacking it. The gauntlet adds a +1 bonus to saving throws against special attacks from the protected side. It also absorbs 1d2 points of damage from any attack that strikes the protected side, and the absorbed damage counts against the gauntlet itself. The shadow gauntlet can perform only one function during a round. If its caster does not concentrate on it, it will continue to perform the last function it was directed to do (other than attacking), moving about as necessary to perform its function. If the gauntlet is attacked, it has an effective Armor Class of 2 (AC 4 if interposing). The gauntlet has as many hit points as its caster; when these are expended, it is destroyed and the spell ends. The spell has a maximum duration of one round per level of the caster. (Illusion/Phantasm) Level: 1 Components: V Range: 10 yards/level Casting Time: 1 Duration: 1 round/level Saving Throw: Special Area of Effect: Hearing range This specialized form of an audible glamer spell is released by the caster with only minimal utterance. Its casting is all but silent and untraceable, requiring a minimum of concentration (thus enabling it to be cast during melee or when the caster is in pain, constrained, or the like). The magic produces a shrieking, crying, shouting, or other verbal utterance. Once cast, the sounds cannot be ended before the spell expiration. The sounds carried by this magic are limited to those produced by the caster.s voice (although mimicry is possible), and are typically used to produce shouted warnings or cries to suggest a fight or attack .offstage,. or the presence of unseen intruders, so as to distract opponents of the caster. The spellcaster must emit all of these sounds while memorizing the spell, and cannot later alter them. (Illusion/Phantasm) Level: 3 Range: 10 yards/level Components: V, S Duration: 2 rounds maximum Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Special By means of this spell, the caster brings into being a semi-real phantasm of an onrushing missile. The large, gray, teardropshaped illusory projectile can be made to glow with a faerie fire radiance of any hue the caster desires; it appears behind the caster and rushes at any one creature the caster chooses. The caster must be able to see the target as the spell is cast. The projectile begins as a tiny, silent mote that rapidly grows in size with a frightening, increasing moan of rushing air, so that it appears to have come from a great distance at great speed (the bolt actually travels at a movement rate of 27). A shadow bolt strikes in the round following casting. It will swerve to follow the target creature, even if the creature escapes the caster.s view. The bolt can be stopped only by a magical barrier, though it can be dodged by shifting to another plane of existence. If this occurs, the bolt pauses at the creature.s last location and flashes back during the next round to strike at its caster. The bolt inflicts 1d8 damage +1 hp/level of the caster. If disbelieved (contingent on a successful save vs. spell) a bolt inflicts half damage. A being unfamiliar with the details of magical illusions who encounters a shadow bolt for the first time will have little reason to disbelieve such an attack. The strike of a shadow bolt is a considerable blow; the creature struck must make a Strength check to avoid being knocked prone, and fragile items might be damaged by the characters fall. (Illusion/Phantasm) Level: 4 Range: 30 yards Components: V, S, M Duration: 1 round +1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell allows the caster to create semi-real phantasms of human, demihuman, or humanoid skeletons. All the skeletons created by a single shadow skeleton spell must be of the same type. One skeletal image per level of the caster can be created; the caster can choose to create fewer images if desired. Shadow skeletons cannot grasp, carry, or wield solid objects such as weapons. They appear smoky and vague in outline,of ivory or bloody hue, and may have any appearancethe caster wishes (split skulls, missing limbs, etc.). They canbe created with illusory clothes and weapons, so as to appear from a distance as living guards or servants. The spell cannot, however, be worked to give the illusion of life or flesh. The skeletons materialize in an area of 15-foot radius, and can move about freely thereafter. The skeletal images are silent and cannot be turned, dispelled, or affected by heat, fire, or cold; they are under the control of the caster just as a priest controls skeletons animated, by use of animate dead. The shadow skeletons have these statistics: AC 6; MV 12; 2 hp each; #AT 1; Dmg 1d4. Shadow skeletons vanish at the spell.s expiration or upon the death or unconsciousness of the caster. Solid matter, including living creatures, can pass through shadow skeletons without resistance. Any living creature that comes into direct contact with a shadow skeleton must save vs. spell at +2 or be stunned (reeling and unable to act coherently) for one round. Such contact does not harm or dispel a shadow skeleton, but it is possible for a living creature to charge through one. The spell requires a piece of bone. This serves as a focal point for the spellcaster.s concentration and is not consumed or altered by the magic. (Alteration) Level: 5 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 1 round Area of Effect: Creates 1 blade Save: None This spell creates a shimmering blade of constantly changing hue, of needle-width and magical sharpness. The blade glows at all times with a gleaming shimmering radiance, which flickers between colors continually and uncontrollably. It is safe to touch a chromatic blade only at its hilt or guard; the blade itself is all edges, and even its lightest touch will cause harm. While the blade can be wielded by any creature, the caster can will it out of existence when he chooses. The blade is considered a +1 magical weapon for attack purposes (no damage bonus). It weighs nothing, and makes no sound upon impact. Its merest touch inflicts 2d4 hit points of damage and it can sever extremeties like a sword of sharpness (see table). If a sever result is achieved against an individual in +3 or better magical armor, the chromatic blade shatters into shards of colored light without inflicting any harm at all. Opponent/Score to Sever (Natural roll, considering only the blades +1 attack bonus) Normal/armored = 19-21 Larger than man-size = 20-21 Solid metal or stone = 21 The bearer of a chromatic blade is protected from color spray attacks, which will shatter upon the blade as soon as they come into contact it. A prismatic spray can be likewise scattered, but the blade loses 2d6 rounds of duration. The blade can destroy one color of a prismatic sphere or one layer of a prismatic wall upon contact, but the blade is destroyed. An individual of exceptional determination can strike with the blade so as to shatter the entire sphere or wall, but has a 50% chance to suffer the effects of all of the colors simultaneously (any saves are allowed), while leaving the barrier intact. A chromatic blade can be destroyed by a successful dispel magic, disintegrate, or properly worded limited wish. It cannot be physically damaged in any way by weapons of less than +3 enchantment, although it can be parried or blocked like a normal blade. A chromatic blade is not affected by changes in light or darkness or by magnetic effects. The blade cannot be mentally wielded or influenced from a distance, except for the caster willing it out of existence. The material component of this spell is a small lightning forged dagger set with gems of the seven spectrum colors, the total worth no less than 100 gp. (Alteration, Enchantment, Illusion/Phantasm) Level: 4 Range: Touch Components: V, S, M Casting Time: 4 Duration: 1 round/level or 4 hits/image Area of Effect: One hand-to-hand weapon Saving Throw: None When cast, the triple strike forms two arcane duplicates of a target weapon held by the caster, which hover within an inch of the actual physical weapon to which they are linked. The glowing images do not interfere with the wielder.s movements or grip on the actual weapon. These slightly translucent phantom weapons follow the same exact movements as the wielded weapon, allowing multiple attacks with only one strike. The triple strike images add light equivalent to a torch in their vicinity for the duration of the spell. This mirror image variant spell triplicates the melee weapon touched by the caster when this spell takes effect. After casting, the true weapon can be handed to a wielder who can take advantage of its effects (or the caster can cast the spell while the weapon is held by its wielder as well). Each of the three weapons rolls separately to hit, the real weapon always striking first. The images hit and affect targets as +2 silver weapons. Each illusory weapon (whether a staff, sword, dagger, etc.) inflicts the same damage as a normal weapon of its type without any Strength or magical bonuses. If the true weapon leaves the hand of the wielder (only one other person can touch the enspelled weapon after the caster), the spell ends. The Coronal Sakkratars, long considered one of Cormanthyr.s most elegant swordsmen and a great fighter-mage, created this spell merely to even the odds for lone scouts, as the orcs often singled out lone elves for ambushes. Long held secret among the fighter-mage scouts of the Akh.Faer, this spell came into usage among Akh.Velahr scouts by the time of the Shadow Wars, and the armathors of Myth Drannor commonly used this two centuries before the mythal.s rise. (Alteration, Enchantment, Illusion/Phantasm) Level: 6 Range: 60 feet Components: V, S, M Casting Time: 6 Duration: 1 round/2 levels of caster Area of Effect: One target creature Saving Throw: None When this spell is cast, the target creature.s weapon (or hands) glows and weaves a glittering swath of magic while in motion. Within a few seconds, the magic sketches out a perimeter 20. in diameter around the target, and illusory swords of dancing materialize along that perimeter. The images defend the target until dispelled or the duration expires. The number of dancing blades whirling within 10. of either side of the target depends on the caster; for every three levels of experience, one dancing blade appears. The images are enspelled to surround and defend the target creature, and they move quickly enough to both parry up to their number of hand-to-hand or missile attacks (and suffering damage thusly) and attack opponents within 14. of the target creature (a 10.-radius perimeter plus reach of weapon). Each dancing blade image chooses a separate target unless the caster distributes the images otherwise (focusing defense and attacks on a weaker flank). Each image can intercept and absorb incoming physical attacks as if the dancing blade were wielded by an invisible person of AC6 and 18 hit points. If an attack is parried or intercepted, the damage is taken by the image. Once its hit points are spent, the image dissolves at the end of the round. Each dancing blade image also attacks with the target.s unadjusted THAC0, though they affect targets as if they were +2 silver weapons (like Sakrattars triple strike). The blades always deal 1d6+1 hit points of damage to those foes struck. The circle of swords images can be altered visually by either the recipient or the caster. They can mimic any weapon ever seen by either manipulator. In general, elves visualize long swords identical to their own, but some have made the circle of swords into hovering quarterstaves, whips, or even ephemeral fists with brass knuckles! None of these cosmetic changes alter the spell.s effects or damage, and simply serve to impress or frighten onlookers. As an expansion of his earlier triple strike spell, Coronal Sakkratars created his circle of swords as a defensive spell for both the Akh.Faer and the Akh.Velahr. After much study of a sword of dancing, the Coronal crafted this spell to allow elves the freedom to defend themselves from a crush of enemies on all sides. This spell allowed them to continue spellcraft or other attacks in relative safety from a surrounding battle. In general, officers memorized this spell and, while watching battles from above in the trees, casted it on those elves separated from their fellows in battle. (Abjuration) Level: 2 Range: Personal Components: V, S, M Casting Time: 2 Duration: 4 rounds +1 round/3 levels of caster Area of Effect: Caster.s hands Saving Throw: None This spell wraps the caster.s hands in glistening magical fields that protect them from contact with any fell substances, be they poison or magic. While the spell is in effect, the glamour glove spell allows the caster to touch places and things without incurring any ill or beneficial effects, since nothing comes into contact with his hands. He can touch portals coated with contact poison and open them safely; this doesn.t apply if the trap.s damage is not limited to the hands of the intruder or if the poisons are injected by a puncturing needle trap. (Gloves protect only the surface of the hand.) Cursed magical items can be touched or worn (and identified with other spells) without affecting the glamour glove wearer, unless the items remain in contact with the wearer after the duration expires. This spell makes it safe to handle any magical items, but without other magic, the caster cannot determine if the item.s effects are good or ill. Magical items worn on the hands at the time of or previous to the casting of this spell continue to operate normally (gauntlets of ogre power or a ring of protection and the like), but if removed and placed on while glamour gloves are in place, they too are negated and do not affect the wearing caster. The only drawback of this spell is the delay in casting other spells while this continues. All spells cast by a wizard using Khiidel's glamour gloves add a casting time penalty of +3 due to careful castings needed to not have both spells disrupted. The caster can cancel the gloves any time before the spell.s duration expires. A character with this proficiency has an innate sense of direction. By concentrating for 1d6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 20, the character errs by 90 degrees. If a 20 is rolled, the direction chosen is exactly opposite the true heading. (The DM rolls the check.) Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by 5%. 1 slot, charisma –1 The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight, and race. A successful proficiency check indicates that the disguise is successful, while a failed roll means the attempt was too obvious in some way. The character can also disguise himself as a member of another race or sex. In this case, a -7 penalty is applied to the proficiency check. The character may also attempt to disguise himself as a specific person, with a -10 penalty to the proficiency check. These modifiers are cumulative, thus, it is extremely difficult for a character to disguise himself as a specific person of another race or sex (a -17 penalty to the check). 0 fate points Blessing of Heironeous: +1 STR, +1 bonus THAC0 1 slot Charisma This skill allows priests to wrap themselves in an aura of divine power. A successful check creates an aura that lasts one round for each level the caster has attained. The aura is undetectable except by a true seeing spell, which reveals it as a bright silver, inky black, or pearl gray halo depending on the priest’s alignment. The aura gives the priest a +4 encounter reaction bonus when dealing with worshippers of the priest’s deity or creatures of the same alignment. Any hostile creature feels a shudder of fear when within 30 feet of the priest. If the priest wills it, the fear takes hold, causing creatures of less than 4th level or 4 Hit Dice to flee until the priest is no longer in sight. More powerful creatures are allowed a saving throw vs. spell to negate the fear. The skill works against all types of creatures—even those normally immune to fear attacks, such as undead. A cloak of bravery or remove fear spell breaks the effect, as does a successful use of the warrior skill bravery or the priest skill divine will. Once a creature has resisted the fear effect once, it is not subject to fear effects from the same priest for the rest of the day. Creatures within 30 feet of an opposing priest using the eminence skill are not subject to the fear effect if the second priest’s level is equal to or higher than the priest using the fear effect. Each attempt to raise the aura, successful or not, reduces the priest’s base eminence score by two for one week. When the character’s base eminence score is reduced to zero or less, the skill is ineffective. The eminence skill is a prerequisite for the divine strength, divine voice, divine will,
detect deception, and invincibility skills. Each time one of these skills are used, the character’s base eminence score is reduced by two for either one day or one week, depending on the skill used. Once the priest’s base eminence score falls to zero, the character cannot use eminence or any of the other skills. The smite skill is also connected to the priest’s eminence score, but can be used (at some risk to the priest) when the eminence skill has been reduced to zero or less. 2 slots, int -3 The character is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines to large buildings. A proficiency check is required only when designing something particularly complicated or unusual. An engineer must still find talented workmen to carry out his plan, but he is trained to supervise and manage their work. An engineer is also familiar with the principles of siege-craft and can detect flaws in the defenses of a castle or similar construction. he knows how to construct and use siege weapons and machines, such as catapults, rams, and screws. This armour provides an Evasion bonus. When subject to saves vs area of effect spells, a pass means no damage is taken rather than half. A failed saving throw still results in full damage taken. This only works on area of effect spells for which the saves are adjusted by dexterity. The leather is a dark brown hue. 1 slot, Charisma, special modifier Fast-talk is the art of distraction and conning. If a successful proficiency check is made, the fast-talker is able to get away with whatever scam he is attempting. Modifiers are based on the Intelligence and Wisdom of the target, as shown on Table 3. The DM may also introduce modifiers according to the difficulty or plausibility of what the character is attempting. Modifiers are cumulative. Targets of Intelligence 3 or less are so dim that attempts to fast-talk them fail automatically because they can't follow what's being said. (Creatures that are so stupid are easy to fool in other ways, however.) Targets with Intelligence of 20 or more or Wisdom of 19 or more are impervious to fast-talking. Example: Julina the Silent, spy extraordinaire, is discovered by guards as she sneaks around the emperor's palace. She quickly decides to fast-talk them into believing that she is the mistress of the Steward of the palace and she just got lost in the labyrinthine halls. Unknown to Julina, the Steward is an elderly, faithfully and happily-married gentleman; and it is possible that the guards know of this reputation. The DM assumes the guards to have average Intelligence and Wisdom (no modifier), but he adds a -3 modifier because Julina's story contradicts the Steward's reputation. A 1d20 roll of 7 is less than 10 (Julina's Charisma of 13, with the -3 modifier), so she succeeds. The guards buy her story, and suggest that she go where she belongs immediately. If she failed they would call her bluff—and perhaps escort her straight to the door of the Steward and his wife! Sword +1, flame tongue, +2 vs. regenerating creatures, +3 vs. cold-using, inflammable, or avian creatures, +4 vs. undead: This sheds light when its possessor
speaks a command word or phrase. When activated, the flame tongue sword's fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.). This gauntlet is made of braided mithral links. 5 charges per day. Creates a dagger for the next three rounds. 1 charge - dagger +3, 3 charges - seeking dagger +3, 5 charges - seeking bane danger +3.
(Seeking - no miss chances applied, Bane - +2 extra enhancement against a subtype, extra 2d6 damage) This jewel appears to be a well-cut stone of not less than 5,000 gp value. If magic is detected for, the gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost. A gem of insight functions once every 50 years. If a character acquires a second gem, the second item has no effect. 19 STR, +3 hit, +3 dmg 0 Fate Point remaining (Golden 6-sided die, with a rapier where the one should be, and a cake in place of a 6.) DONT FORGET: Ring slots: Level 4 Sphere: Protection Range: Touch Components: V, S Duration: 1 hr. + 1 hr./level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None This spell is a special blessing from the priest’s deity upon an individual or creature the priest believe threatened. When the creature would otherwise die, a translucent hand appears to save him. A blow that would strike down the recipient misses, a block falls to obstruct dragon breath, and so on. The Hand of Fate intervenes after attack rolls and saving throws are resolved and death, not merely incapacitation, would have been the outcome. A creature can be affected by one only Hand of Fate at a time. The spell causes a glowing hand-like shape to materialize next to the caster and move as the caster desires. The hand can move anywhere within range during a round and deliver a non-offensive touch spell cast by the priest in the same round. When the hand is idle it will return to the caster's side. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand is vulnerable to magical attack but has an Armor Class of -2. Any damage to the hand ends the spell. Major: All, Charm, Numbers, Protection, Healing, Time, Travellers Minor: Combat, Divination, Astral Greater Mirror Image Several illusory duplicates of you pop into being. This spell functions like Mirror Image, except that an additional image is created in each round after the first, up to a maximum of eight concurrent images. If all images are destroyed, the spell ends. 2 slots, wisdom -2 A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day. If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when traveling or engaging in non-strenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time. A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn't help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative). A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2 bonus to this check. A proficient character can also attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful proficiency check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means. This item allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the crossbow of speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. About 10% of these weapons are heavy crossbows. The weapon has a +1 bonus to attack and damage rolls. The surest way to destroy a gnomish vampire is to impale it on a spike made of purest silver and enchanted with a bless spell. As soon as the spike is driven into the body of the creature, its material form is destroyed and it will collapse dead. While the creature is truly lifeless at this point, it can be revived simply by removing the spike. In order to assure that they creature remains dead a number of things must be done. First, the hands must be cut from the corpse and boiled in a natural volcanic hot spring for 24 hours. Second, the body must be placed in a wooden casket that will be sealed at the end of the destruction process. Lastly, when the body lies in the coffin, its eyes must be removed and replaced with precious gems. Stones of higher quality may be used, but those of lesser value will allow the creature to be revived. Finally, the lid of the casket is hammered into place and the nightmare is ended. When in wilderness settings, the character can attempt to stalk and bring down game. A
proficiency check must be made with a -1 penalty to the ability score for every nonproficient
hunter in the party. If the die roll is successful, the hunter (and those with him) have come
within 101 to 200 yards (100+1d100) of an animal. The group can attempt to close the range,
but a proficiency check must be made for each 20 yards closed. If the stalking is successful,
the hunter automatically surprises the game. The type of animal stalked depends on the nature
of the terrain and the whim of the DM 1 slot, charisma -1 With this proficiency, a psionicist can hypnotize another character - placing the subject into a relaxed state in which he is very susceptible to suggestions. However, hypnosis is not possible unless the subject is willing and knows he is being hypnotized. Psionicists with this proficiency can hypnotize humans and demihumans with ease. Nonhumans can be hypnotized, too, but the DM should assign a penalty to the proficiency check. The size of the penalty depends on how inhuman the subject is. A half-orc, for example, could be hypnotized with a -2 modifier, while a lizard man could be hypnotized only with a -8 modifier to the psionicist's proficiency check. The act of hypnotizing someone takes about five minutes. The subject is then very relaxed and willing to do almost anything that isn't very dangerous or against his alignment. Note, however, that a hypnotized subject can be easily fooled; the subject may be convinced that he's doing one thing, while he's actually doing another. Lawful or good psionicists who trick their subjects in this fashion should beware. Psionicists who use hypnotism to make people do chaotic or evil things may find themselves with alignment problems of their own. Hypnotism can have the following (or similar) effects: Hypnotism cannot be used to increase a character's attributes, give him powers or abilities he does not naturally possess, let him do things that are beyond his capabilities, or give him information that he couldn't possibly know. 1 Treat phantasmal force, improved phantasmal force, and spectral force as the same spell. 2 This excludes magic-users. Improved Protection from Misadventure (Enchantment/Charm) 5th Level Priest Spell Sphere: Protection, Numbers Range: 5 ft. + 5 ft. / levels Casting Time: 1 round Duration: 1 round / level Save: None Area of Effect: 1 creature / 2 levels within the range above, centred on the caster Components: V,S,M Similar to Protection from Misadventure, this spell numerically connects the caster and a number of creatures so that damage can be redistributed amongst them. In the round following casting, the caster is able to redistribute the damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage from one of the connected creatures to any other creature connected by the spell as a free action, once per round. The caster may distribute the damage in any way they choose; the damage can be equally split between the affected creatures, all the damage can be transferred to the other target, or anything in-between at the caster’s option. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the target suffers a reduction of hit points from a lowered Constitution score, the reduction cannot be redistributed because it is not hit point damage. When the spell ends, no further damage can be re-distributed. All the targeted creatures must be in the area of effect of the spell (5ft + 5ft/level moving with the caster) when the spell is cast, and will be disconnected from the others if they leave the area of effect. A Dispel Magic can be used to disconnect individual creatures from the others; a successful Dispel Magic on the caster ends the spell entirely. The caster may continue to redistribute damage once a round for the duration of the spell. The spell ends if the caster and target move out of range, if the caster loses consciousness or is slain, or at any time as decided by the caster.
Kelesho (old Oeridian for ‘Little Needle’) named for Rudd’s famous magical rapier, Keleshe Shortsword +3 Defender Command word: Splendiferous These colorful spheres of polished stone come in their own leather bag, with an advanced STRINGTECH closure system at the top. Just dump the marbles onto any dungeon floor over a 100-square-foot area, and watch as your enemies slip and slide into helplessness. Anyone who tries to walk across the marbles must make a successful Dexterity check against 4d6 or stumble and fall. Anyone running must save at -2, and anyone try ing to attack must save at -4. And with your very own Personalized Recall Word, all the marbles will instantly return to the bag. No more will party members have to wait around while you pick up 1,000 marbles. The bag magically weighs only one pound. A must for any adventurer who is often pursued. (Manufacturers' note: There is a 5% chance per day that the marbles will spring free of the bag and roll about under the feet of the user. Use appropriate caution with this item) Level: 9 This spell strikes blind or deaf, or both. all creatures up to 4 Hit Dice with no saving throw. Those of greater level or Hit Dice, but less than the caster save vs. spell at —4 to avoid the effect. Creatures whose levels or Hit Dice are equal to or greater than the caster's are receive a normal saving throw. The caster can designate one specific group to be excluded from the circle, power; for example, the spell could blind all but humans, all but wizards, all but royal guards-men, and so. The circle itself remains in place for 3 full turns, and creatures who enter the area of effect during this time are also struck by the spell's effects. Magical items that enhance sight or hearing are rendered inert. Affected creatures and magical items remain affected until the spell ends or they blunder out of the area of effect, The effect cannot be ended by a dispel magic spell, but dispel enchantment, limited wish, or wish can end the spell, and an antimagic shell suppresses its effects (remember that spells cast while deafened are 20% likely to fail). The caster can end the effect at will.
Don't forget: Ring of Protection +3 5ft 2 slots, wisdom -3 A character with mining proficiency is needed to site and supervise the operations of any mine. First, the character can attempt to determine what type of ores or gems can be found in a given area. To do this, he must spend at least a week searching a four-square-mile area. The DM may rule that more area must be searched to find anything of value and may thus increase the amount of time required. At the end of the search, the character can say what is likely to be found in this area. After this, the character can site the mine. On a successful proficiency check (made by the DM), the character has found a good site to begin searching for any minerals that may be in the area. The check does not guarantee a successful mine, only that a particular site is the best choice in a given area. The DM must determine what minerals, if any, are to be found in the region of the mine. On a failed check, the character only thinks he has found a good site. Much effort is spent before the character is proved wrong, of course. Once the mine is in operation, a character with mining proficiency must remain on-site to supervise all work. Although this is a steady job, most player characters will find it better to hire an NPC for this purpose The character has learned the arts of navigating by the stars, studying currents, and watching for telltale signs of land, reefs, and hidden danger. This is not particularly useful on land. At sea, a successful proficiency check by the navigator reduces the chance of getting lost by 20 percent. Necklace of Prayer Beads: A magical necklace of this sort appears to be a normal piece of nonvaluable jewelry until it is placed about a character's neck. Even then, the true nature of the item will be revealed only if the wearer is a priest (excluding druids and characters otherwise able to use spells of a priestly or druidical nature such as paladins and rangers). The necklace of prayer beads consists of 1d6+24 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his deity to grant desired spells. There will also be 1d4+2 special beads (precious stones, gems of 1,000 gp base value) of the following sort (roll 1d20 for each bead): Each special bead can be used once per day. If the priest summons his deity frivolously, the deity will, at the very least, take the necklace as punishment. The function of each bead is known only when the bead is grasped and a commune spell used. All powers of the special beads are lost if they are removed from the necklace. Misc: Rings: (defensive list)(offensive list) Spells Known: 1st - Change Self, Chromatic Orb, Charm Person, Color Spray 2nd - Invisibility, Blur 3rd - Blacklight Spells Per Day: 1st x6 2nd x5 3rd x3 Don't Forget: Stone of Good Luck, Evasive Armour, Studded Leather +5 Level: 2 The caster un-bottles a vial of coloured water, motions wildly in the air, and then points towards the intended target. The coloured water turns into a gas, escapes the bottle and quickly making ways towards the target, being ingested through the nose and mouth. The will heal the target by 1d8 hit point. If the target is unconscious, the spell will stabilize them. If the target is conscious, the smell and taste of the gas is a somewhat nauseating, but causes no ill effects. Bolded spells are from Denaich Arcanabula Key: 1st Level 2nd 3rd 4th 5th 6th level 7th Level 1st Level 2nd 3rd 4th 5th 6th level 7th Level Fleeting Glimpse - Target cannot use Stealth for 3 rounds Sudden recollection - Target receives +20 insight bonus on the next Knowledge skill check Lost! - Target gains a +10 bonus on one Survival or Knowledge (nature) check Opportunity Lost - Target is blinded, deafened, or rendered mute for 1 round Characters with this proficiency have cultivated exceptionally acute powers of
observation. The DM may ask for a proficiency check (or secretly roll it himself) anytime
there is something subtly askew; he may also allow characters with observation to increase
their chance of finding secret or concealed doors by 1 in 6. The proficiency covers all the
senses. Example: Julina is questioning a man who claims to be a craftsman who has worked on
the palace; she is searching for the most discreet entrance. The DM secretly rolls an
observation proficiency check; it is successful. "You notice," he tells her, "that his hands are
in beautiful condition, entirely lacking callouses." From this observation, Julina may deduce
that the man is actually just posing as a craftsman; he may be a con man taking advantage of a few free drinks or coins, or he could even be a spy for her enemies. Level: 3 The paralyzation spell enables the illusionist
to create illusionary muscle slowdown in creatures
in the area of effect. Creatures’ whose
combined Hit Dice are equal to or less than
twice the illusionist’s experience level can be affected.
Mindless creatures and those with more
Hit Dice than the spell can cover are not affected
at all. Creatures with the fewest Hit Dice
or levels are affected first. Any creature that
might be affected is allowed a saving throw vs.
paralyzation to avoid the effect. A dispel illusion
or dispel magic spell removes the effect
immediately, and the caster can end the spell on
command. The paralyzation lasts no longer than
one hour in any event The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain. Level: 3 When this spell is employed, the illusionist
creates a wind that cannot be seen or felt. This
movement of air does, however, serve to blow
light objects before it, flutter curtains or drapes,
flap loose clothing (such as capes, cloaks, and
mantles), fan fires, and move clouds of gaseous
materials (such as a wall of fog, fog cloud,
cloudkill, and so on). The wind created moves in
the direction in which the illusionist points, its
effects being felt in a progressively longer path
as the spell continues, at a movement rate of 10
feet per round, with the effects lasting the entire
course of the path. Thus, for example, the spell
could be used to move several sailed vessels,
but the first affected by the win Powders of Hallucination: This is used when hallucinatory spores are in short supply due to the death of 4- and 5-Hit Die members of the circles. It is also used as a defensive measure when myconids are certain they are going to be attacked; a powder is bundled and placed on a spider-silk film inside the entrance to their circle. Creatures of size M will break the powder free, affecting all creatures in a 20-foot radius as hallucinatory spores. Hallucinator: This type of spore is usually used in the melding ritual, but a myconid can project them at an attacker. The spore cloud may be shot at one creature, and if that creature fails its saving throw vs. poison, it suffers violent hallucinations for a number of turns equal to the Hit Dice of the myconid. Hallucinating creatures react as follows (roll 1d20): The range of this effect is 40 feet. This ability is gained at the 5-Hit Dice level. Level: 8 This spell allows communication and possibly
travel from the caster’s location to that of
another individual, the caller. When a caller
speaks the secret word of activation (most likely
given to him by the caster), the spell is activated,
and a wormhole portal between the caster
and the caller is created. Prismalk wormhole
has infinite range on the Prime Material Plane,
and can cross planar boundaries (though movement
into the RAVENLOFT setting is only oneway). On the caller’s side of the wormhole, a life-sized, stained-glass figure appears (an illusion),
telling the caller one of two things: “Please wait
for the wizard,” or “Sorry, the wizard is busy
and chooses not to appear.” The stained-glass
figure is not physically or visually threatening,
nor can it cause harm of any kind. On the wizard’s side of the wormhole, two illusions
appear: one a stained glass figure,
telling the wizard someone has called, and the
other a door knocker. The figure becomes a picture
of the caller if the caster desires. If the
caster does not wish to appear, he wills the
stained-glass figure on the other end to say he’s
busy, whereon the wormhole collapses and one
use of the spell is exhausted (“What? No appointment?
So sorry. No audience without an
appointment .”) . If the wizard wishes to visit the caller, he
need only grasp the knocker to appear directly
before the caller (the knocker travels through
the wormhole with the wizard). The wizard can
return to his original location simply by operating
the knocker again. Only the caster can operate
the knocker. The caster can also use the knocker to open
the wormhole with the knocker without actually
going through it, and can close the wormhole at
any time. The wormhole can stay open for a
maximum of one turn per level of the caster.
While the wormhole is open, the wizard can
cast any spell he has available through the
wormhole except dispel magic. He can do this
even if he does not visit the caller. While it is
possible for a spellcaster at the other end of an
open wormhole to cast spells at the caster, it is
not possible for anyone else to go through the
wormhole unless accompanied by the caster.
Regardless of the distance between the ends of
the wormhole, the wormhole counts as no distance
for purposes of movement or spell range. A casting of Primal's wormhole allows the
wormhole to be opened a number of times equal
to the caster’s level; thus, a 16th-level wizard
creates a wormhole that can be activated sixteen
times, with each activation lasting up to 16
turns. If the wizard chooses not to answer a call,
one activation is used, exactly as if he had responded. Preparation: The spell requires the wizard to
be isolated before he can begin casting. If the
caster does not have total concentration and
complete silence, the spell is 50% likely to fail
outright. The casting takes two hours.
The material components are pine planks, a
brass knocker, and least a pint each of red, blue,
and yellow pigment. The wood planks must be
laid on the floor in the shape of a door frame,
and the knocker placed within the frame. The
pigments are sprinkled in the course of the casting.
The secret word (often the wizard’s name)
is woven into the fabric of the spell as part of
the incantation. This spell numerically connects the caster and the target so that negative terms (damage) can be distributed amongst the caster and the target. The target only takes half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage; The other half of the damage is 'distributed' to the caster. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the target suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the caster because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and the caster, but damage already split is not reassigned to the target. The spell ends: Level: 4 By casting this spell, the priest seeks to protect himself from misfortune. While the spell is in operation, the priest is able to negate certain misfortunes; in game terms, the priest is permined to reroll a certain number of dice rolls that produced unfortunate results. The caster can reroll his or her own saving throws, and the attack and damage mlls made against him or her by enemies (unless these resulted in the priest’s death). The following cannot be rerolled the priest’s own attack rolls, own damage rolls, and the saving throws of others. Any particular dice roll can he rerolled only once. The spell lasts a maximum of 1 turn per level of the priest, or until 1d8-1 dice rolls have been rerolled; this is recorded by the DM (the player never knows how many rerolls the priest has, if In addition, if a reroll is a natural 1, then outcome is the wnrst possible (for example, a 6 Hit Die fireball inflicts 36 points of damage on the priest) To use this blast, you need to concentrate on a mind within range. Unleashing this attack against a non-psionic opponent requires your power points to be above 100. This means you will mostly only be able to use this ability once a day. The power of this blast though can cause all manner of damage to the targets mind, dependant on their ability to resist. The range is 30 feet. This power represents the warriors of Jhaamdath, who attuned their minds to unleash these psionic attacks on unsuspecting enemies. Power points Feather tokens are small magical devices of various forms to suit special needs. The types of tokens are listed below. Other token-types can be created as desired. Each token is usable once. Anchor: a token useful to moor a craft in water so as to render it immobile for up to one full day. Bird: a token that can be used to drive off hostile avian creatures or as a vehicle of transportation equal to a roc of the largest size (one-day duration). Fan: a token that forms a huge flapping fan which can cause a strong breeze in an area large enough to propel one ship. This wind is not cumulative with existing wind speeds—if there is already a strong breeze blowing, this cannot be added to it to create a gale. It can, however, be used against it to create an area of relative calm or lesser winds (though this will not affect wave size in a storm, of course). The fan can be used up to eight hours a day. It will not function on land. Swan boat: a token that forms a huge swanlike boat capable of swimming at a rate of 24, and carrying eight horses and gear or 32 men or any equivalent combination (one-day duration). Tree: a token that causes a great oak to spring into being (6-foot diameter trunk, 60- foot height, 40-foot top diameter). Whip: a token that causes a huge leather whip to appear and be wielded against any opponent desired (+1 weapon, 9th-level fighter's attack roll, 1d6+1 points damage plus a saving throw vs. spell or be bound fast for 1d6+1 rounds) for up to six turns. (See Sword of dancing). Riding, Airborne: The character is trained in handling a flying mount. The particular creature must be chosen when the proficiency is chosen. Additional proficiency slots can be used to learn how to handle other types of mounts. Unlike land-based riding, a character must have this proficiency (or ride with someone who does) to handle a flying mount. In addition, a proficient character can do the following: Those skilled in land riding are proficient in the art of riding and handling horses or other types of ground mounts. When the proficiency slot is filled, the character must declare which type of mount he is proficient in. Possibilities include griffons, unicorns, dire wolves, and virtually any creatures used as mounts by humans, demihumans, or humanoids. A character with riding proficiency can perform all of the following feats. Some of
them are automatic, while others require a proficiency check for success. The four types of elemental command rings are very powerful. Each appears to be nothing more than an ordinary ring, but each has certain other powers as well as the following common properties: 1. Elementals of the plane to which the ring is attuned can't attack or even approach within 5 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -2 penalty to the die). If the charm fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental. 2. Creatures, other than normal elementals, from the plane to which the ring is attuned attack with -1 penalties to their attack rolls. The ring wearer takes damage at -1 on each die of damage and makes applicable saving throws from the creature's attacks at +2. All attacks are made by the wearer of the ring with a +4 bonus to the attack roll (or -4 on the
elemental creature's saving throw), and the wearer inflicts +6 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the ring wearer can hit elementals or elemental creatures even if it is not magical. 3. The wearer of the ring is able to converse with the elementals or elemental creatures of the plane to which the ring is attuned. These creatures will recognize that he wears the ring, and will show a healthy respect for the wearer, if alignments are similar. If alignment is opposed, creatures will fear the wearer if he is strong, hate and desire to slay him if the wearer is weak. Fear, hatred, and respect are determined by the DM. 4. The possessor of a ring of elemental command suffers a saving throw penalty as follows:
Air -2 vs. fire
Earth -2 vs. petrification
Fire -2 vs. water or cold Water -2 vs. lightning/electricity • Purify water
• Create water (once per day)
• Water breathing (5-foot radius) • Wall of ice (once per day)
• Airy water
• Lower water (twice per week) • Part water (twice per week)
• Water walking This ring enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic. The wearer of this ring is able to leap 30 feet ahead or 10 feet backward or straight up, with an arc of about 2 feet for every 10 feet traveled (see the 1st- level wizard spell, jump). The wearer must use the ring's power carefully, for it can perform only four times per day. A ring of protection improves the wearer's Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows: Ring of Regeneration: The standard ring of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the ring must be worn, and its removal stops the regeneration processes. A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see "Scrolls"). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows: Priest: 1d6, if 6 is rolled, roll 1d4 instead. Wizard: 1d8, if 8 is rolled, roll 1d6 instead. Which spell type of any given level is contained by the ring is also randomly determined. The ring empathically imparts to the wearer the names of its spells. Once spell class,
level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of five. This ordinary-appearing robe cannot be detected by magical means. When it is put on, however, the wearer will know that the garment has very special properties. A robe of blending enables its wearer to appear to be part of a rock wall or a plant—whatever is appropriate. It can even make the wearer appear to be a creature of his choice. The robe does have its limits: It will not make its wearer appear to be more than twice normal height or less than one-half normal. It does not impart vocal capabilities—either understanding or imitating the creature the wearer looks like. (In situations where several different forms are appropriate, the wearer is obliged to state which form he wishes the robe to camouflage him as.) Creatures with exceptional (15+) or better Intelligence have a 1% per Intelligence point chance of detecting something amiss when they are within 30 feet of someone disguising himself with a robe of blending. Creatures with low Intelligence or better and 10 or more levels of experience or Hit Dice have a 1% chance per level or Hit Die of likewise noting something unusual about a robe-wearing character. (The latter is cumulative with the former chance for detection, so an 18 Intelligence wizard of 12th level has a 30% chance—18% + 12%—of noting something amiss.) After an initial check per eligible creature, successive checks should be made each turn thereafter, if the same creatures are within the 30-foot range. All creatures acquainted with and friendly to the wearer will see him normally. This notched adamantite blade is 12 feet long and over 1 foot wide. It requires 18/00 or greater Strength to operate alone, or two people of 17 or greater Strength working in tandem. The blade will slice through a 1-foot diameter tree in three rounds, a 2-foot thick hardwood tree in one turn, or a 4-foot thick trunk in three turns. After six turns (cumulative) of cutting with the saw, the character or characters must rest for six turns before doing any further work. 1 slot, intelligence -1 The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work for some reason. It may be that the workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures: tiger pits and net snares, for example. A proficiency check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered. Thief characters (and only thieves) with this proficiency can also attempt to rig mantraps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a man-trap. Setting a small snare or trap takes one hour of work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hours of work. Setting a man-trap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand. Characters with animal lore proficiency gain a +2 bonus to their ability score when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when attempting to trap monsters or intelligent beings. This spell enables a wizard to make a creature
more likely to survive an attack by imbuing
the creature with a phantom shadow of itself.
This phantom possesses half the creature’s
normal hit points. When the creature struck by
an attack, there is a 60% chance that the phantom absorbs all the damage. The shadowshield
is ineffective against psionic or magical attacks
that affect the mind. The phantom makes saving throws just as the
affected creature. If reduced to 0 or fewer hit
points, the shield is dispelled and cannot be received
again until one day has passed for each
point of damage the phantom has taken. A creature
attempting to use this spell more than three
times per year must make a successful Constitution
check or lose one point of Constitution. The recipient’s shadow must be visible at the
time the spell is cast or the spell fails. Don't forget: Ring of Protection +1 This gives its user a +2 bonus for both attack and damage rolls, but missiles from such a weapon are regarded as +1 with respect to whether or not certain creatures are affected by the weapon (i.e., a special defense of "+1 or better weapon to hit" means the creature is vulnerable to normal missiles from this sling). 1 slot, Intelligence This skill allows a priest to cast one or more spells at the beginning of each day, making them available for instant use. When a priest with this skill is finished praying for spells, the character can attempt to cast the spell and direct its magical energy into a special container or talisman. A talisman is a small object such as a jewel, crystal bead, or holy symbol blessed by the priest. A talisman must be worth at least 100 gp per spell level. A successful skill roll is required to place a spell into a talisman. If the roll fails, the spell is wasted. The priest must have all necessary material components on hand and must meet all the usual requirements to cast a spell. If casting the spell has an effect on the priest, such as unnatural aging, the priest suffers the effect even if the spell was not placed in the talisman. The total levels of spells a priest can have stored in talismans cannot exceed the priest’s level. The highest level spell a priest can place in a talisman depends on the priest’s level, as shown below: For example, Wulf, a 21st-level priest, can have up to 21 levels of spells stored, but no stored spell can be higher than 4th level. Wulf might choose to store two spells of 4th level, two 3rd, and seven 1st-level spells. To release a spell from a talisman, the priest must be holding or carrying the item and have the opportunity to concentrate briefly and utter a few words. Though the initiative modifier for releasing the spell is +2, the release cannot be disrupted (though a gagged or silenced priest could not release the spell). Once the spell is released, it functions as if cast normally in all respects, destroying the talisman in the process. A spell can be stored in a talisman for a maximum of 24 hours. If not used in the allotted time, or if separated from the priest for more than one hour, the talisman crumbles into dust and the spell is lost. No being other than the priest who stored the spell can release the stored energy. A portion of the spell stored in a talisman lingers in the priest’s memory. If the priest
memorizes spells again before the 24 hours have expired, the character cannot regain the spell stored in the talisman. The priest cannot transfer a spell from a talisman back into memory. If a talisman is destroyed, the spell is lost. A spell fades from the priest’s memory when it is released or lost. Spells stored in talismans can be cast on worlds where the local magical factor would not allow the spell to be cast (see Chapter 2). A spell cannot be stored in talisman, however, unless the local conditions allow the spell to be cast. The initiative modifier for releasing a spell from a talisman is never affected by the local magical factor. Level: 4 This spell enables a caster to create a sphere of
radiance in which thousands of glistening, glowing
eyeballs float, darting and swarming in
random directions. Once cast, the sphere of eyes
is immobile, and its radiance is at all times equivalent
to a silvery-blue faerieJire spell. The eyes
are intangible, and do not react to their surround Any
illusion or magical invisibility that comes
into contact with a sphere of eyes is instantly and
permanently negated. Beings who actually have
changed their shapes by use of magic or a natural
ability are seen with a clear, bright silvery-blue
“ghost” image of their other form superimposed
upon their current one. This spell also negates operating
forget, misdirection, obscurement, nondetection,
and undetectable alignment magics, and
allows feebleminded creatures an immediate new
saving throw to escape the condition. The material component of this spell is an eyeball
(from any source). This device can cure disease, cure blindness, cure wounds ( 3d6+3 hit points), or cure insanity. Each function drains one charge. The device can bi used once per day on any person (dwarf,elf,gnome,half-elf, halfling included), and no function may be employed more than twice per day(i.e., the staff can function only eight times during a 24-hour period). It can be recharged. 1 slot, dexterity Characters with this talent are excellent shots with bows or crossbows. They have an unusually good eye for distance, a knack for judging a tricky shot, and a smooth and easy aim and release. If the character takes a full round to aim his shot (i.e., voluntarily holds his action until last in the round) he suffers no penalty for a medium-range shot and only a –2 penalty for a long-range shot. If the character would normally receive multiple attacks with his
weapon, he has to forfeit them in order to use this talent–he can make only one shot per round. The stone’s +1 (or +5%) bonus applies whenever dice are rolled to see if the character (not the character’s equipment) avoids an adverse happening. The bonus applies to saving throws, ability checks used as saving throws, system shock rolls, resurrection survival rolls, and any other event in which chance, not skill, is the determining factor. The bonus does not apply to spell failure, magical item creation, learning spells, or to most proficiency checks. The character’s good luck applies to rolls for party treasure distribution and to proficiency checks involving luck or dodging, such as gaming and tumbling. This special crossbow quarrel, which can be fired from any size crossbow from hand to heavy, looks like a stone door-knob on a short, thin shaft. When fired, a stun bolt behaves in all cases (ranges, ROF, etc.) as if fired from a hand crossbow. However, on impact, it shatters into dust-sized motes, releasing a stunning magical shock of force that does 2d4 damage to any being struck. Victims of a stun bolt strike are unable to think or act coherently for the round following the hit (no saving throw). Only living things are affectedundead and objects suffer no shock effects. Such weapons are often used by dwarven guards. A high priest who possesses this item can cause a flaming crack to open at the feet of an evil priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed, the evil priest will gain a saving throw vs. death. A talisman of pure good has seven charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If an evil priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device. The Cloak Of The Deep Dragon is a deep black hide covered in deep black and rich purple scales. The cloak provides a +3 bonus to saving throws against dragon breath. Against any kind of corrosive gas breath, this saving throw is increased to +6 and, if passed, a quarter damage is taken, not half. Fireproof against magical fire (Item +4 bonus, Character +2 bonus) Level: 7 This spell combines aspects of mirror image
and blink. It creates two or more exact duplicates
within 50 feet of the caster. The caster’s
true location jumps randomly from image to
image at the beginning of each round, before
any other action occurs. This powerful illusion enables the wizard to
exchange his appearance and position with that of
any target creature within range. The wizard and
the target individual are teleported to each other’s
positions. To others, the individual and the caster
each seem to have the voice and physical appearance
of the other; in effect, none bows that a
switch occurs unless the caster has warned them
beforehand. A true seeing spell will detect the
switch. Note that the teleportation is not without
mor, and thus this spell entails some risk on the
part of the caster and the target. At the end of the duration, or upon a successful
dispel magic or dispel illusion spell upon either of
the affected individuals, the switch is reversed. The material component for this spell is a hall
of wax. Level: 9 After a few arcane mutterings and some delicate hand gestures, the spell is cast, summoning forth two strands of the shadow plane, infused with the astral. The strands becomes fused with your consciousness and they pop. From where you designate, the strand appears and gestates almost immediately into two exact replicas of you. Their minds linked to your own, a shared consciousness between you and your body doubles. You feel the doubles as though they were your own body, they move as though they were your own will and you know; they are you. When cast, the spell creates two doubles of you. The doubles are exact in every way having the same class features. Any spells that were cast upon you at the time of casting are also transferred to the body doubles. This doubles act on the same initiative, whichever is the slowest of the three. There are no ways of telling which of the three of you is the real one. The doubles appear next to you, the affect of the spell ends if you move out of range of either and you recombine.
In truth, neither of you are the true caster. Instead, your consciousness is split between the three, hovering indefinetly within all versions. Both bodies are fully real and all the items they hold are as though real items. When this spell is cast, you decide on a number of hit points from your total and a number of spell slots (or Spell Points or similar things) to transfer to your body doubles. The body doubles can use only the spell slots transferred to it and only have a number of hit points given to it.
The items on the body are all real, though any charge used will drain a charge from all three or a daily use will use up the daily use from all three items.. Also, artefacts cannot be tripled. The pool of Shadowfire levels can be cast from any body though the constitution limit affects all three as a whole, not individually.
If one of the bodies is killed, then the remaining unused spells are transferred, along with the conscious mind, into the other bodies. All the items of the killed body vanish and all its items are also destroyed, as though they were mere illusions. Any body is "killed" when it is reduced to 0 or less hit points. Any damage that would take it to under -10 hit points is transferred to the other bodies.
While Triple Shift is active on your person, neither you nor your double can cast it again.
The spell component are three statues of the caster of the caster which must be carved from diamond costing 15,000gp altogether. These are used up in the casting of the spell. This spell is similar to Improved Invisibility except only 10th level divinations can penetrate its magic. Creatures normally immune to Illusions are not immune to this and creatures that rely on scent or even tremo-sense are also fooled by this spell. Wand of Illumination: This wand has four separate functions, three of which approximate wizard spells, and one of which is unique: The wand can be recharged. This wand is similar in operation to the enemy detection wand. If any form of magic is in operation, or a magical item exists within a 30-foot radius, the magic detection wand will pulse and point to the strongest source. Note that it will point to a person upon whom a spell has been cast. Operation requires one round, and successive rounds will point out successively less powerful magical radiation. The school of magic (abjuration, alteration, etc.) can be determined if one round is spent concentrating on the subject emanation. One charge is expended per turn (or fraction thereof) of use. Starting with the second round of continuous use, there is a 2% cumulative chance per round that the wand will temporarily malfunction and indicate nonmagical items as magical, or vice-versa. The wand may be recharged. This device negates the spell or spell-like function(s) of rods, staves, wands, and other magical items. The individual with the negation wand points to the device, and a pale gray beam shoots forth to touch the target device or individual. This totally negates any wand function, and makes any other spell or spell-like function from that device 75% likely to be negated, regardless of the level or power of the spell. The wand can function once per round, and each negation drains one charge. The wand cannot be recharged. Wand Of Obliteration (12 charges) - Niilo Function: This wand can harmlessly erase and dispel symbols, glyphs of warding, and other written messages and runes (such as wizard mark). It can obliterate scrolls, and even pages from spell books, but all such items (regardless of how written and on what) gain a saving throw vs. “magical fire” on the Saving Throw Matrix For Magical and Non-Magical Items, as if they were “parchment or paper,” with bonuses and penalties as follows: • Normal, non-magical writing: -3 • Wizard mark, identifying rune or sigil for magical person or thing, command word, message concealed by unreadable magic: +1 • Symbol, glyph of warding, protective circle or other magical rune: +2 • Single written spell (e.g. scroll), secret page magic: +3 • Spell book page (or scroll if in close proximity to other scrolls or spell books); includes all multi-spell scrolls, but not secret page spell book pages: +4 Messages and marks deeply cut into stone cannot be destroyed by this wand. Only one message (regardless of extent), spell, or magical rune can be affected with the wand per round, and the fading (if successful) takes a full round. If an erasing attempt is unsuccessful, there is a 5% chance the wand will explode, doing 10-54 (4d12+6) points of damage to all within 1". The wand cannot be recharged, and each use, successful or not, drains one charge. "The Wayguider Thessalls' wayguider is a square lantern 1 foot high with a 6- by 6-inch base. It is styled with four brass pillars, one at each corner. Two opposite sides of the lantern have bronze shutters. The handle on top is made of ivory inlaid with gold bands. In the centre of the lantern is room for one large candle. The wayguider has two words inscribed at the base. The words read ""Bezzam"" and ""Tekkar.” This device will function as a lantern, with continual light, in a 180 degree cone in front up to 60 feet unless one of the command words is spoken. When the command ""Bezzam"" is spoken aloud, the light from the lantern takes on a blue tint and the range of the light is reduced to 40 feet. This light has the power to reveal secret and magically hidden doors as well as disguised trap doors. When the light shines upon any such portal, its outline glows with a bright blue sheen. The opening mechanism of the door is not revealed, however. This power of the lantern can be used only once a day. The magic lasts for only one turn before the light returns to normal. When the second command, ""Tekkar,"" is uttered, the lantern casts a reddish light. The glow of the lantern is reduced to a range of 20 feet. This beam has the ability of true seeing as per the 5th-level priest spell of the same name. This power affects all creatures in the light's 180° area of effect even if the bearer doesn't intend it. This power can only be used once per day and lasts one turn. The final power of the lantern is that it can communicate with the holder empathically and give directions to find the path from which it came. This power also negates the effects of the 8th-level wizard spell maze. It can be used once per day and this charge is used up automatically if the lantern is in hand and maze is used on the bearer." 3 slots, intelligence -3 This highly specialized proficiency enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create blades of strength and sharpness. A fully equipped smithy is necessary to use this proficiency. A dwarven weaponsmith is not only more skilled than a human one (Int -1 instead of -3), but is capable of producing weapons at a faster rate (given on the table below under Dwarf Time to manufacture an item). This skill is also available to a dwarf at the cost of 2 proficiency slots instead of the usual 3.
The time and cost to make various types of weapons are listed below. For every extra proficiency slot taken above the first, the time to make each weapon decreases by 20% to a minimum time of 40% of that stated above. This proficiency enables the character to make intelligent guesses about upcoming weather
conditions. A successful proficiency check means the character has correctly guessed the
general weather conditions in the next six hours. A failed check means the character read the
signs wrong and forecast the weather incorrectly. The DM should roll the check secretly. A
proficiency check can be made once every six hours. However, for every six hours of observation, the character gains a +1 bonus to his ability
score (as he watches the weather change, the character gets a better sense of what is coming). This modifier is cumulative, although sleep or other activity that occupies the attention of the
character for a long period negates any accumulated bonus. Sometimes impending weather conditions are so obvious that no proficiency check is
required. It is difficult not to notice the tornado funnel tearing across the plain or the mass of
dark clouds on the horizon obviously headed the character's way. In these cases, the player
should be able to deduce what is about to happen to his character anyway. Increases the character's Constitution, depending on their class group, to a maximum of 19. The spell cannot confer a Constitution of 20 or more Level: 5 This spell combines aspects of mirror image
and blink. It creates two or more exact duplicates
within 50 feet of the caster. The caster’s
true location jumps randomly from image to
image at the beginning of each round, before
any other action occurs. Zulu B deception creates 1d4 illusory duplicates,
plus 1 additional image for every five
levels of experience. A 10th-level wizard creates
ld4+2 images, a 15th-level wizard creates
ld4+3, and so on to a maximum of ld4+5 at
25th level. Unlike the images of the mirror image spell,
this spell’s illusory duplicates do not vanish if
struck. Instead, any creature successfully striking
an image in hand-to-hand combat at any
time during the round (including touch-delivered
spells) is allowed a saving throw vs. spell.
If successful, the duplicate vanishes; failure
means the image remains. Otherwise, the caster has considerable control
over the movement of the duplicates, which
will not become entangled with walls, furniture,
or other obstacles. If the wizard takes one full
round to cast the spell (instead of a casting time
of 5), the images will appear in precisely the
spots and orientation desired, instead of being
generally placed by the DM. After that, the
images mimic the caster’s general movements in
a believable fashion. The images can he dispelled normally,
though each is checked individually. Magics
such as hre seeing can easily determine which
are the images and which is the true wizard. Player Character Record
Name Alassea Alignment NN Sex Female Age ? Movement
Base rate 18 Light ( ) Mod ( ) Hvy ( ) Svr () Jog (x2) Run (x3) Run (x4) Run (x5) Saving throw
Paralyze/Poison 7 Rod/Staff/Wand 11 Petrify/Polymorph 10 Breath Weapon 13 Spells 12 Armour & Hit Points
Armour Adjusted AC Hit points Wounds 4 Surprised 22 Injury Shieldless Rear Strain Defences Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed Cat (natural) 3 - / - 17 1-2 - ? ? ? - Dog (natural) 3 - / - 17 1d4 1d4 2d4 - ? ? ? - Special
13 STR Hit prob 0 Dmg adj - Wt allow 45 Max press 140 Open door 7 Bb/Lg 4% 15 DEX Rctn adj 0 Missile atk adj 0 Def adj -1 17 CON HP adj +2 Sys shock 97% Res sur 98% Pois save 0 Regen - 12 INT #Lang 3 Spell level 6th Lrn spell 50% Spells/level 7 Spell immun - 11 WIS #Mag def adj 0 Bonus spells - Spell fail 10% Spell immun - 14 CHR Max henchmen 6 Loyalty base +1 Rctn adj +2 (Shield +2 Abyssal) (Ring of prot +1)Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed Molten Blade +2 (One-handed) 2 +3 / +4 12 1d8/1d12 3 S P 1 Molten Blade +2 (Two-handed) 2 +3 / +4 12 2d4/2d8 3 S P 3 Short Sword +3 Farseer2 +4 / +5 12 1d6/1d8 3 S P 0 Heavy Crossbow of Speed 3/2 +1 / +1 12 1d6/1d8 14 10 +1 bolt (7) +1 / +1 12 1d4+1/1d6+1 80 160 240 P 10 +2 bolt (2) +2 / +2 12 1d4+1/1d6+1 P 10 Rapier 2/1 0 / 0 12 1d8+1 / 1d12+1 3 S P 1 Ruddian Spells 3rd Level Boon of Fortune (Alteration) Sphere: Combat Range: Touch Components: V, S, M Duration: 7 rounds Casting Time: 6 Area of Effect: One being Saving Throw: None Chacter Record
Name Camaenil Level 4/3 Alignment NG Race Elf Sex Female Age 244 Ht. 5'8" Wt. 120 Hair Golden Eyes Blue Abilities
15 STR Hit prob - Dmg adj - Wt allow 55 Max press 170 Open door 8 Bb/Lg 7% 17 DEX Rctn adj +2 Missile atk adj +2 Def adj -3 10 CON HP adj - Sys shock 70% Res sur 75% Pois save - Regen - 18 INT #Lang 7 Spell level 9th Lrn spell 85% Spells/level 18 Spell immun 8 WIS #Mag def adj - Bonus spells - Spell fail - Spell immun - 16 CHR Max henchmen 8 Loyalty base +4 Rctn adj +5 Movement
Base rate 12 Light ( ) Mod ( ) Hvy ( ) Svr () Jog (x2) Run (x3) Run (x4) Run (x5) Saving throw
Paralyze/Poison 14 Rod/Staff/Wand 11 Petrify/Polymorph 13 Breath Weapon 15 Spells 12 Armour & Hit Points
Armour Adjusted AC Armour type Hit points Wounds -1 (-3) Surprised Elven Chainmail +1 22 Injury 22 Shieldless Rear Strain Defences Bonus AC (level/2)+1 Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed Longsword +1/+3 vs LE 3/2 +3/+5 / +2/+4 17 1d8 / 1d12 - ? ? ? 4 Abilities & Proficiencies/Skills/Languages
Special abilities Weapon Proficiencies Non-Weapon Proficiencies Languages +1 hit & dmg Longsword (expert) Blind-Fighting (?/?) Common (S/RW) +1 disarm / 4 lvl Single weapon proficient (x2) Dancing (?/?) Elvish (S/RW) Bonus DEX & CONcheck lvl/2 two handed fighting (+1 dmd, -3 speed) Singing (?/?) Ancient Suloise (S/RW) Tumbling (?/?) Orcish (S/RW) Bladesong: 5rd + 2 rd/lvl Artistic Ability - Painting (?/?) Abyssal (S/RR) AC Bonus (lvl/2)+1 +2 initiative for casting +1 spell every 3 lvl Gear + Money
Item Location Weight Money EP 0 PP 0 GP 0 SP 0 CP 0 Outdoors, natural surroundings heavy growth 100% light growth 99% open fields 95% rocky terrain 98% Urban surroundings buildings 90% brightly lit room 50% Underground torch/lantern light 95% infravision 90% light/continual light 50% Dark Mirror
Shadow Hand
Prismatic Eye
Shadow Gauntlet
Shriek
Shadow Bolt
Shadow Skeleton
Chromatic Blade
Triple Strike
Circle of Swords
Glamour Glove
Elhadron
Items
Spells
1st level (4 + 2 bladesong)
2nd level (2)
3rd level (2)
Experience
Camaenil
Items
Items
Spells
1st level (2 + 1 bladesong)
2nd level (1)
Experience
Chacter Record
Name Elhadron Level 5/6 Alignment LG Race Elf Sex Male Age 100 Ht. 4'8" Wt. 112 Hair Blond Eyes Blue Abilities
16 (18 %20) STR Hit prob - (+1) Dmg adj +1 (+3) Wt allow 70 (160) Max press 195 (305) Open door 9 (13) Bb/Lg 10% (25%) 16 DEX Rctn adj +1 Missile atk adj +1 Def adj -2 12 CON HP adj - Sys shock 80% Res sur 85% Pois save - Regen - 20 INT #Lang 9 Spell level 9th Lrn spell 96% Spells/level All Spell immun 2nd 7 WIS #Mag def adj -1 Bonus spells - Spell fail - Spell immun - 9 (7) CHR Max henchmen 5 (3) Loyalty base 0 (-2) Rctn adj 0 (-1) Movement
Base rate 12 Light ( ) Mod ( ) Hvy ( ) Svr () Jog (x2) Run (x3) Run (x4) Run (x5) Saving throw
Paralyze/Poison 14 Rod/Staff/Wand 11 Petrify/Polymorph 13 Breath Weapon 15 Spells 12 Armour & Hit Points
Armour Adjusted AC Armour type Hit points Wounds 4 Surprised Bracers AC 6 (-4) 30 Injury Shieldless Rear Single weapon proficiency (-2) Strain Defences Bonus AC (level/2)+1 Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed longsword (+2/+4*/x3**) 3/2 +4 / +3 15 1d8/1d12 - ? ? ? 3 Abilities & Proficiencies/Skills/Languages
Special abilities Weapon Proficiencies Non-Weapon Proficiencies Languages +1 hit & dmg Longsword (expert) Blind-Fighting (?/?) Common (S/RW) +1 disarm / 4 lvl Single weapon proficient (x2) Dancing (DEX/0) Elvish (S/RW) Bonus DEX & CON check lvl/2 two handed fighting (+1 dmd, -3 speed) Hunting (WIZ/-1) Oridian (S/–) Etiquette (CHA/0) Flan (S/–) Bladesong: 5rd + 2 rd/lvl Spellcraft (INT/-2) Suloise (S/–) AC Bonus (lvl/2)+1 Quickness (-2 initiative) (DEX/0) Gnomish (S/–) +2 initiative for casting Orcish (S/–) +1 spell every 3 lvl Goblin (S/–) Gear + Money (Stolen Equipment)
Item Location Weight Waterproof spell book Bracers AC 6 Elven Chain +3 2 x Potion of healing 3 x Potion of Extra Healing 1 x Potion of Invisibility 1 x Potion of Flying 1 x Potion of Vitality 4 x Bottle of bubbly fei wine 1 x Protection from evil 10ft 1 x Hold Portal Money EP 0 PP 525 GP 6885 SP 3590 CP 750 Level Spell Component # 1 Armour Blessed leather 4 1 Friends Chalk, soot, vamillion 3 1 Nystuls magical aura Silk square 3 1 Shocking grasp - Signature spell 1 Colour spray Coloured sand 1 1 Detect magic 1 Magic missile 1 Murdock's feathery flier Eagle feather 1 Burning hands 1 Chilltouch 1 Shield 2 Glitterdust 2 Melf's Acid Arrow 2 Invisibility 2 Spectral Hand 2 Mirror image - Signature spell 2 Strength 2 Knock 3 Blink 3 Melf's Minute Meteors Gear + Money
Item Location Weight Ring of Jumping Ring of Spell Storing - Fly (0), Wraithform (1), Enervation(2) Periapt of Wound Closure Cooshee Cloak of the Vale Potion of firebreathing (1 draft left) Filter of love Backpack Iron pot Bullseye lantern Map case + Map Signal whistle Wineakin Winter blanket Honeyleather tent Fei wine Silk rope Book of elven history on Elven city of Seline Waterproof spell book Money EP 0 GP 180 SP 250 CP 1580 Target Intel Modifier Target Wisdom Modifier 3 or less n/a 3 -5 4 - 5 -3 4 - 5 -3 6 - 8 -1 6 - 8 -1 9 - 12 0 9 - 12 0 13 - 15 +1 13 - 15 +1 16 - 17 +2 16 - 17 +3 18 +3 18 +5 19 +5 19+ n/a 20 n/a Player Character Record
Name Gadzooks Ganderveil Level Fighter 6/Sorcerer 6/Thief 7 Alignment CG Race Chaos Gnome Sex Male Age ? Ht. 2"8' Wt. ? Hair varies Eyes varies Abilities
10 STR Hit prob 0 Dmg adj - Wt allow 40 Max press 115 Open door 6 Bb/Lg 2% 18 DEX Rctn adj +2 Missile atk adj +2 Def adj -4 17 CON HP adj +2 Sys shock 97% Res sur 98% Pois save 0 Regen - 13 INT #Lang 3 Spell level 6th Lrn spell 55% Spells/level 9 Spell immun - 9 WIS #Mag def adj 0 Bonus spells 0 Spell fail 20 Spell immun - 16 CHR Max henchmen 8 Loyalty base +4 Rctn adj +5 Movement
Base rate 6 Light ( ) Mod ( ) Hvy ( ) Svr () Jog (x2) Run (x3) Run (x4) Run (x5) Saving throw
Paralyze/Poison 9 +4 Rod/Staff/Wand 12 Petrify/Polymorph 11 Breath Weapon 13 +4 Spells 13 Armour & Hit Points
Armour Adjusted AC Armour type Hit points Wounds 3 Surprised Bracers AC8 (-2) 49 Injury Shieldless Ring of protection +1 (-1) Rear Strain Defences Single Weapon Flighting (-2) Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed Short Sword +2 1 +3/+4 15 1d6 / 1d8 1 S P 3 Boomerang Dagger +2 1 +3/+4 15 1d4/1d3 1 S P 1 Abilities & Proficiencies/Skills/Languages
Special abilities Weapon Proficiencies Non-Weapon Proficiencies Languages Gnome Shortsword (expertise) Disguise (?/?) Common (S/RW) +4 save (wands & spells) Dagger (expertise) Tumbling (?/?) Gnome (S/RW) 20% magic item failure Single Weapon Fighting (2 ranks) Tightrope Walking (?/?) Ancient Thorass (-/RW) +1 vs kobolds and gnomes Ventriloquism (?/?) +4 ac vs gnolls, bugbears, ogres, trolls, giants, titans Gaming (?/?) 60ft infravision Looting (?/?) Chaos Gnome Immunity to confusion effects Luck Of Chaos - Reroll 1/day before the DM announces effects Rogue Abilities Pick Pockets 60% Move Silently 50% Hide In Shadows 50% Detect Noise 60% Climb Walls 65% Forge Documents 60% Bribe Officials 55% Escape Bonds 50% Backstab x3 Gear + Money
Item Location Weight Magical Items Ring of Protection +1 Potions 1 x Potion of Superior Healing 5 x Potion of Extra Healing 0 x Potion of Moderate Healing 0 x Potion of Healing Weapons Short Sword +2 Boomerang Dagger +2 Misc 2 x Scroll of Knock Money EP 0 GP 5000 SP 0 CP 0 Player Character Record
Name Graff Level 18 Alignment CG Race Halfling Sex Male Age 37 (1st of Planting) Ht. 3'7" Wt. 58lb Hair Blond Eyes Blue Abilities
10 (6) STR Hit prob 0 Dmg adj - Wt allow 40 Max press 115 Open door 6 Bb/Lg 2% 17 DEX Rctn adj +2 Missile atk adj +2 Def adj -3 16 (12) CON HP adj +2 Sys shock 95% Res sur 96% Pois save 0 Regen - 12 INT #Lang 3 Spell level 6th Lrn spell 50% Spells/level 7 Spell immun 0 20 WIS #Mag def adj +4 Bonus spells 1st x 3, 2nd x 3, 3rd x 2, 4th x 2 Spell fail 0 Spell immun cause fear, charm person, command, friends, hypnotism, forget, hold person, ray of enfeeblement, scare, fear 15 CHR Max henchmen 7 Loyalty base +3 Rctn adj +3 Movement
Base rate 6 Light ( ) Mod ( ) Hvy ( ) Svr () Jog (x2) Run (x3) Run (x4) Run (x5) Saving throw
+4 Paralyze/Poison 4 +4 Rod/Staff/Wand 8 Petrify/Polymorph 7 Breath Weapon 10 +4 Spells 9 Armour & Hit Points
Armour Adjusted AC Armour type Hit points Wounds -3* Surprised Splint Mail +381 (-18) Injury Shieldless Rear Strain 40 Defences Buckler Shield +1 (-2 to AC) (2/rd) Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed Kelesho Short Sword +3 Defender 2 +4 (+7) / +5 (+12) 10 1d6/1d8 3 S P 0 Shortsword of Quickness +2 2 +3 (+6)/ +4 (+11) 10 1d6/1d8 3 S P 1 Staff of Striking +3 2 ?? 10 1d6/1d8 3 S P 1 Sling +2 Seeking 2 +5* / +2 10 S 4 Arvoreen's Sling of Fireseeds 2 +3* / 0 10 S 6 Sling bullet (50) 1d4+1 / 1d6+1 50 100 200 S B Sling bullet +3 (2) 1d4+4 / 1d6+4 50 100 200 S B Sling bullet +2 (5/day) 1d4+3 / 1d6+3 50 100 200 S B Sling bullet +1 (Unlimited) 1d4+2 / 1d6+2 50 100 200 S B Sling stone 1d4 / 1d4 40 80 160 S B Don't forget: Lesser Scarlet Tentacle Rod Abilities & Proficiencies/Skills/Languages
Special abilities Weapon Proficiencies Non-Weapon Proficiencies Languages Halfling Shortsword (Specialist) Cartography (INT/-2) Common (S/RW) Infravision 60ft Sling (Expertise) Direction Sense (WIZ/+1) Halfling (S/RW) Detect incline 75% Missile weapon style Navigation (INT/-2) Oeridian (S) Rudd Two Weapon Fighting Weather Sense (WIZ/-1) ( ) Raise dice roll by 1 1/day Hunting (WIZ/-1) ( ) lvl3 - Moment 1/day Observation (INT/-) ( ) lvl5 - Haste (self) 1/day Riding, Land Based (WIZ/+3) ( ) lvl7 - Feat 1/day Brewing (INT/-) ( ) lvl10 - Specialise as fighter Sage Knowledge: Inner Planes (INT/-2) ( ) Riding, Airborne (1/2) (WIS/-2) ( ) Gear + Money
Item Location Weight Magical Items Wand of Magic Missiles (26) Pouch of Everbountiful bullets Lesser Scarlet Tentacle Rod Wand of Magic Detection (51 charges) Robe of Blending Amulet of Magic Resistance 10% Ring of Protection +1 Staff of Curing (11 charges) Bone Ring Ring of Jumping Wand of Enemy detection Ring of Regeneration Wand of Negation Ring of Free Action Green Ioun Stone (+1 level) Potions 1 x Conjour earth elemental 0 x Potion of Superior Healing 2 x Potion of Extra Healing 0 x Potion of Moderate Healing 2 x Potion of Healing 1 x Oil of disenchantment Scrolls 1 x Omniscient eye 1 x Chaotic commands 1 x Dragonbane 1 x Heal (13th lvl) 1 x Speak with Plants 1 x Summon Insects 1 x Fortify 1 x Plant Door 1 x Divination 1 x Animal Summoning 1 1 x Repair Injury 1 x Protection vs. Possession 1 x Scroll ( Hold Poison, Spiritual Hammer, Chaos Ward, Magic V)1 x Scroll (CLW, CMW) 1 x Scroll of Cure Moderate Wounds 1 x Scroll: Native Item Weapons Short Sword +3 Defender Short Sword +3 Farseer Sling +2 Seeking Arvoreen's Sling of Fireseeds Buckler Shield +1 Splint Mail +3 Misc A Crystal Parrot (“Annoying, please file away.”) Power Key +2 (Silver jack card) Cartography books from the Library of Vecna Money PP 0 GP 4100 EP 0 SP 0 CP 0 Graff
Urzyl, Leonti, Xiakro, Zraa'zig, Graff, ValkinosSpells
Level 1 (7 + 3)
Protection from EvilLevel 2 (8 + 3)
Level 3 (8 + 2)
PrayerDispel MagicDispel MagicLevel 4 (8 + 2)
Probability ControlLevel 5 (6 + 1)
Improved Protection from MisadventureTrue SeeingLevel 6 (3)
LuckboltPhysical MirrorLevel 7 (2 + 1)
SpacewarpAge DragonPriestly Abilities
Magical Items
Experience
Graff's Helping Hand (Protection) Range: 30 yds. + 5 yds./level Duration: 2 rds./level Area of Effect: 1 ally Components: V, S Casting Time: 5 Saving Throw: None Type Level Name Numbers 1 Analyze Balance Divination 1 Analyze Balance Astral 1 Astral Celerity All 1 Bless/Curse Numbers 1 Calculate All 1 Combine Combat 1 Command Charm 1 Command Healing 1 Cure Light Wounds/Cause Light Wounds Divination 1 Detect Evil/Detect Good All 1 Detect Magic Divination 1 Detect Poison Protection 1 Endure Cold/Endure Heat Time 1 Know Age Travelers 1 Know Direction Time 1 Know Time Combat 1 Magical Stone All 1 Orison Numbers 1 Personal Reading Protection 1 Protection from Evil/Protection from Good All 1 Purify Food & Drink/Putrefy Food & Drink Charm 1 Remove Fear/Cause Fear Protection 1 Ring of Hands/Ring of Woe* Charm 1 Sanctuary Protection 1 Sanctuary Astral 1 Speak with Astral Traveler Combat 2 Aid Astral 2 Astral Awareness Divination 2 Augury Travelers 2 Aura of Comfort All 2 Chant Healing 2 Cure Moderate Wounds/Cause Moderate Wounds Divination 2 Detect Charm/Undetectable Charm Charm 2 Enthrall Astral 2 Ethereal Barrier Divination 2 Find Traps Protection 2 Graff's Helping Hand Time 2 Hesitation Charm 2 Hold Person Travelers 2 Lighten Load Numbers 2 Moment Numbers 2 Music of the Spheres Charm 2 Music of the Spheres All 2 Mystic Transfer* Time 2 Nap Protection 2 Resist Acid and Corrosion Protection 2 Resist Fire/Resist Cold All 2 Sanctify/Defile* Healing 2 Slow Poison Charm 2 Snake Charm Combat 2 Spiritual Hammer Protection 2 Withdraw Time 3 Accelerate Healing Astral 3 Astral Window Combat 3 Boon of Fortune Time 3 Choose Future Travelers 3 Create Campsite Healing 3 Cure Blindness or Deafness/Cause Blindness or Deafness Healing 3 Cure Disease/Cause Disease Divination 3 Detect Spirits Charm 3 Dictate All 3 Dispel Magic Charm 3 Emotion Control Numbers 3 Etherealness Astral 3 Etherealness Divination 3 Extradimensional Detection Numbers 3 Extradimensional Detection Travelers 3 Helping Hand Healing 3 Hold Poison Travelers 3 Know Customs Protection 3 Line of Protection/Line of Destruction Divination 3 Locate Object/Obscure Object Protection 3 Magical Vestment Numbers 3 Moment Reading Protection 3 Negative Plane Protection Combat 3 Prayer Protection 3 Protection from Evil 10’ Radius/Prot. from Good 10’ Radius All 3 Remove Curse/Bestow Curse Protection 3 Remove Paralysis Healing 3 Repair Injury Divination 3 Speak with Dead Numbers 3 Telethaumaturgy Combat 3 Unearthly Choir* Time 3 Unfailing Premonition Numbers 4 Addition Time 4 Age Plant Time 4 Body Clock Travelers 4 Circle of Privacy Charm 4 Cloak of Bravery/Cloak of Fear Healing 4 Cure Serious Wounds/Cause Serious Wounds Numbers 4 Dimensional Folding Rudd 4 Feat All 4 Focus* Healing 4 Fortify* Charm 4 Free Action Protection 4 Graff’s Hand of Fate Charm 4 Imbue with Spell Ability Astral 4 Native Item Healing 4 Neutralize Poison/Poison Numbers 4 Probability Control Protection 4 Spell Immunity All 4 Tongues Travelers 4 Tree Steed All 4 Uplift* Time 5 Age Object Protection 5 Antiplant Shell All 5 Atonement Travelers 5 Clear Path All 5 Commune Numbers 5 Consequence Healing 5 Cure Critical Wounds/Cause Critical Wounds Numbers 5 Dimensional Translocation Travelers 5 Easy March Numbers 5 Extradimensional Manipulation Numbers 5 Extradimensional Pocket Protection 5 Impregnable Mind Protection 5 Improved Protection from Misadventure Numbers 5 Improved Protection from Misadventure All 5 Meld* Time 5 Othertime All 5 Quest Time 5 Repeat Action Time 5 Time Pool All 5 True Seeing/False Seeing Time 6 Age Creature Protection 6 Antianimal Shell Charm 6 Command Monster Healing 6 Heal/Harm Rudd 6 Luckbolt Travelers 6 Monster Mount Numbers 6 Physical Mirror Time 6 Reverse Time Numbers 6 Seclusion Time 6 Skip Day All 6 Speak with Monsters Time 7 Age Dragon Protection 7 Antimineral Shell Charm 7 Confusion Charm 7 Exaction All 7 Gate Travelers 7 Hovering Road Protection 7 Impervious Sanctity of Mind Healing 7 Regenerate Numbers 7 Spacewarp Numbers 7 Timelessness Illusion-casting condition Saving-throw modifier 1. Subject is a dwarf, gnome, or halfling Racial modifier on saving-throws vs. spells applies 2. Subject has above- or below-average wisdom Magical attack adjustment applies 3. Subject is using a helm of telepathy or telepathic powers +3 4. Subject is surprised; illusion takes effect before surprise ends -2 (-1 if illusion takes effect on last surprise segment) 5. Illusory creatures HD greater than illusionists level + ((HD - level) x 2) 6. Illusory creatures HD less than illusionists level +((1⁄2 level - HD) x -1) 7. Illusionist has never seen creature on which his illusion is based +2 8. Creature simulated is one-of-a-kind (a deity, demi-god, specific PC or NPC, etc.) +3 9. Illusion attempts spell-casting or spell-like attack Roll saving throw vs. spells against illusion itself, not against the simulated attack 10. Spell lacks obvious sensory elements (as per phantasmal force) +4 11. Spell lacks substantial sensory elements (as per improved phantasmal force) +2 12. Target is aware of illusionists profession or of illusions powers +2 13. Target has been attacked previously by the illusionist with the same spell1 +1 per previous spell attack 14. Target is an illusionist or illusion-casting creature2 +1 15. Illusionist is simulating a magic-users spell against a magic-user +2 16. Subjects intelligence is less than 7 -1 17. Subjects intelligence is greater than 18 See Legends & Lore, page 7
Range: 5 yds/lvl
Save: Special
AoE: 20 x 20 x 40ft
Duration: 3 turns
Sphere: -
Casting time: 9
Materials:
Components: V S Player Character Record
Name Miilo Level 7 Alignment NG Race Gnome Sex Male Age - Ht. 3'4" Wt. 77lb Hair Black Eyes Blue Abilities
10 STR Hit prob - Dmg adj - Wt allow 40 Max press 115 Open door 6 Bb/Lg W% 17 DEX Rctn adj +2 Missile atk adj +2 Def adj -3 13 CON HP adj 0 Sys shock 85% Res sur 90% Pois save 0 Regen - 17 INT #Lang 6 Spell level 8th Lrn spell 75% Spells/level 14 Spell immun - 17 WIS #Mag def adj +3 Bonus spells 1st x 2, 2nd x 2, 3rd x 1 Spell fail 0 Spell immun - 9 CHR Max henchmen 4 Loyalty base 0 Rctn adj - Movement
Base rate 6 Light ( ) Mod ( ) Hvy ( ) Svr () Jog (x2) Run (x3) Run (x4) Run (x5) Saving throw
Paralyze/Poison 7 +2 Rod/Staff/Wand 11 Petrify/Polymorph 10 Breath Weapon 13 +2 Spells 12 Armour & Hit Points
Armour Adjusted AC Armour type Hit points Wounds 1 Surprised Studded leather +3 32 Injury Shieldless Rear Strain Defences Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed Dagger +4 2 +4 / +4 16 1d4/1d3 1 S P 0 Dagger of Venom +2 2 +2 / +2 16 1d4/1d3 1 S P 0 Abilities & Proficiencies/Skills/Languages
Special abilities Weapon Proficiencies Non-Weapon Proficiencies Languages Gnome Dagger (Expertise) Astrology (INT/0) Common (S/RW) +3 save (wands & spells) Two Weapon Proficiency Ambidexterity (DEX/0) Gnomish (S/RW) 20% magic item failure Appraise (INT/0) Ancient Thorass (-/RW) +1 vs kobolds and goblins Healing (WIS/-2) Kobold (S/-) +4 ac vs gnolls, bugbears, ogres, trolls, giants, titans Hypnosis (CHA/-1) Goblin (S/-) 60ft infravision Halfling (S/-) Baravar Hide in shadows as a ranger 1st lvl - Phantasmal Force/Audible Glamer 1/day 3rd lvl - Mirror Image/Rope Trick 1/day 5th lvl - Improved Phantasmal Force/Invisibility 1/day 7th lvl - Dimension Door/Suggestion 1/day Gear + Money
Item Location Weight Magical Items Potions Scrolls Weapons Dagger +4 Dagger of Venom +2 Misc Studded Leather +3 Money PP - GP - EP - SP - CP - 1-5 Bead of atonement—as the 5th-level spell of the same name 6-10 Bead of blessing—as the 1st-level spell of the same name 11-15 Bead of curing—cures blindness, disease, or serious wounds (as the appropriate spells) 16-17 Bead of karma—allows the priest to cast his spells as if he were four levels higher (with respect to range, duration, etc.) 18 Bead of summons—calls the priest's deity (90% probability) to come to him in material form (but it had better be for a good reason!) 19-20 Bead of wind walking—as the 7th-level spell of the same name Level 1 (7 + 2)
Level 2 (7 + 2)
Level 3 (7 + 1)
Level 4 (6 + 1) (+1)
Level 5 (4) (+1)
Level 6 (3)
Level 7 (1) (+1)
Niilo
Current Spells
Level 1 (9 + 2)
Orison (9hp)Orison (9hp)Orison (9hp)Level 2 (9 + 2)
Windriver's Constitution (Darathrio)Windriver's Constitution (Niilo)Windriver's ConstitutionResist AcidResist AcidLevel 3 (9 + 1) (+1)
PrayerLevel 4 (9 + 1)
Protection from MisfortuneShadowshield (Tal'aura)Shadowshield (Nuala)Shadowshield (Ralnac)Shadowshield (Niilo)ShadowshieldLevel 5 (8) (+1)
Flame StrikeFlame StrikeFlame StrikeZala's DeceptionLevel 6/8 (6) (+1)
Entropy Shield (10rds left from entering room)DisbeliefHeroes’ FeastHealLevel 7/9 (2)
Quest Spell (1)
Priestly Abilities
13th lvl - Mislead 1/dayOther Abilities
Eye of Flame 1/dayShadowfire abilities
Psionic Powers
Magical Items
Experience:
Session 71
Miilo
Level 1 (3 + 2)
Cure light woundsCure light woundsCure light woundsLevel 2 (3 + 2)
Cure Moderate WoundsCure Moderate WoundsCure Moderate WoundsCure Moderate WoundsCure Moderate WoundsLevel 3 (2 + 1)
Level 4 (1)
Cure Serious WoundsPriestly Abilities
Magical Items
Slickwick
Misc
Spells
Level 1 (3 + 2)
Know TimeLevel 2 (3 + 2)
Level 3 (2)
Level 4
Abilities
Magical Items
Experience:
Session 71
Gadzooks
Spells
Abilities
Magical Items
Experience:
Session 71
Player Character Record
Name Niilo the Gnomeopath Level 19 Alignment NG Race Gnome Sex Male Age 65 (5th of Flamerule) Ht. 3'4" Wt. 77lb Hair Black Eyes Blue Abilities
10 (18/00) STR Hit prob +3 Dmg adj +6 Wt allow 335 Max press 480 Open door 16 (6) Bb/Lg 40% 19 DEX Rctn adj +3 Missile atk adj +3 Def adj -4 12 (14) CON HP adj 0 Sys shock 85% Res sur 90% Pois save 0 Regen - 18 (19) INT #Lang 8 Spell level 9th Lrn spell 95% Spells/level 18 Spell immun 1st-level 17 (18) WIS #Mag def adj +4 Bonus spells 1st x 2, 2nd x 2, 3rd x 1, 4th x 1 Spell fail 0 Spell immun - 9 CHR Max henchmen 4 Loyalty base 0 Rctn adj - Movement
Base rate 6 Light ( ) Mod ( ) Hvy ( ) Svr () Jog (x2) Run (x3) Run (x4) Run (x5) Saving throw
Paralyze/Poison 2 +3 Rod/Staff/Wand 6 Petrify/Polymorph 5 Breath Weapon 8 +3 Spells 7 Armour & Hit Points
Armour Adjusted AC Armour type Hit points Wounds -2* Surprised Evasive Armour, Studded Leather +5 66 Injury Shieldless Studded leather (-3) Rear Strain 30 Defences Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed Flametongue +1 1 +4 / +7 8 1d6/1d8 3 S P 2 Faerie Dagger +5 2 +5 / +12 8 1d4/1d3 1 S P 0 Coullannwyn, Defending Dagger +32 +3 / +10 (+7 offhand) 8 1d4/1d3 1 S P 0 Abilities & Proficiencies/Skills/Languages
Special abilities Weapon Proficiencies Non-Weapon Proficiencies Languages Gnome Dagger (Expertise) Astrology (INT/0) Common (S/RW) +3 save (wands & spells) Two Weapon Proficiency Ambidexterity (DEX/0) Gnomish (S/RW) 20% magic item failure Hand crossbow Appraise (INT/0) Ancient Thorass (-/RW) +1 vs kobolds and goblins Short sword Healing (WIS/-2) Kobold (S/-) +4 ac vs gnolls, bugbears, ogres, trolls, giants, titans Disguise (CHA/-1) Goblin (S/-) 60ft infravision Hypnosis (INT/-1) Halfling (S/-) Baravar Eminence (CHA/0) Hide in shadows as a ranger Spell Talisman (INT/0) 1st lvl - Phantasmal Force/Audible Glamer 1/day Smite (-/-) 3rd lvl - Mirror Image/Rope Trick 1/day 5th lvl - Improved Phantasmal Force/Invisibility 1/day 7th lvl - Dimension Door/Suggestion 1/day 10th lvl - Phantasmal Killer/Spectral Force 1/day 13th lvl - Mislead 1/day 15th lvl - Prismatic Spray 2/10day Gear + Money
Item Location Weight Magical Items Ring of Protection +3 5ft Wand of Wonder (Phenomulus) Wand of illumination (4 charges) Necklace of Adaptation Necklace of Prayer Beads (Curing) Clear - Jhaam syon of the dath dynasty Bell of the Church The Cloak of the Deep Dragon Drained Acorn Whistle Gem of insight Wand of Obliteration (12) Stone of Good Luck Cloak of Reflection Talisman of Pure Good Ring of Holiness Ring of "Spell Turning" Drained Gauntlets of Ogre Power Pearly White Ioun Stone Ring of spell storing (3 x Magic Missile, 1 x Fireball - 9th lvl) Portable Hole Potions 1 x Potion of Magic Enhancement 1 x Potion of Superior Healing 13 x Potion of Extra Healing (4 on person, 9 in BoH) 0 x Potion of Moderate Healing 0 x Potion of Healing 1 x Potion of Climbing 1 x Dust of Dissapearance 9 x Holy Water 3 x Nap Scrolls Protection against Magic Weapons Flame Tongue Short Sword Faerie Dagger +5 Coullannwyn, Defending Dagger +3 Misc Money PP 0 GP 58104 EP 0 SP 0 CP 0
Range: 25feet + 5ft/2lvls
Save: none
AoE: 1 creature
Duration: Permanent
Sphere: Healing
Casting time: 5
Materials: Vial of coloured water
Components: V S MType Level Name Component Quantity Divination 1 Analyze Balance 4 iron coins n/c Wards 1 Antivermin Barrier h/s + vermin whisker many Illusion/Phantasm 1 Audible Glamer wool or wax many Chaos 1 Battlefate electrum coin See money All 1 Bless/Curse h/w See gear Guardian 1 Blessed Watchfulness - - Illusion/Phantasm 1 Change Self - - All 1 Combine - - Combat 1 Command - - Charm 1 Command - - Illusion/Phantasm 1 Corpse Visage rag from corpse many Healing 1 Cure Light Wounds/Cause Light Wounds - - Divination 1 Detect Evil/Detect Good h/s n/c All 1 Detect Magic - - Divination 1 Detect Poison specially blessed vellum many Necromantic 1 Dispel Fatigue Thought 1 Emotion Read unmarked white wax many Protection 1 Endure Cold/Endure Heat - - Necromantic 1 Invisibility to Undead Travelers 1 Know Direction map 100 yrs many Guardian 1 Light/Darkness firefly or phosphorescent moss many Creation 1 Light/Darkness firefly or phosphorescent moss many Sun 1 Light/Darkness firefly or phosphorescent moss many Combat 1 Magical Stone h/s + 3 stones many Baravar Cloakshadow 1 Mistake h/s + transparent material many Chaos 1 Mistaken Missive 3 drops of ink many Illusion/Phantasm 1 Nystul’s Magic Aura square of silk many Illusion/Phantasm 1 Numbness All 1 Orison - - Illusion/Phantasm 1 Phantasmal Force bit of fleece many Protection 1 Protection from Evil/Protection from Good powdered silver many All 1 Purify Food & Drink/Putrefy Food & Drink - - Charm 1 Remove Fear/Cause Fear - - Protection 1 Ring of Hands/Ring of Woe* - - Guardian 1 Sacred Guardian rose petal many Charm 1 Sanctuary h/s + silver mirror many Protection 1 Sanctuary h/s + silver mirror many Illusion/Phantasm 1 Shriek - - Illusion/Phantasm 1 Spook - - Sun 1 Sunscorch - - Thought 1 Thought Capture - - Illusion/Phantasm 1 Ventriloquism - - Wards 1 Weighty Chest lead ball 1 Combat 2 Aid h/s + white sticky cloth many Necromantic 2 Aid Divination 2 Augury gem inlaid stick (1000gp) n/c (1) Travelers 2 Aura of Comfort - - Illusion/Phantasm 2 Blindness - - Illusion/Phantasm 2 Blur - - All 2 Chant - - Chaos 2 Chaos Ward playing card many Creation 2 Create Holy Symbol - - Healing 2 Cure Moderate Wounds/Cause Moderate Wounds - - Illusion/Phantasm 2 Deafness beeswax many Divination 2 Detect Charm/Undetectable Charm - - Chaos 2 Dissension’s Feast - - Charm 2 Enthrall - - Wards 2 Ethereal Barrier rare earths (10gp) 5 Divination 2 Find Traps holly berries many Illusion/Phantasm 2 Fool’s Gold varies see spell description Wards 2 Frisky Chest dried frog's leg + feather + fish scale many Baravar Cloakshadow 2 Gull h/s + sugar many Charm 2 Hold Person iron many Illusion/Phantasm 2 Hypnotic Pattern glowing incense or phosphorescent crystal rod many Thought 2 Idea gold coin See gear Illusion/Phantasm 2 Improved Phantasmal Force Illusion/Phantasm 2 Invisibility bit of fleece many Guardian 2 Iron Vigil - - Illusion/Phantasm 2 Leomund’s Trap iron pyrite (200gp) 1 Travelers 2 Lighten Load feather + soapy paper many Thought 2 Mind Read - - Illusion/Phantasm 2 Mirror Image - - Illusion/Phantasm 2 Misdirection - - Charm 2 Music of the Spheres 3 x bowls (100gp each) n/c (3) All 2 Mystic Transfer* - - Healing 2 Niilo's Nauseating Nostrum vial coloured water many Protection 2 Resist Acid and Corrosion - - Protection 2 Resist Fire/Resist Cold drop of mercury many All 2 Sanctify/Defile* h/s + dirt from existing temple many Guardian 2 Silence 15’ Radius - - Healing 2 Slow Poison h/s + garlic many Charm 2 Snake Charm - - Combat 2 Spiritual Hammer war hammer 0 Illusion/Phantasm 2 Whispering Wind - - Necromancy 2 Windriver's Constitution - - Protection 2 Withdraw - - Guardian 2 Wyvern Watch h/s n/c Wards 2 Zone of Truth h/s + phoney gem many Creation 3 Continual Light/Continual Darkness - - Sun 3 Continual Light/Continual Darkness - - Guardian 3 Continual Light/Continual Darkness - - Travelers 3 Create Campsite string + wood + water many Creation 3 Create Food & Water - - Healing 3 Cure Blindness or Deafness/Cause Blindness or Deafness - - Healing 3 Cure Disease/Cause Disease - - Divination 3 Detect Spirits copper pendant (20gp) 5 Charm 3 Dictate - - All 3 Dispel Magic - - Wards 3 Efficacious Monster Ward h/s + salt many Thought 3 Emotion Control fleece many Charm 3 Emotion Control fleece many Divination 3 Extradimensional Detection - - Necromantic 3 Feign Death Guardian 3 Glyph of Warding varies see spell description Travelers 3 Helping Hand Healing 3 Hold Poison black silk glove many Illusion/Phantasm 3 Illusionary Script lead ink (300gp) 1 Illusion/Phantasm 3 Invisibility 10’ Radius bit of fleece many Wards 3 Invisibility Purge h/s + silver mirror many Travelers 3 Know Customs - - Protection 3 Line of Protection/Line of Destruction priest's religious standard many Divination 3 Locate Object/Obscure Object lodestone many Illusion/Phantasm 3 Lorloveim’s Creeping Shadow obsidian statuette (1000gp) 0 Protection 3 Magical Vestment h/s + vestment n/c Thought 3 Memory Read linen with gold many Chaos 3 Miscast Magic - - Illusion/Phantasm 3 Paralyzation - - Protection 3 Negative Plane Protection - - Necromantic 3 Negative Plane Protection - - Illusion/Phantasm 3 Phantom Steed - - Illusion/Phantasm 3 Phantom Wind - - Combat 3 Prayer h/s n/c Protection 3 Protection from Evil 10’ Radius/Prot. from Good 10’ Radius powdered silver many Chaos 3 Random Causality bronze dice many All 3 Remove Curse/Bestow Curse - - Protection 3 Remove Paralysis - - Necromantic 3 Remove Paralysis - - Healing 3 Repair Injury - - Necromantic 3 Restore Strength Illusion/Phantasm 3 Shadow Bolt - - Divination 3 Speak with Dead h/s + incense many Necromantic 3 Speak with Dead h/s + incense many Illusion/Phantasm 3 Spectral Force bit of fleece many Illusion/Phantasm 3 Sphere of Eyes eyeball many Wards 3 Squeaking Floor rusty iron hinge many Sun 3 Starshine amaryllis plant + holly berries many Thought 3 Telepathy - - Wards 3 Thief’s Lament h/s + silver key many Combat 3 Unearthly Choir* - - Illusion/Phantasm 3 Wraithform bit of gauze + wisp of smoke many Wards 3 Zone of Sweet Air h/s + silk handkerchief + spider web many Guardian 4 Abjure h/s + h/w + material inimical to the creature See Gear Chaos 4 Chaotic Combat - - Chaos 4 Chaotic Sleep sand + 3 coffee beans many Charm 4 Cloak of Bravery/Cloak of Fear feather many Healing 4 Cure Serious Wounds/Cause Serious Wounds - - Guardian 4 Dimensional Anchor - - Illusion/Phantasm 4 Fear heart of a hen or white feather many Wards 4 Fire Purge h/s + scorched wood many All 4 Focus* various see spell description Healing 4 Fortify* h/s - Charm 4 Free Action leather thing many Thought 4 Genius gem (50gp) 5 Illusion/Phantasm 4 Greater Mirror Image Illusion/Phantasm 4 Hallucinatory Terrain rare dust (400gp) 1 Illusion/Phantasm 4 Illusionary Wall a stone + a twig + a green plant many Charm 4 Imbue with Spell Ability h/s many Illusion/Phantasm 4 Improved Invisibility - - Chaos 4 Inverted Ethics miniature golden balance 5 Thought 4 Mental Domination mesh of fine threads many Illusion/Phantasm 4 Minor Creation tiny piece of matter see spell description Thought 4 Modify Memory - - Healing 4 Neutralize Poison/Poison - - Illusion/Phantasm 4 Phantasmal Killer - - Protection 4 Protection from Misfortune - - Illusion/Phantasm 4 Rainbow Pattern a piece of phosphor many Thought 4 Rapport - - Combat 4 Recitation Illusion/Phantasm 4 Shadow Monsters - - Illusion/Phantasm 4 Shadowshield Illusion/Phantasm 4 Shadow Skeletons piece of bone many Thought 4 Solipsism lotus blossom + fleece many Protection 4 Spell Immunity various See spell description Thought 4 Thought Broadcast small balloon many All 4 Tongues - - Illusion/Phantasm 4 Triple Strike - - All 4 Uplift* h/s + offering (500gp) See spell description Illusion/Phantasm 4 Vacancy black silk (100gp) 2 Wards 4 Weather Stasis h/s + drop of rain many Illusion/Phantasm 5 Advanced Illusion bit of fleece + grains of sand many Protection 5 Antiplant Shell - - All 5 Atonement h/s + incense many Wards 5 Barrier of Retention small cage made of silver wire many Creation 5 Blessed Abundance h/s n/c Chaos 5 Chaotic Commands eelskin many All 5 Commune h/s + h/w + incense see gear Healing 5 Cure Critical Wounds/Cause Critical Wounds - - Illusion/Phantasm 5 Demishadow Monsters - - Guardian 5 Dispel Evil/Dispel Good h/s + h/w see gear Illusion/Phantasm 5 Dream/Nightmare - - Wards 5 Elemental Forbiddance h/s + glass beads many Combat 5 Flame Strike Wards 5 Grounding h/s + coil of silver wire many Protection 5 Impregnable Mind - - Thought 5 Impregnable Mind - - Illusion/Phantasm 5 Major Creation a tiny piece of matter see spell description Baravar Cloakshadow 5 Mantle of Baravar h/s n/c All 5 Meld* chalice (1000gp) 0 Thought 5 Memory Wrack ruby (200gp) 3 Thought 5 Mindshatter small bust of a human head many All 5 Quest h/s n/c Combat 5 Righteous Wrath of the Faithful Illusion/Phantasm 5 Seeming - - Illusion/Phantasm 5 Shadow Door - - Illusion/Phantasm 5 Shadow Hand - - Illusion/Phantasm 5 Shadow Magic - - Wards 5 Shrieking Walls small golden bell + bee's wing many Thought 5 Thoughtwave - - All 5 True Seeing/False Seeing ointment (300 gp) aged 1d6 months 4 Guardian 5 Unceasing Vigilance of the Holy Sentinel crushed sapphire (1000gp) 0 Wards 5 Undead Ward h/s n/c Illusion/Phantasm 5 Zala's Deception - - Protection 6 Antianimal Shell h/s + pepper many Guardian 6 Blade Barrier - - Creation 6 Blade Barrier - - Illusion/Phantasm 6 Circle of Swords - - Charm 6 Command Monster - - Wards 6 Crushing Walls 1-inch iron cube + walnut shell many Illusion/Phantasm 6 Demishadow Magic - - Thought 6 Disbelief - - Wards 6 Dragonbane h/s + dragon scale many Chaos 6 Entropy Shield gem (100gp) exposed to Limbo 9 Illusion/Phantasm 6 Eyebite - - Guardian 6 Forbiddance h/s + incense (1000gp) 0 Thought 6 Group Mind - - Healing 6 Heal/Harm - - Creation 6 Heroes’ Feast h/s + specially fermented honey many Wards 6 Land of Stability h/s + volcanic ash many Illusion/Phantasm 6 Lorloveim’s Shadowy Transformation - - Illusion/Phantasm 6 Mirage Arcana - - Illusion/Phantasm 6 Mislead - - Illusion/Phantasm 6 Permanent Illusion bit of fleece many Illusion/Phantasm 6 Programmed Illusion bit of fleece many Illusion/Phantasm 6 Project Image small replica (doll) of the wizard many Illusion/Phantasm 6 Shades - - Illusion/Phantasm 6 Shadow Gauntlet - - All 6 Speak with Monsters - - Combat 6 Spiritual Wrath* Creation 6 The Great Circle/The Black Circle* - - Illusion/Phantasm 6 Veil - - Combat 6 Word of Recall Protection 7 Antimineral Shell Charm 7 Confusion Charm 7 Exaction All 7 Gate Combat 7 Holy Word/Unholy Word Thought 7 Impervious Sanctity of Mind Protection 7 Impervious Sanctity of Mind Illusion/Phantasm 7 Mass Invisibility Thought 7 Mind Tracker Healing 7 Regenerate Illusion/Phantasm 7 Sequester Illusion/Phantasm 7 Shadow Walk Illusion/Phantasm 7 Shadowcat Illusion/Phantasm 7 Simulacrum Guardian 7 Symbol Wards 7 Tentacle Walls Illusion/Phantasm 7 Trick ball of wax many Chaos 7 Uncontrolled Weather Illusion/Phantasm 8 Prismal's Wormhole See spell Illusion/Phantasm 8 Screen Illusion/Phantasm 9 Mass Blindness Illusion/Phantasm 9 Triple Shift Illusion/Phantasm 9 Weird Abilities
9 STR Hit prob 0 Dmg adj 0 Wt allow 35 Max press 90 Open door 5 Bb/Lg 1% 16 DEX Rctn adj +1 Missile atk adj +1 Def adj -2 16 CON HP adj +2 Sys shock 95% Res sur 96% Pois save 0 Regen - 15 INT #Lang 4 Spell level 7th Lrn spell 65% Spells/level 11 Spell immun 0 7 WIS #Mag def adj -1 Bonus spells - Spell fail 30% Spell immun - 12 CHR Max henchmen 5 Loyalty base 0 Rctn adj 0 Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed Shortbow +2 3 +2/ +2 14 1d6/1d8 3 S P 1 Spear +2 3/2 +2 / +2 14 1d6/1d8 10 20 30 5 M P 4 Flight Arrow (40) 14 1d6/1d6 50 100 150 * S P - Spellbook
Level 1 (4)
Level 2 (2)
Level 3(1)
FireballEquipment
Base AC 3 Defence adjustment -2 Ring of Protection +2 -2 Boots of Speed -2* Calculated AC -3 Base AC 10 Defence adjustment -4 Evasive Armour, Studded Leather +5 -8 Ring of protection +3 5ft - Calculated AC -2
Range: 10 yards/lvl
Save: Neg
AoE: 20ft cube
Duration: Special
Sphere: -
Casting time: 3
Materials: ?
Components: V S
Range: 10 yards/lvl
Save: None
AoE: 10ft wide path
Duration: 1rd/level
Sphere: -
Casting time: 3
Materials: ?
Components: V SD20 Roll Reaction 1-10 Cower and whimper 11-15 Stare into nothingness 16-18 Flee shrieking in a random direction 19-20 Try to kill the closest creature
Range: Special
Save: None
AoE: Creates 1 wormwhole
Duration: Special
Sphere: -
Casting time: 2 hours
Materials: ?
Components: V S MProtection from Misadventure (Protection - Level 3) Damage - Range 25 ft. + 5 ft. / levels Casting Time 6 Duration 1 turn + 1 round / level Save None Area of Effect 1 Creature Components V,S,M Materials ?
Range: 0
Save: None
AoE: The caster
Duration: Special
Sphere: Protection, Chaos
Casting time: 3
Materials: -
Components: VPlayer Character Record
Name Slickwick "The Sleuth" Snoopspook Level Priest 8/Rogue 10 Alignment CG Race Gnome Sex Male Age 100 Ht. 3'1" Wt. 80lb Hair Black Eyes Black Abilities
11 STR Hit prob 0 Dmg adj - Wt allow 40 Max press 115 Open door 6 Bb/Lg 2% 18 DEX Rctn adj +2 Missile atk adj +2 Def adj -4 13 CON HP adj 0 Sys shock 85% Res sur 90% Pois save 0 Regen - 13 INT #Lang 3 Spell level 6th Lrn spell 55% Spells/level 9 Spell immun - 16 WIS #Mag def adj +1 Bonus spells 2 Spell fail 0 Spell immun - 13 CHR Max henchmen 5 Loyalty base 0 Rctn adj +1 Movement
Base rate 6 Light ( ) Mod ( ) Hvy ( ) Svr () Jog (x2) Run (x3) Run (x4) Run (x5) Saving throw
Paralyze/Poison 7 +2 Rod/Staff/Wand 11 Petrify/Polymorph 10 Breath Weapon 13 +2 Spells 12 Armour & Hit Points
Armour Adjusted AC Armour type Hit points Wounds -2 Surprised Elven Chain +1 44 Injury Shieldless Studded leather (-3) Rear Strain 13 Defences Ring of Protection +1 Weapon Combat
Weapon #AT Attack adj/Dmg adj THAC0 Damage (SM/L) Range Weight Size Type Speed Kukri 1 -/- 16 1d4+1 - 1 S P 3 2 x Kukri +2 1 +2/+2 16 1d4+1 - 1 S P 1 Kukri +4 1 +4/+4 16 1d4+1 - 1 S P 0 Hand crossbow 1 -/- 16 -/- 20/40/60 1 S P 5 Hand quarrel - -/- 16 1d3/1d2 1 S P - +2 Arquebus (9) 1 -/- 16 d10+2 20/40/60 1 S P 13 Abilities & Proficiencies/Skills/Languages
Special abilities Weapon Proficiencies Non-Weapon Proficiencies Languages Gnome Kukri Clockwork Creation (DEX/0) Common (S/RW) +4 save (wands & spells) Hand Crossbow Engineering (INT/-3) Gnome (S/RW) 20% magic item failure Two Weapon Fighting Weaponsmithing (INT/-3) Goblin (-/RW) +1 vs kobolds and goblins Arquebus Mining (WIZ/-3) Ancient Thorass (-/RW) +4 ac vs gnolls, bugbears, ogres, trolls, giants, titans Steady Hand (DEX/0) 60ft infravision Neblun Reroll one d20 once a day Mending 1/day Analyse contraption 1/day Rogue Abilities Pick Pockets 60% Open Locks 95% Find/Remove Traps 95% Move Silently 60% (95-100% with Boots of Elvenkind) Hide In Shadows 75% Detect Noise 40% Climb Walls 50% Backstab x4 Gear + Money
Item Location Weight Magical Items Ring of Protection +3 5ft Bag of Animated Caltrop Boots of Elvenkind Potions 1 x Potion of Superior Healing 7 x Potion of Extra Healing (4 on person, 3 in BoH) 0 x Potion of Moderate Healing 0 x Potion of Healing Weapons 2 x Kukri +2 Arquebus +2 Arquebus +4 2 x Stunbolt 3 x Bolts of Slaying Misc Elven chain +1 Money EP 0 GP 15645 SP 0 CP 0 Type Level Name Divination 1 Analyze Balance Numbers 1 Analyze Balance Chaos 1 Battlefate All 1 Bless/Curse Guardian 1 Blessed Watchfulness Numbers 1 Calculate All 1 Combine Charm 1 Command Healing 1 Cure Light Wounds/Cause Light Wounds Divination 1 Detect Evil/Detect Good All 1 Detect Magic Divination 1 Detect Poison Thought 1 Emotion Read Protection 1 Endure Cold/Endure Heat Time 1 Know Age Time 1 Know Time Guardian 1 Light/Darkness Creation 1 Light/Darkness Chaos 1 Mistaken Missive Nebelun 1 Mending All 1 Orison Numbers 1 Personal Reading Protection 1 Protection from Evil/Protection from Good All 1 Purify Food & Drink/Putrefy Food & Drink Charm 1 Remove Fear/Cause Fear Protection 1 Ring of Hands/Ring of Woe* Guardian 1 Sacred Guardian Protection 1 Sanctuary Charm 1 Sanctuary Thought 1 Thought Capture Divination 2 Augury All 2 Chant Chaos 2 Chaos Ward Creation 2 Create Holy Symbol Healing 2 Cure Moderate Wounds/Cause Moderate Wounds Divination 2 Detect Charm/Undetectable Charm Chaos 2 Dissension’s Feast Charm 2 Enthrall Divination 2 Find Traps Time 2 Hesitation Charm 2 Hold Person Thought 2 Idea Guardian 2 Iron Vigil Thought 2 Mind Read Numbers 2 Moment Numbers 2 Music of the Spheres Charm 2 Music of the Spheres All 2 Mystic Transfer* Time 2 Nap Protection 2 Resist Acid and Corrosion Protection 2 Resist Fire/Resist Cold All 2 Sanctify/Defile* Guardian 2 Silence 15’ Radius Healing 2 Slow Poison Charm 2 Snake Charm Protection 2 Withdraw Guardian 2 Wyvern Watch Time 3 Accelerate Healing Nebelun 3 Analyze Contraption Time 3 Choose Future Guardian 3 Continual Light/Continual Darkness Creation 3 Continual Light/Continual Darkness Creation 3 Create Food & Water Healing 3 Cure Blindness or Deafness/Cause Blindness or Deafness Healing 3 Cure Disease/Cause Disease Divination 3 Detect Spirits Charm 3 Dictate All 3 Dispel Magic Charm 3 Emotion Control Thought 3 Emotion Control Numbers 3 Etherealness Divination 3 Extradimensional Detection Numbers 3 Extradimensional Detection Guardian 3 Glyph of Warding Healing 3 Hold Poison Protection 3 Line of Protection/Line of Destruction Divination 3 Locate Object/Obscure Object Protection 3 Magical Vestment Thought 3 Memory Read Chaos 3 Miscast Magic Numbers 3 Moment Reading Protection 3 Negative Plane Protection Protection 3 Protection from Evil 10’ Radius/Prot. from Good 10’ Radius Chaos 3 Random Causality All 3 Remove Curse/Bestow Curse Protection 3 Remove Paralysis Healing 3 Repair Injury Divination 3 Speak with Dead Thought 3 Telepathy Numbers 3 Telethaumaturgy Time 3 Unfailing Premonition Numbers 4 Addition Time 4 Age Plant Time 4 Body Clock Divination 4 Detect Lie/Undetectable Lie Numbers 4 Dimensional Folding Divination 4 Divination All 4 Focus* Thought 4 Genius Thought 4 Mental Domination Thought 4 Modify Memory Nebelun 4 Nebelun's Tool Box (AKA Drawmij's Tool Box) Divination 4 Omniscient Eye Numbers 4 Probability Control Thought 4 Rapport Thought 4 Solipsism Thought 4 Thought Broadcast All 4 Tongues All 4 Uplift* Time 5 Age Object All 5 Atonement Creation 5 Blessed Abundance All 5 Commune Divination 5 Consequence Numbers 5 Consequence Numbers 5 Dimensional Translocation Numbers 5 Extradimensional Manipulation Numbers 5 Extradimensional Pocket Thought 5 Impregnable Mind Divination 5 Magic Font All 5 Meld* Thought 5 Memory Wrack Thought 5 Mindshatter Time 5 Othertime All 5 Quest Time 5 Repeat Action Thought 5 Thoughtwave Time 5 Time Pool All 5 True Seeing/False Seeing Time 6 Age Creature Creation 6 Blade Barrier Thought 6 Disbelief Nebelun 6 Fantastic Machine Divination 6 Find the Path/Lose the Path Thought 6 Group Mind Creation 6 Heroes’ Feast Numbers 6 Physical Mirror Time 6 Reverse Time Numbers 6 Seclusion Time 6 Skip Day All 6 Speak with Monsters Divination 6 Stone Tell Creation 6 The Great Circle/The Black Circle* Time 7 Age Dragon Divination 7 Divine Inspiration All 7 Gate Thought 7 Impervious Sanctity of Mind Thought 7 Mind Tracker Numbers 7 Spacewarp Numbers 7 Timelessness Priest Level Maximum Spell Level 12–14 1st 15–17 2nd 18–20 3rd 21–23 4th 24–26 5th 27–29 6th 30+ 7th
Range: 70ft
Save: None
AoE: 60ft Radius
Duration: 1rd/level
Sphere: -
Casting time: 4
Materials: eyeball
Components: V S M
Range: 80 yds. + 10 yds/lvl
Save: None
AoE: Caster + one individual
Duration: 1turn/level
Sphere: -
Casting time: 7
Materials: Ball of wax
Components: V S M
Range: 50 foot radius
Save: N/A
AoE: Self
Duration: 1 round / 2 levels
Sphere: -
Casting time: 1
Materials: See spell
Components: V S MWeapon Time Cost Dwarf Time Arrowhead 10 / day 1 cp 15/day Battle Axe 10 days 10 sp 7 days Hand Axe 5 days 5 sp 3 days Dagger 5 days 2 sp 3 days Heavy Crossbow 20 days 10 sp 15 days Light Crossbow 15 days 5 sp 12 days Fork, Trident 20 days 10 sp 15 days Spear, Lance 4 days 4 sp 3 days Short Sword 20 days 5 sp 15 days Long Sword 30 days 10 sp 23 days 2-Handed Sword 45 days 2 gp 34 days Spell Level: 2 Sphere: Necromancy Components: V, S, M (a few hairs of a troll) Range: Touch Casting Time: 1 turn Duration: 1 hours/level Saving Throw: None Target: Touched creature
Range: 0
Save: None
AoE: 50 ft radius circle
Duration: 1rd/level
Sphere: -
Casting time: 5 (or 1rd)
Materials: -
Components: V S