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Old School Roleplaying

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For

Gold & Glory


Old School Roleplaying

The Adventurer’s Compendium:
A Comprehensive Guide to Adventuring

F OR G OLD A ND G LORYTM

and
How to Survive
Long Enough to Enjoy It

Created by Justen Brown


Edited by:
Core, Magic & Spells, and Magical Items: Moses Wildermuth
For Gold & GloryTM Bestiary: Moses Wildermuth, Chris Knowles, and Dan Hyland
A DVANCED FANTASY Proofread by:
R OLE P LAYING G AME Core: Warren E. Raper III
2 ND E DITION (v2.0: 8 September 2015)
Magic & Spells: Adam Delvay
Magical Items and General Cleanup: Dan Hyland
Bestiary: Moses Wildermuth and Chris Knowles

This rulebook is OSR Compatible and can be used with any old school RPG or modern clones. It was designed with the
advanced version of the game in mind but with minimal changes can be used with original or classic rules or their clones.
Encounters are listed in the following format:
Orcs (4) – AC 6, Move 9, HD 1, THACO 19, Attack 1 longsword (1d8), Size M, Morale 12, XP 15
Armor Class is given descending values. An unarmored character is AC 10 and chainmail gives AC 5.
5 COMBAT SKILLS 31
COMBAT SKILL POINTS . . . . . . . . . . . . . . . . . . 31
AMBIDEXTERITY . . . . . . . . . . . . . . . . . . . . . . 31
WEAPONRY SKILLS . . . . . . . . . . . . . . . . . . . . 31
COMBAT METHODS . . . . . . . . . . . . . . . . . . . . 32
MELEE WEAPONRY METHODS . . . . . . . . . . 32
RANGED WEAPONRY METHODS . . . . . . . . . 33
Contents UNARMED COMBAT METHODS . . . . . . . . . 33

6 NON-COMBAT SKILLS 35
LEARNING SKILLS . . . . . . . . . . . . . . . . . . . . . 35
OPTIONAL: ADDITIONAL SKILLS . . . . . . . . . 35
BEGINNING TRADE OR KNOWLEDGE . . . . . . 35
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 WHAT DOES A CHARACTER KNOW? . . . . . . 35
Editor’s Foreword . . . . . . . . . . . . . . . . . . . . . . 2 USING SKILLS . . . . . . . . . . . . . . . . . . . . . . . . 35
ABILITY SCORE CHECKS . . . . . . . . . . . . . . 35
0 3 AIDING ANOTHER . . . . . . . . . . . . . . . . . 36
INTRODUCTION TO THE GAME . . . . . . . . . . . . 3 DIFFICULTY MODIFIERS . . . . . . . . . . . . . . 36
WHAT IS A ROLE-PLAYING GAME? . . . . . . . . 3 SKILL DESCRIPTIONS . . . . . . . . . . . . . . . . . . . 36
THE GOLDEN RULE . . . . . . . . . . . . . . . . . 3
A WORD ON METAGAMING . . . . . . . . . . . . 3 7 EQUIPMENT 43
REQUIRED MATERIALS . . . . . . . . . . . . . . . 3 STARTING MONEY . . . . . . . . . . . . . . . . . . . . . 43
CORE MECHANIC . . . . . . . . . . . . . . . . . . 3 STANDARD EQUIPMENT LISTS . . . . . . . . . . . . . 43
A NOTE ABOUT PRONOUNS . . . . . . . . . . . . 3 MUNDANE WEAPONS & ARMOR . . . . . . . . . . . . 47
AN EXAMPLE OF PLAY . . . . . . . . . . . . . . . . . . 3 ENCUMBRANCE . . . . . . . . . . . . . . . . . . . . . . 52
GLOSSARY . . . . . . . . . . . . . . . . . . . . . . . . . . 4 EXAMPLE: CREATING A CHARACTER . . . . . . . . . 54
CHARACTER GENERATION BASICS . . . . . . . . . . 6
8 COMBAT 55
ENCOUNTERS . . . . . . . . . . . . . . . . . . . . . . . 55
1 ABILITY SCORES 7 ENCOUNTER ACTIONS . . . . . . . . . . . . . . . 55
STRENGTH . . . . . . . . . . . . . . . . . . . . . . . . . 7 COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
DEXTERITY . . . . . . . . . . . . . . . . . . . . . . . . . 8 TIME IN COMBAT . . . . . . . . . . . . . . . . . . 55
CONSTITUTION . . . . . . . . . . . . . . . . . . . . . . 8 COMBAT SEQUENCE . . . . . . . . . . . . . . . . 55
INTELLIGENCE . . . . . . . . . . . . . . . . . . . . . . . 9 COMBAT INITIATIVE . . . . . . . . . . . . . . . . 55
WISDOM . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 THE ATTACK ROLL . . . . . . . . . . . . . . . . . 55
CHARISMA . . . . . . . . . . . . . . . . . . . . . . . . . 10 ATTACK MODIFIERS . . . . . . . . . . . . . . . . . 56
MULTIPLE ATTACKS . . . . . . . . . . . . . . . . . 56
2 PLAYER CHARACTER RACES 11 FACING AND SPACE . . . . . . . . . . . . . . . . . 56
ABILITY SCORE REQUIREMENTS . . . . . . . . . . . . 11 WEAPON LENGTH . . . . . . . . . . . . . . . . . . 56
ABILITY SCORE ADJUSTMENTS . . . . . . . . . . . . . 11 CALLED SHOT . . . . . . . . . . . . . . . . . . . . 56
CLASS RESTRICTIONS AND CLASS LEVEL LIMITS . . 11 SPELL CASTING . . . . . . . . . . . . . . . . . . . 56
LANGUAGES . . . . . . . . . . . . . . . . . . . . . . . . 11 TWO WEAPON FIGHTING . . . . . . . . . . . . . 56
DWARVES . . . . . . . . . . . . . . . . . . . . . . . . . . 12 ATTACKS WITH THE NON-DOMINANT HAND 57
ELVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 MOVEMENT IN COMBAT . . . . . . . . . . . . . . 57
GNOMES . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 MOVEMENT AND MELEE ATTACKS . . . . . . . 57
HALF-ELVES . . . . . . . . . . . . . . . . . . . . . . . . . 13 MOVEMENT AND RANGED ATTACKS . . . . . . 57
HALFLINGS . . . . . . . . . . . . . . . . . . . . . . . . . 14 CHARGE . . . . . . . . . . . . . . . . . . . . . . . . 57
HUMANS . . . . . . . . . . . . . . . . . . . . . . . . . . 15 RETREAT . . . . . . . . . . . . . . . . . . . . . . . . 57
HEIGHT, WEIGHT, AND AGE . . . . . . . . . . . . . . 15 NON-LETHAL COMBAT . . . . . . . . . . . . . . . 57
BRAWLING AND WRESTLING . . . . . . . . . . . 57
3 PLAYER CHARACTER CLASSES 17 OVERBEARING . . . . . . . . . . . . . . . . . . . . 58
ABILITY SCORE REQUIREMENTS . . . . . . . . . . . . 17 WEAPONS AND NON-LETHAL COMBAT . . . . 58
CLASS DESCRIPTIONS . . . . . . . . . . . . . . . . . . . 17 TOUCH SPELLS AND COMBAT . . . . . . . . . . 58
WARRIOR . . . . . . . . . . . . . . . . . . . . . . . . . . 17 RANGED ATTACKS . . . . . . . . . . . . . . . . . 58
FIGHTER . . . . . . . . . . . . . . . . . . . . . . . . 18 COVER AND CONCEALMENT . . . . . . . . . . . 58
PALADIN . . . . . . . . . . . . . . . . . . . . . . . 18 FIRING INTO CROWDS . . . . . . . . . . . . . . . 58
RANGER . . . . . . . . . . . . . . . . . . . . . . . . 19 INDIRECT MISSILES . . . . . . . . . . . . . . . . . 59
WIZARD . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 TYPICAL INDIRECT MISSILES . . . . . . . . . . . 59
MAGE . . . . . . . . . . . . . . . . . . . . . . . . . 21 HEAVY OBJECTS AS MISSILE WEAPONS . . . . . 59
SAVING THROWS . . . . . . . . . . . . . . . . . . . . . 59
SPECIALIST MAGE . . . . . . . . . . . . . . . . . . 21 SAVING THROW PRIORITY . . . . . . . . . . . . . 59
PRIEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 CREATURES AND SAVING THROWS . . . . . . . 60
CLERIC . . . . . . . . . . . . . . . . . . . . . . . . . 22 VOLUNTARILY FAILING SAVING THROWS . . . 60
DRUID . . . . . . . . . . . . . . . . . . . . . . . . . 23 ABILITY CHECKS AS SAVING THROWS . . . . . 60
ROGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 MODIFYING SAVING THROWS . . . . . . . . . . 60
THIEF . . . . . . . . . . . . . . . . . . . . . . . . . . 25 MAGIC RESISTANCE . . . . . . . . . . . . . . . . . . . . 60
BARD . . . . . . . . . . . . . . . . . . . . . . . . . . 26 IMMUNITY TO WEAPONS . . . . . . . . . . . . . . . . 61
MULTI-CLASS CHARACTERS . . . . . . . . . . . . . . 27 SPECIAL ATTACKS . . . . . . . . . . . . . . . . . . . . . 61
DUAL-CLASS CHARACTERS . . . . . . . . . . . . . . . 28 TURN UNDEAD . . . . . . . . . . . . . . . . . . . 61
ENERGY DRAIN ON DUAL- AND MULTI-CLASS 28 DOMINATE UNDEAD . . . . . . . . . . . . . . . . 61
CHARMED CREATURES . . . . . . . . . . . . . . . 61
4 ALIGNMENT 29 GAZE ATTACKS . . . . . . . . . . . . . . . . . . . 62
LAW VS. CHAOS . . . . . . . . . . . . . . . . . . . . . . 29 INNATE ABILITIES . . . . . . . . . . . . . . . . . . 62
GOOD VS. EVIL . . . . . . . . . . . . . . . . . . . . . . . 29 BREATH WEAPONS . . . . . . . . . . . . . . . . . 62
THE NINE ALIGNMENTS . . . . . . . . . . . . . . . . . 29 DAMAGING OBJECTS . . . . . . . . . . . . . . . . . . . 62
TRACKING AND CHANGING ALIGNMENT . . . . . 30 ITEM SAVING THROWS . . . . . . . . . . . . . . . 62

v
CONTENTS FOR GOLD & GLORYTM

MORALE . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 12 TREASURE, MAGICAL ITEMS, AND RESEARCH 87


EXAMPLE OF COMBAT . . . . . . . . . . . . . . . . . . 64 MAGICAL ITEMS . . . . . . . . . . . . . . . . . . . . . . 87
ADVANCED COMBAT RULES . . . . . . . . . . . . . . 65
SIEGE DAMAGE . . . . . . . . . . . . . . . . . . . 65 USING MAGICAL ITEMS . . . . . . . . . . . . . . 87
MOUNTED COMBAT . . . . . . . . . . . . . . . . 65 RESEARCHING AND CRAFTING MAGICAL
UNDERWATER COMBAT . . . . . . . . . . . . . . . . . 65 ITEMS . . . . . . . . . . . . . . . . . . . . . 88
INJURY AND DEATH . . . . . . . . . . . . . . . . . . . 66 SCRIBING SCROLLS . . . . . . . . . . . . . . . . . 88
SPECIAL CONDITIONS . . . . . . . . . . . . . . . . . . 66 BREWING POTIONS . . . . . . . . . . . . . . . . . 89
POISON . . . . . . . . . . . . . . . . . . . . . . . . 67
DEATH . . . . . . . . . . . . . . . . . . . . . . . . . 67 CRAFTING MAGICAL ITEMS . . . . . . . . . . . . 89
DEATH FROM POISON . . . . . . . . . . . . . . . 67 RECHARGING MAGICAL ITEMS . . . . . . . . . 90
DEATH THROUGH MASSIVE DAMAGE . . . . . 67 DESTROYING MAGICAL ITEMS . . . . . . . . . . 90
RAISING THE DEAD . . . . . . . . . . . . . . . . . 67
HEALING . . . . . . . . . . . . . . . . . . . . . . . . . . 67
NATURAL HEALING . . . . . . . . . . . . . . . . 67 13 HIRELINGS AND HENCHMEN 91
MAGICAL HEALING . . . . . . . . . . . . . . . . . 68 HIRELINGS . . . . . . . . . . . . . . . . . . . . . . . . . 91
DISEASES . . . . . . . . . . . . . . . . . . . . . . . . . . 68 0-LEVEL CHARACTERS . . . . . . . . . . . . . . . 91
LYCANTHROPY . . . . . . . . . . . . . . . . . . . 69 EXPERT HIRELINGS . . . . . . . . . . . . . . . . . . . . 91
9 ADVENTURING AND EXPLORATION 71 ASSASSINS . . . . . . . . . . . . . . . . . . . . . . . 91
TIME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 SPIES . . . . . . . . . . . . . . . . . . . . . . . . . . 92
MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . 71 SAGES . . . . . . . . . . . . . . . . . . . . . . . . . 92
OVERLAND MOVEMENT . . . . . . . . . . . . . . 71 HANDLING SAGES . . . . . . . . . . . . . . . . . 92
MOUNTED TRAVEL . . . . . . . . . . . . . . . . . 71
TERRAIN AND VEHICLES . . . . . . . . . . . . . 71 SOLDIERS . . . . . . . . . . . . . . . . . . . . . . . 92
TERRAIN AND OVERLAND MOVEMENT . . . . 71 HIRING HIRELINGS . . . . . . . . . . . . . . . . . 93
ROADS AND TRAILS . . . . . . . . . . . . . . . . . 72 WEEKLY WAGE . . . . . . . . . . . . . . . . . . . . 93
OBSTACLES AND HINDRANCES . . . . . . . . . 72 HENCHMEN . . . . . . . . . . . . . . . . . . . . . . . . 94
WATER TRAVEL . . . . . . . . . . . . . . . . . . . . . . . 72
RIVER . . . . . . . . . . . . . . . . . . . . . . . . . . 72 HIRING SPELL CASTERS . . . . . . . . . . . . . . . . . 94
OCEAN VOYAGE . . . . . . . . . . . . . . . . . . . 73 MORALE . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
WEATHER CONDITIONS . . . . . . . . . . . . . . 73
AERIAL MOVEMENT . . . . . . . . . . . . . . . . . . . 73 A MAGIC OVERVIEW AND SPELLS 95
Aerial Combat . . . . . . . . . . . . . . . . . . . . . 73
BECOMING LOST . . . . . . . . . . . . . . . . . . . . . . 75 WIZARD SPELLS . . . . . . . . . . . . . . . . . . . . . . 95
LOST . . . . . . . . . . . . . . . . . . . . . . . . . . 75 SCHOOLS OF MAGIC . . . . . . . . . . . . . . . . 95
HOPELESSLY LOST . . . . . . . . . . . . . . . . . . 75 ILLUSIONS . . . . . . . . . . . . . . . . . . . . . . . 95
SWIMMING . . . . . . . . . . . . . . . . . . . . . . . . . 76 PRIEST SPELLS . . . . . . . . . . . . . . . . . . . . . . . 96
HOLDING A CHARACTER’S BREATH . . . . . . 76
VISION UNDERWATER . . . . . . . . . . . . . . . 76 RESEARCHING SPELLS . . . . . . . . . . . . . . . . . . 96
CLIMBING . . . . . . . . . . . . . . . . . . . . . . . . . . 76 CASTING SPELLS . . . . . . . . . . . . . . . . . . . . . . 96
CLIMB SPEED . . . . . . . . . . . . . . . . . . . . . 77 WIZARD SPELLS BY LEVEL . . . . . . . . . . . . . . . . 96
CLIMBING TOOLS . . . . . . . . . . . . . . . . . . 77 PRIEST SPELLS BY LEVEL . . . . . . . . . . . . . . . . . 99
RAPPEL . . . . . . . . . . . . . . . . . . . . . . . . 77
VISION AND LIGHT . . . . . . . . . . . . . . . . . . . . 77 SPELL DESCRIPTIONS . . . . . . . . . . . . . . . . . . . 100
LIGHT . . . . . . . . . . . . . . . . . . . . . . . . . 77 ALPHABETICAL SPELL LIST . . . . . . . . . . . . . . . 101
INFRAVISION . . . . . . . . . . . . . . . . . . . . . 78 A. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
DARKNESS . . . . . . . . . . . . . . . . . . . . . . 78
USING A MIRROR . . . . . . . . . . . . . . . . . . 78 B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
HEARING . . . . . . . . . . . . . . . . . . . . . . . . . . 78 C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
DOORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 D. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
SECRET AND CONCEALED DOORS . . . . . . . 78 E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
INVISIBILITY . . . . . . . . . . . . . . . . . . . . . . . . 78
PLANES OF EXISTENCE . . . . . . . . . . . . . . . . . . 78 F . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
DIMENSIONAL SPACE . . . . . . . . . . . . . . . . . . 79 G. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
H . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
10 ENCOUNTERS 81 I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
PLANNED ENCOUNTERS . . . . . . . . . . . . . . . . 81
COMBINING KEYS AND TRIGGERS . . . . . . . . 81 J . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
RANDOM ENCOUNTERS . . . . . . . . . . . . . . . . . 81 K. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
2–20 TABLE . . . . . . . . . . . . . . . . . . . . . . 82 L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
PERCENTILE TABLE . . . . . . . . . . . . . . . . . 82 M . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
DUNGEON ENCOUNTERS . . . . . . . . . . . . . . . . 82
DUNGEON TRAPS AND TRICKS . . . . . . . . . . 82 N . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
WILDERNESS ENCOUNTERS . . . . . . . . . . . . . . . 83 O . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
SPECIAL ENCOUNTER TABLES . . . . . . . . . . . . . 83 P . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
ENCOUNTER CHECKS . . . . . . . . . . . . . . . . . . 83 Q . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
ENCOUNTER SIZE . . . . . . . . . . . . . . . . . . 83
SURPRISE . . . . . . . . . . . . . . . . . . . . . . . . . . 83 R. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
THE SURPRISE ROUND . . . . . . . . . . . . . . . 83 S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
ENCOUNTER DISTANCE . . . . . . . . . . . . . . . . . 84 T . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
ENCOUNTER REACTION . . . . . . . . . . . . . . 84 U. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
11 EXPERIENCE 85 V. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
STORY RELATED EXPERIENCE . . . . . . . . . . 85 W . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199

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FOR GOLD & GLORYTM CONTENTS

B TREASURE LISTS AND DESCRIPTIONS 209 HUMAN . . . . . . . . . . . . . . . . . . . . . . . . 328


COINS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210 HYDRA . . . . . . . . . . . . . . . . . . . . . . . . . 328
GEMSTONES . . . . . . . . . . . . . . . . . . . . . . . . 210 INVISIBLE STALKER . . . . . . . . . . . . . . . . . 329
OBJECTS OF ART . . . . . . . . . . . . . . . . . . . . . . 210
OTHER TREASURE . . . . . . . . . . . . . . . . . . . . . 211 KOBOLD . . . . . . . . . . . . . . . . . . . . . . . . 329
MAGICAL ITEMS . . . . . . . . . . . . . . . . . . . . . . 212 LEPRECHAUN . . . . . . . . . . . . . . . . . . . . 330
MAGICAL ITEM TABLES . . . . . . . . . . . . . . 212 LICH . . . . . . . . . . . . . . . . . . . . . . . . . . 330
POTIONS & OILS . . . . . . . . . . . . . . . . . . . . . . 212 LIZARD . . . . . . . . . . . . . . . . . . . . . . . . . 331
POTION DESCRIPTIONS . . . . . . . . . . . . . . 213
SCROLLS . . . . . . . . . . . . . . . . . . . . . . . . . . . 218 LIZARDMAN . . . . . . . . . . . . . . . . . . . . . 331
MAP SCROLLS . . . . . . . . . . . . . . . . . . . . 218 LYCANTHROPE . . . . . . . . . . . . . . . . . . . . 332
SPELL SCROLLS . . . . . . . . . . . . . . . . . . . . 220 MANTICORE . . . . . . . . . . . . . . . . . . . . . 333
PROTECTION SCROLLS . . . . . . . . . . . . . . . 221 MEDUSA . . . . . . . . . . . . . . . . . . . . . . . . 334
PROTECTION SCROLL DESCRIPTIONS . . . . . . 221 MINOTAUR . . . . . . . . . . . . . . . . . . . . . . 334
CURSED SCROLLS . . . . . . . . . . . . . . . . . . 222
MAGICAL RINGS . . . . . . . . . . . . . . . . . . . . . . 223 MONGRELMAN . . . . . . . . . . . . . . . . . . . 335
MAGICAL RING DESCRIPTIONS . . . . . . . . . 224 MUDMAN . . . . . . . . . . . . . . . . . . . . . . . 335
MAGICAL RODS . . . . . . . . . . . . . . . . . . . . . . 229 MUMMY . . . . . . . . . . . . . . . . . . . . . . . . 336
MAGICAL ROD DESCRIPTIONS . . . . . . . . . . 230 NIGHT HAG . . . . . . . . . . . . . . . . . . . . . . 336
MAGICAL STAVES . . . . . . . . . . . . . . . . . . . . . 233
MAGICAL STAFF DESCRIPTIONS . . . . . . . . . 233 NIXIE . . . . . . . . . . . . . . . . . . . . . . . . . . 337
WANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236 NYMPH . . . . . . . . . . . . . . . . . . . . . . . . 337
MAGICAL WAND DESCRIPTIONS . . . . . . . . . 237 OGRE . . . . . . . . . . . . . . . . . . . . . . . . . . 338
MISCELLANEOUS MAGICAL ITEMS . . . . . . . . . . 243 OOZE . . . . . . . . . . . . . . . . . . . . . . . . . . 339
MAGICAL BOOKS & TOMES . . . . . . . . . . . . 243 ORC . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
JEWELS & JEWELRY . . . . . . . . . . . . . . . . . 246
CLOAKS & ROBES . . . . . . . . . . . . . . . . . . 251 OTYUGH . . . . . . . . . . . . . . . . . . . . . . . . 341
BOOTS & GLOVES . . . . . . . . . . . . . . . . . . 254 OWLBEAR . . . . . . . . . . . . . . . . . . . . . . . 342
GIRDLES & HELMS . . . . . . . . . . . . . . . . . . 257 PHASE SPIDER . . . . . . . . . . . . . . . . . . . . 342
BAGS & BOTTLES . . . . . . . . . . . . . . . . . . . 259 PIXIE . . . . . . . . . . . . . . . . . . . . . . . . . . 342
CANDLES, DUSTS & STONES . . . . . . . . . . . . 264
HOUSEHOLD ITEMS & TOOLS . . . . . . . . . . . 268 RAKSHASA . . . . . . . . . . . . . . . . . . . . . . 343
MUSICAL INSTRUMENTS . . . . . . . . . . . . . . 271 REMORHAZ . . . . . . . . . . . . . . . . . . . . . . 343
ODD CURIOS . . . . . . . . . . . . . . . . . . . . . 275 SALAMANDER . . . . . . . . . . . . . . . . . . . . 344
MAGICAL ARMOR & SHIELDS . . . . . . . . . . . . . . 284 SATYR . . . . . . . . . . . . . . . . . . . . . . . . . 344
SPECIAL ARMOR DESCRIPTIONS . . . . . . . . . 285 SHADOW . . . . . . . . . . . . . . . . . . . . . . . 345
MAGICAL WEAPONS . . . . . . . . . . . . . . . . . . . 286
SPECIAL WEAPON DESCRIPTIONS . . . . . . . . 287 SKELETON . . . . . . . . . . . . . . . . . . . . . . . 346
INTELLIGENT MAGICAL WEAPONS . . . . . . . 293 SPECTER . . . . . . . . . . . . . . . . . . . . . . . . 346
ARTIFACTS & RELICS . . . . . . . . . . . . . . . . . . . 295 SPRITE . . . . . . . . . . . . . . . . . . . . . . . . . 347
TARRASQUE . . . . . . . . . . . . . . . . . . . . . 347
C BESTIARY 297
CREATURE DESCRIPTIONS . . . . . . . . . . . . . . . . 297 TITAN . . . . . . . . . . . . . . . . . . . . . . . . . 348
ALPHABETICAL BESTIARY . . . . . . . . . . . . . . . . 298 TREANT . . . . . . . . . . . . . . . . . . . . . . . . 348
AERIAL SERVANT . . . . . . . . . . . . . . . . . . 298 TRITON . . . . . . . . . . . . . . . . . . . . . . . . . 349
ANIMAL . . . . . . . . . . . . . . . . . . . . . . . . 299 TROLL . . . . . . . . . . . . . . . . . . . . . . . . . 349
ANIMAL, MONSTROUS . . . . . . . . . . . . . . . 301 TUNNEL LURK . . . . . . . . . . . . . . . . . . . . 350
BASILISK . . . . . . . . . . . . . . . . . . . . . . . . 302
BEHIR . . . . . . . . . . . . . . . . . . . . . . . . . . 303 UNICORN . . . . . . . . . . . . . . . . . . . . . . . 351
BROWNIE . . . . . . . . . . . . . . . . . . . . . . . 303 VAMPIRE . . . . . . . . . . . . . . . . . . . . . . . . 351
BUGBEAR . . . . . . . . . . . . . . . . . . . . . . . 304 WATER SERPENT . . . . . . . . . . . . . . . . . . . 352
CENTAUR . . . . . . . . . . . . . . . . . . . . . . . 304 WIGHT . . . . . . . . . . . . . . . . . . . . . . . . . 352
CHIMERA . . . . . . . . . . . . . . . . . . . . . . . 305
COCKATRICE . . . . . . . . . . . . . . . . . . . . . 305 WILL O’ WISP . . . . . . . . . . . . . . . . . . . . . 353
CORPSE RAVAGER . . . . . . . . . . . . . . . . . . 306 WINTER WOLF . . . . . . . . . . . . . . . . . . . . 353
COUATL . . . . . . . . . . . . . . . . . . . . . . . . 306 WOLFWERE . . . . . . . . . . . . . . . . . . . . . . 354
DEMON . . . . . . . . . . . . . . . . . . . . . . . . 306 WORG . . . . . . . . . . . . . . . . . . . . . . . . . 354
DEVIL . . . . . . . . . . . . . . . . . . . . . . . . . . 307 WRAITH . . . . . . . . . . . . . . . . . . . . . . . . 354
DRAGON . . . . . . . . . . . . . . . . . . . . . . . . 308
DRYAD . . . . . . . . . . . . . . . . . . . . . . . . . 315 WYVERN . . . . . . . . . . . . . . . . . . . . . . . . 355
DWARF . . . . . . . . . . . . . . . . . . . . . . . . . 315 XORN . . . . . . . . . . . . . . . . . . . . . . . . . . 355
ELEMENTAL . . . . . . . . . . . . . . . . . . . . . 316 YETI . . . . . . . . . . . . . . . . . . . . . . . . . . . 356
ELF . . . . . . . . . . . . . . . . . . . . . . . . . . . 317 ZOMBIE . . . . . . . . . . . . . . . . . . . . . . . . 356
ETTIN . . . . . . . . . . . . . . . . . . . . . . . . . . 318
GAZER . . . . . . . . . . . . . . . . . . . . . . . . . 318
GENIE . . . . . . . . . . . . . . . . . . . . . . . . . 319 D LEGAL 365
GHOUL . . . . . . . . . . . . . . . . . . . . . . . . . 320 Publishing Your Own Works for For Gold & GloryTM . . . 365
GIANT . . . . . . . . . . . . . . . . . . . . . . . . . 320
GNOLL . . . . . . . . . . . . . . . . . . . . . . . . . 323 For Gold & GloryTM Compatibility-Statement License (CSL)365
GNOME . . . . . . . . . . . . . . . . . . . . . . . . 323 Open Game Content . . . . . . . . . . . . . . . . . . . . . 365
GOBLIN . . . . . . . . . . . . . . . . . . . . . . . . 324 OPEN GAME LICENSE Version 1.0a . . . . . . . . . . . 365
GOLEM . . . . . . . . . . . . . . . . . . . . . . . . . 324 Creative Commons Attribution-ShareAlike 4.0 Interna-
GRIFFON . . . . . . . . . . . . . . . . . . . . . . . . 326 tional . . . . . . . . . . . . . . . . . . . . . . . . . . 366
HALFLING . . . . . . . . . . . . . . . . . . . . . . . 326
HARPY . . . . . . . . . . . . . . . . . . . . . . . . . 327 Creative Commons Attribution 3.0 Unported . . . . . . . 366
HOBGOBLIN . . . . . . . . . . . . . . . . . . . . . 327 Public Domain . . . . . . . . . . . . . . . . . . . . . . . . 366

vii
7.13 Tack and Harness . . . . . . . . . . . . . . . . . . . 46
7.14 Barding for Unusual Mounts and Creatures . . . . 47
7.15 Transport . . . . . . . . . . . . . . . . . . . . . . . . 47
7.16 Melee Weapons . . . . . . . . . . . . . . . . . . . . 49
7.17 Hurled Weapons . . . . . . . . . . . . . . . . . . . . 50
7.18 Ranged Weapons . . . . . . . . . . . . . . . . . . . 50
7.19 Ammunition . . . . . . . . . . . . . . . . . . . . . . 50
List of Tables 7.20
7.21
Armor . . . . . . . . . . . . . . . . . . . . . .
Shields . . . . . . . . . . . . . . . . . . . . .
.
.
.
.
.
.
.
.
51
51
7.22 Helmets . . . . . . . . . . . . . . . . . . . . . . . . . 51
7.23 Armor for Smaller and Larger Humanoids . . . . . 51
7.24 Encumbrance for Man-sized Bipeds . . . . . . . . . 53
7.25 Encumbrance for Domestic Animals . . . . . . . . . 53
1.1 Strength . . . . . . . . . . . . . . . . . . . . . . . . . 7
1.2 Dexterity . . . . . . . . . . . . . . . . . . . . . . . . 8 8.1 Initiative Modifiers . . . . . . . . . . . . . . . . . . 55
1.3 Constitution . . . . . . . . . . . . . . . . . . . . . . 8 8.2 Attack Roll Modifiers . . . . . . . . . . . . . . . . . 56
1.4 Intelligence . . . . . . . . . . . . . . . . . . . . . . . 9 8.3 Brawling and Wrestling . . . . . . . . . . . . . . . . 57
1.5 Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . 10 8.4 Armor Modifiers for Wrestling . . . . . . . . . . . . 58
1.6 Charisma . . . . . . . . . . . . . . . . . . . . . . . . 10 8.5 Cover/Concealment Modifiers . . . . . . . . . . . . 58
8.6 Indirect Missile Effects . . . . . . . . . . . . . . . . 59
2.1 Demi-human Ability Score Requirements . . . . . . 11 8.7 Monster Hit Dice Overcoming Immunity . . . . . . 61
2.2 Racial Ability Score Adjustments . . . . . . . . . . 11 8.8 Turn Undead . . . . . . . . . . . . . . . . . . . . . . 61
2.3 Racial Class Restriction . . . . . . . . . . . . . . . . 11 8.9 Damaging Objects . . . . . . . . . . . . . . . . . . . 62
2.4 Player Character Languages . . . . . . . . . . . . . 11 8.10 Item Saving Throws . . . . . . . . . . . . . . . . . . 62
2.5 Height and Weight . . . . . . . . . . . . . . . . . . . 15 8.11 Base Morale Ratings . . . . . . . . . . . . . . . . . . 63
2.6 Age . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 8.12 Morale Modifiers . . . . . . . . . . . . . . . . . . . 63
8.13 Structural Saving Throws . . . . . . . . . . . . . . . 65
3.1 Class Ability Score Requirements . . . . . . . . . . 17 8.14 Mounted Missile Fire . . . . . . . . . . . . . . . . . 65
3.2 Warrior Advancement . . . . . . . . . . . . . . . . . 17 8.15 Insanity . . . . . . . . . . . . . . . . . . . . . . . . . 66
3.3 Warrior Attacks per Round . . . . . . . . . . . . . . 17 8.16 Poison Strength . . . . . . . . . . . . . . . . . . . . 67
3.4 Warrior Saving Throws . . . . . . . . . . . . . . . . 17 8.17 Diseases . . . . . . . . . . . . . . . . . . . . . . . . . 68
8.18 Modified Recovery Times . . . . . . . . . . . . . . . 68
3.5 Priest Spells per Level . . . . . . . . . . . . . . . . . 18
3.6 Ranger Tracking Modifiers . . . . . . . . . . . . . . 19
9.1 Terrain Costs for Overland Movement . . . . . . . 72
3.7 Ranger Abilities . . . . . . . . . . . . . . . . . . . . 19 9.2 Obstacles and Hindrances . . . . . . . . . . . . . . 72
3.8 Wizard Advancement . . . . . . . . . . . . . . . . . 20 9.3 Boat Movement . . . . . . . . . . . . . . . . . . . . 72
3.9 Wizard Saving Throws . . . . . . . . . . . . . . . . 20 9.4 Ship Movement . . . . . . . . . . . . . . . . . . . . 73
3.10 Specialist Wizard Restrictions . . . . . . . . . . . . 21 9.5 Weather Movement Modifiers for Ships . . . . . . . 73
3.11 Priest Advancement . . . . . . . . . . . . . . . . . . 22 9.6 Random Wind . . . . . . . . . . . . . . . . . . . . . 73
3.12 Priest Saving Throws . . . . . . . . . . . . . . . . . 22 9.7 Aerial Movement Modifiers . . . . . . . . . . . . . 73
3.13 Rogue Advancement . . . . . . . . . . . . . . . . . 24 9.8 Speed Classes . . . . . . . . . . . . . . . . . . . . . 74
3.14 Rogue Saving Throws . . . . . . . . . . . . . . . . . 24 9.9 Maneuver Classes . . . . . . . . . . . . . . . . . . . 74
3.15 Thieving Skill Base Scores . . . . . . . . . . . . . . . 25 9.10 Chance of Becoming Hopelessly Lost . . . . . . . . 75
3.16 Thieving Skill Racial Modifiers . . . . . . . . . . . . 25 9.11 Lost Modifiers . . . . . . . . . . . . . . . . . . . . . 75
3.17 Thieving Skill Dexterity Modifiers . . . . . . . . . . 25 9.12 Climbing Modifiers . . . . . . . . . . . . . . . . . . 76
3.18 Thieving Skill Armor Modifiers . . . . . . . . . . . 25 9.13 Climbing Speed Modifiers . . . . . . . . . . . . . . 77
3.19 Backstab Damage Multipliers . . . . . . . . . . . . 26 9.14 Visibility Ranges (In Yards) . . . . . . . . . . . . . . 77
3.20 Bardic Skill Base Scores . . . . . . . . . . . . . . . . 27 9.15 Light Sources . . . . . . . . . . . . . . . . . . . . . . 77
3.21 Bard Spell Progression . . . . . . . . . . . . . . . . 27 9.16 Chance to Hear by Race . . . . . . . . . . . . . . . . 78

5.1 Skill Points by Class . . . . . . . . . . . . . . . . . . 31 10.1 Encounter Frequency . . . . . . . . . . . . . . . . . 81


5.2 Weaponry Groups . . . . . . . . . . . . . . . . . . . 31 10.2 2–20 Table . . . . . . . . . . . . . . . . . . . . . . . . 82
5.3 Fighter Weaponry Specialization . . . . . . . . . . . 32 10.3 Example Percentile Table . . . . . . . . . . . . . . . 82
10.4 Creature Level . . . . . . . . . . . . . . . . . . . . . 82
6.1 Skill Points by Class . . . . . . . . . . . . . . . . . . 35 10.5 Sample Dungeon Level 3 . . . . . . . . . . . . . . . 82
6.2 Knowledge Skills . . . . . . . . . . . . . . . . . . . 38 10.6 Terrain Encounter Checks . . . . . . . . . . . . . . . 83
6.3 Perform Skills . . . . . . . . . . . . . . . . . . . . . 39 10.7 Surprise Modifiers . . . . . . . . . . . . . . . . . . . 84
6.4 Trade Skills . . . . . . . . . . . . . . . . . . . . . . . 40 10.8 Encounter Distance . . . . . . . . . . . . . . . . . . 84
10.9 Encounter Reactions . . . . . . . . . . . . . . . . . . 84
7.1 Exchange Rates . . . . . . . . . . . . . . . . . . . . 43
7.2 PC Starting Money . . . . . . . . . . . . . . . . . . 43 11.1 Creature Experience Awards . . . . . . . . . . . . . 85
7.3 Carrying Capacity . . . . . . . . . . . . . . . . . . . 43 11.2 Hit Dice Value Modifiers . . . . . . . . . . . . . . . 85
7.4 Clothing . . . . . . . . . . . . . . . . . . . . . . . . 44
7.5 Miscellaneous Equipment . . . . . . . . . . . . . . 44 13.1 0-Level Character Hit Points . . . . . . . . . . . . . 91
13.2 0-Level Character Saving Throws . . . . . . . . . . 91
7.6 Lock Quality Modifiers . . . . . . . . . . . . . . . . 45
7.7 Provisions . . . . . . . . . . . . . . . . . . . . . . . 45 13.3 Sage Knowledge . . . . . . . . . . . . . . . . . . . . 92
7.8 Provisions . . . . . . . . . . . . . . . . . . . . . . . 45 13.4 Sage Proficiency Modifiers . . . . . . . . . . . . . . 92
7.9 Living Conditions . . . . . . . . . . . . . . . . . . . 45 13.5 Research Time . . . . . . . . . . . . . . . . . . . . . 92
7.10 Services . . . . . . . . . . . . . . . . . . . . . . . . . 45 13.6 Military Occupations . . . . . . . . . . . . . . . . . 93
7.11 Animals . . . . . . . . . . . . . . . . . . . . . . . . . 46 13.7 Common Wages . . . . . . . . . . . . . . . . . . . . 93
7.12 Horse Quality . . . . . . . . . . . . . . . . . . . . . 46 13.8 Spell Caster Services . . . . . . . . . . . . . . . . . . 94

ix
LIST OF TABLES FOR GOLD & GLORYTM

13.9 Permanent Morale Modifiers . . . . . . . . . . . . . 94 B.22 Spell Failure . . . . . . . . . . . . . . . . . . . . . . 221


B.23 Rings (1d6) . . . . . . . . . . . . . . . . . . . . . . . 223
A.1 Wizard Spells By Level and School . . . . . . . . . 96 B.24 Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
A.2 Priest Spells By Level and Sphere . . . . . . . . . . 99 B.25 Staves . . . . . . . . . . . . . . . . . . . . . . . . . . 233
A.3 Reincarnate: Wizard’s Table . . . . . . . . . . . . . 175 B.26 Wands . . . . . . . . . . . . . . . . . . . . . . . . . . 237
A.4 Reincarnate: Priest’s Table . . . . . . . . . . . . . . 175 B.33 Books and Tomes . . . . . . . . . . . . . . . . . . . 243
A.5 Humanoid Minimum/Maximum Ability Scores . . 175 B.34 Jewelry & Jewels (1d6) . . . . . . . . . . . . . . . . 246
A.6 Humanoid Class Level Limits . . . . . . . . . . . . 176 B.35 Cloaks and Robes . . . . . . . . . . . . . . . . . . . 251
A.7 Humanoid Thief Ability Adjustments . . . . . . . . 176 B.36 Boots and Gloves . . . . . . . . . . . . . . . . . . . 255
A.8 Humanoid Height and Weight . . . . . . . . . . . . 176 B.37 Girdles and Helms . . . . . . . . . . . . . . . . . . . 257
A.9 Humanoid Age . . . . . . . . . . . . . . . . . . . . 177 B.38 Bags and Bottles . . . . . . . . . . . . . . . . . . . . 260
B.40 Candles, Dusts, and Stones . . . . . . . . . . . . . . 264
B.1 Treasure Type . . . . . . . . . . . . . . . . . . . . . 209 B.41 Household Items and Tools . . . . . . . . . . . . . . 269
B.2 Random Gemstones . . . . . . . . . . . . . . . . . . 210 B.42 Musical Instruments . . . . . . . . . . . . . . . . . . 272
B.3 Gem Value Variation . . . . . . . . . . . . . . . . . 210 B.43 Odd Curios (1d6) . . . . . . . . . . . . . . . . . . . 275
B.4 Objects of Art . . . . . . . . . . . . . . . . . . . . . . 210 B.44 Armor Type . . . . . . . . . . . . . . . . . . . . . . 285
B.5 Objects of Art Value Variation . . . . . . . . . . . . 211 B.45 Enchantment Modifier . . . . . . . . . . . . . . . . 285
B.6 Furs and Fancy Clothes . . . . . . . . . . . . . . . . 211 B.46 Special Armors . . . . . . . . . . . . . . . . . . . . . 285
B.7 Commodities . . . . . . . . . . . . . . . . . . . . . . 211 B.47 Weapon Type (1d6) . . . . . . . . . . . . . . . . . . 286
B.8 Jewelry and Trinkets . . . . . . . . . . . . . . . . . . 211 B.48 Enchantment Modifier . . . . . . . . . . . . . . . . 287
B.9 Magical Items . . . . . . . . . . . . . . . . . . . . . 212 B.49 Special Weapon (1d10) . . . . . . . . . . . . . . . . 287
B.10 Potion Incompatibility . . . . . . . . . . . . . . . . 213 B.50 Weapon Intelligence . . . . . . . . . . . . . . . . . . 293
B.11 Potions (1d6) . . . . . . . . . . . . . . . . . . . . . . 213 B.51 Bonus Languages . . . . . . . . . . . . . . . . . . . 293
B.12 Scrolls (1d6) . . . . . . . . . . . . . . . . . . . . . . 218 B.52 Weapon Alignment . . . . . . . . . . . . . . . . . . 293
B.13 Map Table . . . . . . . . . . . . . . . . . . . . . . . 219 B.53 Detection Powers . . . . . . . . . . . . . . . . . . . 293
B.14 Map Distance Table . . . . . . . . . . . . . . . . . . 219 B.54 Extraordinary Powers . . . . . . . . . . . . . . . . . 294
B.15 Map Location Table . . . . . . . . . . . . . . . . . . 219 B.55 Special Purpose . . . . . . . . . . . . . . . . . . . . 294
B.16 Monetary Hoard Table . . . . . . . . . . . . . . . . 219 B.56 Dedicated Powers . . . . . . . . . . . . . . . . . . . 294
B.17 Magic Hoard Table . . . . . . . . . . . . . . . . . . 219 B.57 Weapon Ego Points . . . . . . . . . . . . . . . . . . 295
B.18 Combined Hoard Table . . . . . . . . . . . . . . . . 220
B.19 Treasure Container Table . . . . . . . . . . . . . . . 220 C.1 Creature THACO . . . . . . . . . . . . . . . . . . . 298
B.20 Treasure Traps . . . . . . . . . . . . . . . . . . . . . 220 C.2 Dragon Age Categories and Modifiers . . . . . . . 309
B.21 Treasure Hiding . . . . . . . . . . . . . . . . . . . . 220 C.3 Dragon Fear . . . . . . . . . . . . . . . . . . . . . . 309

x
Foreword
I was introduced to role-playing through video games. Early PC titles like Ultima, Wizardry, and Might & Magic brought me into
fantastical worlds where monsters lurked in every wire frame dungeon waiting to kill your faceless avatars who sought fantastic,
randomly generated treasure. I made my own maps, poorly scribbled on graph paper, complete with locations of traps, merchants,
and ambushes. I named my characters after friends and family – their victories and failures felt like my own. With every death or
secret trove discovered, I felt like I had accomplished something. No play session, whether five minutes or five hours, went without
its pleasant (or not) surprises.
Unwittingly I was being prepared for a richer and more in depth experience that transcended the digital world. I remember
checking out the 2nd Edition Advanced rules at my local library. I knew a little about the license from video games but nothing could
prepare me for the wealth of opportunities within those books.
Cracking open the original 1989 player’s guide, the first illustration you’re drawn to is a full-page oil painting by Larry Elmore.
Entitled “Dragon slayers, and proud of it!” the painting depicts five adventurers triumphantly posing before the body of a very
young green dragon dangling from a tree as a fisherman would present his prized catch. A small wooden box at their feet held gold
coins, a few glittering gems poking out here and there. The adventurers weren’t wearing ridiculously exaggerated armor, bikini-mail
with bare midriffs and massive cleavage, or wielding fifty-foot long paper-thin swords. Our heroes were a lightly armored elf archer,
a cleric with a hammer and a holy symbol etched on his belt buckle, a massive bearded warrior with rusty chain mail, a smaller raven
haired female warrior, and a mysterious looking magic user cloaked in red.
To me, this picture is how I imagine the quintessential adventurers. These allies had braved some distant lair, defeated a mighty
monster (as even newborn dragons are not to be trifled with), collected a modest treasure, and escaped with treasure (and a few
scars) that tell entire stories. These heroes were the invisible men and women I created in my fantasy video games. I knew that I held
in my hand a gateway into majestic worlds yet to be told and I quickly met many people whose vision we all shared. These dragon
slayers have made a hobbyist out of me and I’m proud of it.
Justen Brown

1
Editor’s Foreword
“Wow!” That’s the sound that I make every time I think about the last year and a half that I labored on this massive compendium of
rules and suggestions. Since February of 2010, For Gold & GloryTM has consumed most of my spare time. Though I have done smaller
projects in recent years, I haven’t been this consumed by a game system since I published my own OGL inspired Mutazoids3e back
in 2003. While that project used the (then) new open gaming system and a post apocalyptic setting, as you know by now, FG&GTM
uses the open gaming license to simulate old school rules in a straight fantasy setting. I felt as if I had come home to a much more
familiar territory.
Even though I didn’t know it at the time, my first gaming experiences were in hybrid games. Thirty years later, I can now see how
my first GM had intricately woven rules from the (then) new, “Advanced” version of the game with his favorite house rules pulled
from the “Basic” games that came before it and the now infamous RPG magazines of the day: the Dragon, Dungeon, Polyhedron,
etc.
For Gold & GloryTM pays homage to this hybrid style of gaming. My primary concern when I took over as editor of FG&GTM
was to lay nothing less than a solid, old school foundation similar in style to the second “Advanced” version of the game. My
next concern then became to fix any obvious errors and fill in any obviously missing rules. Whenever possible, the most official
sources (such as erratum, official second edition handbooks, “Dispel Illusion”, and www.d20srd.org) were consulted. Next, either
the first “Advanced” version or even one of the “Basic” versions was consulted. If no official source could be found, unofficial
sources, such as “Sage Advice” was checked, and finally if no source of information could be found, I would consult the forums at
www.dragonsfoot.com and attempt to form a consensus. Justen and I dropped sections of his original manuscript, other sections
previously considered optional were added, and all sections were completely reworked. I attempted to leave stubs in place for many
of the optional rules that have not yet been devised. While my stepson Warren and others found several issues in the core, Adam
was of utmost assistance when working with the spells. He devoured them, and researched dozens of issues I never would have
considered. Lessons learned while working on spells paid off while working on magical items. Dan came on to the project at this
time, checked over the magical items, corrected my punctuation over the entire document, and forced me to be more careful with my
run-on sentences.
This book is the result. Despite its size, I certainly don’t think it’s perfect or complete. I also don’t think everyone will agree with
every decision that Justen or I made. Even so, I am rather pleased with it, not because it represents the way you or I actually play the
game, but because it lays a solid foundation for either of us to turn it into the game we will love to play.

Moses Wildermuth
July 12, 2012

PS—Always remember that magic is not an exact science but any sufficiently advanced science is indistinguishable from magic, and
never forget that it’s only a game- HawkWolf

2
Chapter 0

INTRODUCTION TO THE GAME notified of their behavior and the situation corrected without de-
tracting from the game. Arguments naturally devolve from inter-
In 1974, E. Gary Gygax and Dave Arneson created the rules to pretations of the rules but regardless of any situation the GM has
the world’s first published Role Playing Game. Combining im- the final say in all matters. The only important thing at the table
provisational character acting with modified war-gaming rules is the game and the enjoyment of everyone.
to support single players, “The Fantasy Medieval War game” be-
came a major success among tabletop gamers and young adults A WORD ON METAGAMING
alike. Gygax continued to expand on his original concept and in
1977 he released the first edition “Advanced” rules based on the Metagaming is a term referring to a character that has knowledge
original TFMW. that only the player could obtain. This is usually knowledge re-
Gygax billed his new rules as “neither an expansion nor a garding monsters, spells, or item functions. The challenge of role-
revision of the old game, it is a new game”. For ten years the playing is feigning ignorance. Players are discouraged from act-
Advanced product line remained strong, seeing many published ing upon knowledge their characters wouldn’t have. Remember
adventures, a monthly magazine, and supplemental material that that FG&GTM is a game of high fantasy and magic where literally
expanded the rules. Having left the company, TSR built upon Gy- anything is possible from exploring the stars to time travel. This
gax’s Advanced line to create a “2nd Edition” in 1989 designed by is a game where gods can walk the earth. . . or not. The GM is
David “Zeb” Cook and developed by Steve Winter and Jon Pick- “God” but should be impartial in his rulings.
ens.
For Gold & GloryTM is an Open Game License interpretation of
REQUIRED MATERIALS
Zeb Cook’s 2nd Edition rules. All material contained within is free
for use, distribution, copying, and updating within the confines To play this game you need a player willing to be the Game
of the OGL. The rules remain mostly intact but the descriptions Master (GM) and at least one player to run a character. The
have changed for the sake of brevity, clarity, and ease of reference. Game Master creates and runs the world while the players cre-
For Gold & Glory gives role players a complete reference to 2nd ate characters to experience the world. Four to five characters are
Edition “core material” and allows publishers to release original optimal—the more players, the slower the game plays. In addi-
or new material using 2nd Edition rules. tion to a copy of this rule set you’ll also need some paper, graph-
ing paper for maps although combat relies very little on exact
placement, some miniatures or character markers if you prefer,
WHAT IS A ROLE-PLAYING GAME? pencils, and a set of funny dice (d4, d6, d8, d10, d12, and d20).
A role playing game combines the rules aspects of a board game
with the free form acting found in traditional role-play. Play- CORE MECHANIC
ers assume the role of intrepid heroes (or dastardly villains) and
their interactions with the world they live in. Players act as their The basis on which the game runs is “If it’s not covered by the
avatars would with a fictional background and personality. rules, roll d20 and add or subtract modifiers.” There are numer-
ous situations that cannot be covered in a single document. In
What separates role-playing from all other games is the vari- cases where an action seems probable, a player is encouraged to
able nature. Heroes win and lose as the result of good planning, roll a d20; high numbers favor their character. Positive modifiers
experience, and sharp skills or lack thereof. However, just like can be applied for easy situations such as masterwork tools and
real life, circumstances can get the better of you as events can negative modifiers can be applied for difficult situations such as
sway in either direction at the drop of a hat (or dice, in the game’s poor visibility. As a rule of thumb, situational modifiers should
case). be applied in even numbers such as −2 (−10%) or +4 (+20%).
The players shape the world and the Game Master creates the
The higher the bonus means the easier the task and vice versa for
world. The rules remain the same, but unlike most games the
penalties.
playing field constantly changes. Role-playing is unique because
every choice has a reaction. Sometimes it’s blatant but often sub-
tle. You can play the game for years and never recreate the same A NOTE ABOUT PRONOUNS
experience twice.
The male pronoun (he, him, his) is used regularly throughout this
document for ease of use. It does not reflect gender exclusivity.
THE GOLDEN RULE
Have fun. Role-playing is a shared experience that relies on the AN EXAMPLE OF PLAY
teamwork of everyone at the table. If people aren’t having fun
then the problem needs to be identified quickly, whether it’s a This example is to ease new players into how a typical game of
problem player or noticeable distraction. If a single person is ru- For Gold & GloryTM is played. A fighter, ranger, thief, and wizard
ining the enjoyment for everyone else, they should be politely (the four players) have been tasked by a nearby village to clear

3
CHAPTER 0. FOR GOLD & GLORYTM

out the evil infesting a nearby moat house. The PCs easily dis- Fighter: Attack!
patched the giant frogs that ambushed them in the marshes and
are now approaching the ruined drawbridge. GM: Hold it, I’m not done yet. As the spider drops down
you guys immediately hear multiple footsteps echo out the keep.
GM: Wiping the frog blood from your weapons, you approach Eight rough and tumble men wearing studded leather armor and
a drawbridge. Half of it has been battered through and the holes wielding flails come rushing out followed by a larger, meaner
patched with wooden planks, the wood having long rotten. The looking man wearing chain armor, a shield, and wielding a long
chains have fallen and are completely rusted. sword. He speaks “More adventurers?! Your heads will line my
trophy wall, Haha!”
Wizard: I’m not setting foot on that!
Ranger: I’ll see to it this land is cleansed of your evil, brigand!
Thief: Let me prod it with my 10’ pole! Charge!!
Fighter: Forget it. I’m the heaviest. Attach this rope around my
waist, hand it to Ranger, and walk across testing each plank. The game continues as the PCs fight out this encounter.
Ranger: A sound plan. Thief is in a bad spot, fighting a huge spider alone, but he could
gain the advantage by striking first. The other three PCs must
GM: The wood has rotted but it holds up easily under your contend with triple their numbers but Fighter and Ranger can
weight. The rest of the party crosses with no problems. Before hold their own in melee, the brigands are poorly equipped, and
you are massive wooden doors serving as gates – one hanging Wizard can cast sleep which may be the key to winning the battle.
open on a great hinge and the other is splintered and shored The events could’ve been different depending on the party’s
closed from the inside. Boot prints are visible leading out from actions. The two brigands standing watch could’ve been sur-
the gates. prised and likely would have run off screaming or surrendered.
The PCs could’ve investigated the watchtower first, fighting the
Thief: Where there are tracks, there’s bound to be treasure.
spider alone and likely making quick work of it. The brigand
Ranger: Or, more accurately, trouble. Fighter, cover me. Stoop- leader, a coward at heart, could’ve ordered a retreat while taking
ing low, I follow the tracks in. What do I see? with all their treasure with them but instead he pressed on after
seeing the party was only three strong (he can’t see Thief who is
GM: (Secretly rolls dice. He determines that two brigands in the watchtower).
keeping watch spot the party and stealthily run off to warn their Every game is different and the party’s actions shape the
leader.) The tracks lead into a ruined courtyard. Great stone steps world around them. This is the key to good roleplaying.
lead up to the moat house’s main keep, the large oak doors rot-
ten and ajar. The remains of a watchtower looms behind you, its
wooden doors closed. GLOSSARY
Ranger: About how many tracks are there? (Ranger rolls a skill Ability: One of six attributes that determine the basic strong
check for his tracking ability) points and weak points of a character. These attributes
GM: Six or seven distinct tracks. It’s hard to tell because the are strength, dexterity, constitution, intelligence, wisdom, and
tracks slide about on the wet surface. Two tracks are fresh, charisma.
though, only a minute or two old.
Ability Check: A roll of 1d20, plus modifiers, against a relevant
Ranger: Weapons out, everyone. Proceed in formation to the ability score. If the result is equal to or less than your character’s
keep. ability score the action succeeds. As a general rule, any action not
covered by the rules should be handled with an ability check. For
Wizard: I don’t like being out in the open. I cast shield on my- example, use a dexterity check to swing off a chandelier or an in-
self. What do we hear? telligence check to navigate a difficult maze. The GM may apply
GM: Aside from your own chanting, strange sounds from in- penalties based on the situation such as −8 for a fighter trying to
side the keep echo out and reverberate along the walls. pick a lock (−2 for not having tools and −6 for not being a trained
thief). If an action takes longer than a few seconds, assume a per-
Thief: Hmm, that watchtower shouldn’t go unchecked. I peek son can perform that action on a successful check for one round
inside. (one minute) before having to re-roll.
Ranger: Hey! Stay in formation! Alignment: Reflects the characters attitude and personality.
GM: Creeping over to the doors, you push them open. A few Alignment is a guideline, not an all-encompassing rule. A good
bones are scattered among the dirt but the gleam of many coins character may lie to protect an innocent ally, while an evil per-
catches your eye. son’s lie is likely to be entirely self-serving and harmful.

Thief: Jackpot! I rush in and scoop up some coins. Armor Class (“AC”): The defensive rating of a character, or
how difficult they are to hit. AC begins at base 10 (unarmored,
Fighter: Stop you idiot! no modifiers) and caps at −10 (highest armor value regardless
of modifiers). Penalties increase AC and bonuses reduce it. AC
GM: Thief runs in with his coin purse open ready to snatch up is an abstraction; failing to hit an opponent’s AC doesn’t neces-
some gold. There’s a hissing sound and a rush of air as a huge sarily mean a miss’ but rather the weapon scraped across armor
spider, the size of a bull mastiff, drops down. (Rolls d6 to see if harmlessly, or the blow was deflected.
Thief is surprised on a 1-5 – GM rolls a 6 meaning Thief isn’t sur-
prised.) Your keen senses are enough to keep you alert but the Attack Roll: 1d20 plus modifiers. Any bonus “to hit” is added
spider presses in to attack. to the attack roll. The attack roll is cross-referenced with THACO
to determine a successful hit.
Thief: Help me!
Common: The generic, universal language that all player char-
Wizard: Argh! I hate spiders!! acters know how to speak, read, and write. Often, all civilized

4
FOR GOLD & GLORYTM CHAPTER 0.

races and societies that interact with one another share this lan- Melee: Combat made through direct contact, either through
guage. natural or manufactured weapons.
Creature: A collective term for PCs and NPCs. Sometimes used Missile combat: Attacking using a ranged weapon, either pow-
interchangeably with “character” or “monster”. ered by a weapon or thrown.
d#: Abbreviation for die or dice. By itself, it means a single die Movement Value/Speed (“MV”): A number representing the
while a number preceding indicates the number of die or dice to distance a character can cover in a single round. Movement
roll (E.G. 3d6 means roll three sets of six dice). value (or sometimes referred to as speed’) is represented in miles,
d3: Roll 1d6; a result of 1-2 is considered a 1, 3-4 is considered a yards, or feet depending on whether the characters are traveling
2, and 5-6 is considered a 3. overland, exploring open terrain, navigating enclosed areas, or
fighting.
d100 or d%: Either an actual 100 sided dice or roll 2d10 and de-
note which is the 10s die and which is the 1s die. A roll of 10 on Multi-class character: A demi-human with more than one
either die is considered a 0. Rolling two 0s is equal to 100. class. Humans cannot multi-class.
Damage: The effect of a successful attack subtracted from a Non-player Character (“NPC”): All characters controlled by
creature’s hit points. the GM.
Demi-human: Any non-human player character race. Object: Any inanimate, unintelligent item, organic or not.
Dual-class Character: A human who stops advancing in their Some objects are magically intelligent and can be treated as crea-
tures.
current class to advance in another. Demi-humans cannot dual
class. Race: A player character’s species. These include human, elf,
Effective Area: The area in which a device, creature or charac- half-elf, dwarf, halfling, and gnome.
ter’s power works. Unless stated otherwise, all creatures caught
Rate of fire (“ROF”): The number of times a ranged weapon
in the area are subject to the effects, regardless of disposition.
can be used to attack, represented as (# of attacks)/(per round).
Energy drain: A special power that allows a creature to drain An ROF of 3/1 means three attacks per round. An ROF of 1/2
the life energy in the form of class levels from a character. means one attack every other round.

Experience points (“XP”): Points characters earn from the GM. Round: Measurement of in-game time equal to 1 minute. In
When XP reaches a certain level, their character advances learn- combat, characters can generally perform one action. Rounds are
ing new abilities and becoming more powerful. an abstraction and in combat encompass more than simple at-
tacking and moving. Attackers feint, dodge blows, and move
Game Master (“GM”): The player who controls the flow of the into favorable positions.
game, creates encounters, and adjudicates the rules.
Saving Throw: A character’s ability to resist the effects of spe-
Henchman: Non-player character that is loyal to a specific PC.
cial attacks such as magic, poison, or a dragon’s breath. Success
The PC in question usually controls the henchman’s actions but
is determined by rolling 1d20 and meeting or beating the char-
is expected to treat the henchman fairly. In cases of abuse, a
acter’s modified save. Penalties increase saving throws, while
henchman should be role-played by the GM. The total number
bonuses decrease it.
of henchmen a PC can ever have is based on the PC’s charisma
score. Size Category: All creatures have a size category that can affect
Hireling: Non-player characters hired for a particular task and the type of equipment they need, the amount of damage done to
that usually stay under control of the GM. Hirelings are loyal, so them and the types of spells cast against them. Most humanoids
long as the pay is good, and the job in question isn’t against their are man-sized, thus equipment is sized for them.
nature. Size Examples
Hit dice: Dice rolled to determine a character’s hit points. After Tiny-sized or smaller Pixie, frog
a certain level, hit dice are no longer obtained. Hit point mod- Small-sized Halfling, large spider
ifiers gained from constitution are only added to hit dice, never Man-sized Human, riding dog
levels. Large-sized Ogre, bear
Huge-sized Giant, behir
Hit points (“HP”): A number representing the overall health of Gigantic-sized Titan, tarrasque
a character. Hit points are an abstraction; higher-level characters
are capable of shrugging off blows that would have killed weaker Surprise: The chance a party may be surprised before an en-
characters. An attack that deals 1 HP against a creature with 2 HP counter. When two or more parties may be surprised, the GM
is a vicious blow but the same attack against a creature with 20 rolls a surprise check of 1d10. On a 1-3, that character or group is
HP is hardly a scratch. surprised. It’s possible for all parties to be surprised at the same
time.
Infravision: The ability to see in non-magical darkness. Infrav-
ision is black and white only; color must be discerned in natural To Hit A Combat Opponent (“THACO”): This number repre-
light. sents a character’s ability to successfully hit a target. Subtract the
defender’s AC from the attacker’s THACO – the attack roll must
Initiative: A 1d10 roll made by opposing parties in combat. equal or exceed this modified number in order to successfully hit.
Lower initiatives go before higher initiatives. All actions a party Remember that double negatives (subtracting a negative from a
makes happen simultaneously before proceeding to the next positive) add to the number, making it more difficult to hit.
party in the initiative order. Bonuses to hit decrease THACO and penalties increase it. Un-
der no circumstances can THACO be reduced below 1. If a bonus
Level: Generally used as a measure of power for characters, would reduce it below 1, discard the remainder.
dungeons, or spells. The higher the level, the stronger the aspect
is. Turn: Measurement of in-game time equal to 10 minutes.

5
CHAPTER 0. FOR GOLD & GLORYTM

Turn Undead: The magical ability to channel divine power to Chapter 4: Choose Alignment
turn away or destroy undead.
Your character’s alignment is his moral compass, or complete
lack thereof, that influences his personality and choices. Align-
CHARACTER GENERATION BASICS ment isn’t a straight jacket that limits role-play but rather a tool
to help guide the decisions you make for your character.
To create a character to play in For Gold & GloryTM , read through
Chapters 1-6. These cover all aspects of the player character. If
there’s a term you don’t understand, check the glossary or keep Chapter 5 & 6: Choose Skills
reading. Some terms are explained in more detail during later
chapters. This is where your character’s previous life experience and train-
You’ll keep your character recorded on a sheet of paper. Some ing shape a future hero, and you determine his favored or signa-
people prefer fancy, pre-made character sheets but a simple index ture weapon(s) and other attack methods that he employs in bat-
card or lined notebook paper will do. tle. If your character is a single class fighter, he will now gain his
greatest advantages over the other classes, with the most number
of options and interesting combinations. This is due to a single
Chapter 1: Roll Ability Scores class fighter’s uniquely singular focus on combat.
Your character’s six ability scores are his “backbone” and deter-
mine his strong points and weak points. Chapter 7: Purchase Equipment

Chapter 2: Choose Race With your character finished, it’s time to outfit him. His starting
gear could spell the difference between life and death, so choose
Each race has its own advantages and disadvantages, special abil- affordable equipment that will help your character survive long
ities, and movement value. enough to collect more treasure and find better gear.

Chapter 3: Choose Class


Your character’s class is like his job. Class determines combat
skills (THACO), health (hit points), endurance (saving throws),
and special abilities like stealth or magic.

6
Chapter 1

ABILITY SCORES

All characters are represented by six ability scores; three phys- warrior.
ical and three mental. The method for generating ability scores is
determined by the GM.
STRENGTH
Method I - Traditional: Roll 3d6 in order of attributes: strength,
dexterity, constitution, intelligence, wisdom, and charisma. Strength (Str) represents raw muscle mass and is the most impor-
tant ability score for warriors. A warrior with strength of 18 can
Method II - Contemporary: Roll 4d6 six times, dropping the roll a d% for exceptional strength. An 18/61 is stronger than an
lowest number, and assign as the player chooses. 18/35.
Method III - New Age: Roll 4d4 + 2 six times and assign as the Melee Attack Modifier: Modifies the character’s ability to hit
player chooses. with a melee weapon or bow. Refer to Weapons and Armor:
Bows, for more information.
Method IV - Points System: Characters have 60 + 4d4 points to
assign to their abilities (minimum 3 and maximum 18). Each 10% Damage Modifier: This bonus is applied to the damage of
of exceptional strength costs 1 point. melee weapons, hurled weapons, and bows, but never cross-
bows. Refer to Weapons and Armor: Bows, for more information.
Non-Encumbered: How much weight a character can carry on
Human characters will typically have a score between 3–
his person without feeling the effects of encumbrance (Refer to
18 with 9–11 being the typical average. Non-human races have
Encumbrance).
ability requirements; if the ability scores do not meet the require-
ment, the character cannot be that race. A starting character Max Weight: The maximum amount of weight the character
won’t have a single ability score above 18 with the exception of can carry on his person. If a character carries more weight than
racial bonuses or exceptional strength provided the character is a they’re allowed, they cannot move or act.

Table 1.1: Strength


Melee Attack Damage Modi- Bend Bars/Lift
Ability Score Non-Encum Max Weight Force Doors
Modifier fier Portcullis
1 −5 −4 3 1 0%
2 −3 −2 1 5 1 0%
3 −3 −1 5 10 2 0%
4–5 −2 −1 10 20 3 0%
6–7 −1 0 20 55 4 0%
8–9 0 0 35 90 5 1%
10–11 0 0 40 115 6 2%
12–13 0 0 45 135 7 4%
14–15 0 0 55 165 8 7%
16 0 +1 70 180 9 10%
17 +1 +1 85 220 10 13%
18 +1 +2 110 255 11 16%
18/01–50 +1 +3 135 280 12 20%
18/51–75 +2 +3 160 315 13 25%
18/76–90 +2 +4 185 330 14 30%
18/91–99 +2 +5 235 380 15(3) 35%
18/00 +3 +6 335 480 16(6) 40%
19 +3 +7 485 640 16(8) 50%
20 +3 +8 535 700 17(10) 60%
21 +4 +9 635 810 17(12) 70%
22 +4 +10 785 970 18(14) 80%
23 +5 +11 935 1,130 18(16) 90%
24 +6 +12 1,235 1,440 19(17) 95%
25 +7 +14 1,535 1,750 19(18) 99%

7
CHAPTER 1. ABILITY SCORES FOR GOLD & GLORYTM

Force Doors: The chance to force open a large or stuck door on


a roll of 1d20. If the number is equal to or less than the number Table 1.2: Dexterity
the door is forced open. Each attempt takes an amount of time Ability Surprise Missile Attack AC Modi-
determined by the GM and creates considerable noise. The num- Score Modifer Modifier fier
ber in parentheses is the chance to force open a locked (magical 1 −6 −6 +5
or mundane) or barred door. Retrying a failed roll is not possible. 2 −4 −4 +5
3 −3 −3 +4
Bend Bars/Lift Portcullis: The chance to physically bend strong 4 −2 −2 +3
metal bars or lift a heavy portcullis. Retrying a failed roll is not 5 −1 −1 +2
possible. 6 0 0 +1
7–14 0 0 0
Bonuses and Penalties to Exceptional Strength Scores: If a 15 0 0 −1
character with exceptional strength receives a bonus or penalty 16 +1 +1 −2
to his strength score, whether permanent or temporary, from a 17 +2 +2 −3
spell, magic item or some other magical means, each point of 18 +2 +2 −4
19 +3 +3 −4
bonus or penalty equates to one category increase or decrease in 20 +3 +3 −4
the character’s exceptional strength, placing them in the middle 21 +4 +4 −5
of the next lowest or highest category. This does not include racial 22 +4 +4 −5
modifiers for strength given while the character is created. 23 +4 +4 −5
For each +1 bonus or −1 penalty, the results for exceptional 24 +5 +5 −6
strength are shown here: 18/01–50 will rise to 18/64 or drop to 25 +5 +5 −6
standard 18; 18/51–75 will rise to 18/83 or drop to 18/25; 18/76–
90 will rise to 18/95 or drop to 18/64; 18/91–99 will rise to 18/00 Missile Attack Modifier: Modifies the attack roll for all ranged
or drop to 18/83; and 18/00 will rise to 19 or drop to 18/95. attacks, and reduces the penalties for two-weapon attacks.
AC Modifier: Modifies the character’s AC. A beneficial modi-
fier can be ignored in cases where character’s cannot react to a
situation such as when surprised, prone, paralyzed, sleeping or
DEXTERITY tied up. A positive number is a penalty and a negative number is
a bonus whenever calculating AC.
Dexterity (Dex) represents reflexes and hand eye coordination. It
is the most important ability score for rogues.
CONSTITUTION
Surprise Modifier: Modifier added to your character’s surprise
roll. This bonus is also applied to saving throws vs. attacks Constitution (Con) represents a character’s physical endurance
that can be avoided by quick movement like fireballs and breath and is important to all classes. A character’s base constitution is
weapons. also the maximum number of times they can be resurrected.

Table 1.3: Constitution


Resurrection Poison Resistance Regeneration
Ability Score HP Modifier System Shock Chance
1 −3 25% 30% −2 N/A
2 −2 30% 35% −1 N/A
3 −2 35% 40% 0 N/A
4 −1 40% 45% 0 N/A
5 −1 45% 50% 0 N/A
6 −1 50% 55% 0 N/A
7 0 55% 60% 0 N/A
8 0 60% 65% 0 N/A
9 0 65% 70% 0 N/A
10 0 70% 75% 0 N/A
11 0 75% 80% 0 N/A
12 0 80% 85% 0 N/A
13 0 85% 90% 0 N/A
14 0 88% 92% 0 N/A
15 +1 90% 94% 0 N/A
16 +2* 95% 96% 0 N/A
17 +3 97% 98% 0 N/A
18 +4 99% 100% 0 N/A
19 +5 99% 100% +1 N/A
20 +5** 99% 100% +1 1/6 turns
21 +6*** 99% 100% +2 1/5 turns
22 +6*** 99% 100% +2 1/4 turns
23 +6*** 99% 100% +3 1/3 turns
24 +7**** 99% 100% +3 1/2 turns
25 +7**** 100% 100% +4 1/1 turn
*Maximum HP bonus for non-warrior classes regardless of actual constitution score.
**1s rolled for hit dice are considered 2.
***1s and 2s rolled for hit dice are considered 3.
****1s, 2s, and 3s rolled for hit dice are considered 4s.

8
FOR GOLD & GLORYTM CHAPTER 1. ABILITY SCORES

Table 1.4: Intelligence


Languages
Ability Score Known Max Spell Level Max Number Learn Spell Illusion Immunity
1 0 0 0 0% –
2–8 1 0 0 0% –
9 2 4th 6 35% –
10 2 5th 7 40% –
11 2 5th 7 45% –
12 3 6th 7 50% –
13 3 6th 9 55% –
14 4 7th 9 60% –
15 4 7th 11 65% –
16 5 8th 11 70% –
17 6 8th 14 75% –
18 7 9th 18 85% –
19 8 9th 24 95% 1st level Illusions
20 9 9th 30 96% 2nd Level Illusions
21 10 9th 30 97% 3rd Level Illusions
22 11 9th 30 98% 4th Level Illusions
23 12 9th 30 99% 5th Level Illusions
24 15 9th 30 100% 6th Level Illusions
25 20 9th 30 100% 7th Level Illusions

HP Modifier: Modifies the hit die rolled to determine HP. Re- Max Number: The maximum number of spells per spell level
gardless of modifiers, the hit dice always yield at least 1 HP (treat that a wizard may learn. For mortals, 30 per spell level is the
anything less than 0 as 1). A character may gain extra HP if maximum, but beings of demigod or higher status, with an intel-
their constitution changes, by multiplying the new value with the ligence of 21+, have no upper limit to the number of spells they
character’s current hit dice and adding if their new constitution may learn.
is higher or subtracting it if their new constitution is lower. For
example, an 11th level fighter who goes from 17 constitution to Learn Spell: If this roll fails, the wizard cannot retry until gain-
18 would gain 9 hit points (1 × 9 hit dice), but if he went down ing an experience level.
to 16 constitution he would lose 9 hit points. It is possible to die Illusion Immunity: Indicates the cumulative power of magical
through hit point loss as a result of reduced constitution. illusions a character is immune to. Illusions have no effect on
characters with high intelligence and they recognize and disbe-
System Shock: Modifies a character’s chance to survive against
lieve them as soon as they see them.
magical changes to their body such as petrification and poly-
morph. If the character fails a system shock check when they
return to their original form they die.
Resurrection Chance: Defines a character’s chance to survive
resurrection. If the character fails they can no longer be raised short
of divine intervention.
Poison Resistance: Modifies a character’s bonus to saving
throws vs. poison. Dwarves and halflings do not benefit from
this.
Regeneration: Characters with exceptionally high constitution
regenerate hit points at a rate equal to 1 per number of turns listed
after the slash. Regeneration is a supernatural ability. Acid and
fire damage cannot be regenerated and must be healed naturally
or magically.

INTELLIGENCE
Intelligence (Int) represents a character’s cognitive reasoning and
thought. It is the most important ability score for wizards.
Languages Known: All player character races know how to
speak, and if the GM allows, read and write, common. Demi-
humans can also speak, read and write their native languages.
This indicates the number of extra languages a character can
learn. If the character’s intelligence is 1, he only communicates
through grunts and gestures.
Max Spell Level: The highest spell level a wizard with this in-
telligence score can cast.

9
CHAPTER 1. ABILITY SCORES FOR GOLD & GLORYTM

Table 1.5: Wisdom


Ability Score Mental Defense Bonus Spells Spell Failure Spell Immunity
Modifier
1 −6 0 80% –
2 −4 0 60% –
3 −3 0 50% –
4 −2 0 45% –
5 −1 0 40% –
6 −1 0 35% –
7 −1 0 30% –
8 0 0 25% –
9 0 0 20% –
10 0 0 15% –
11 0 0 10% –
12 0 0 5% –
13 0 1st 0% –
14 0 1st 0% –
15 +1 2nd 0% –
16 +2 2nd 0% –
17 +3 3rd 0% –
18 +4 4th 0% –
19 +4 1st , 4th 0% Cause Fear, Charm, Command, Friends, Hypnotism
20 +4 2nd , 4th 0% Forget, Hold Person, Ray of Enfeeblement, Scare
21 +4 3rd , 5th 0% Fear
22 +4 4th , 5th 0% Charm Monster, Confusion, Emotion, Fumble, Suggestion
23 +4 5th , 5th 0% Chaos, Feeble mind, Hold Monster, Magic Jar, Quest
24 +4 6th , 6th 0% Geas, Mass Suggestion, Rod of Rulership
25 +4 6th , 7th 0% Antipathy/Sympathy, Death Spell, Mass Charm

WISDOM Loyalty Modifier: Modifies a henchman’s loyalty to the charac-


ter.
Wisdom (Wis) represents a character’s will power, comprehen-
Reaction Modifier: Modifies random reaction rolls during an
sion, and common sense. It is the most important ability score encounter.
for priests.
Mental Defense Modifier: Modifies a character’s saving throw Table 1.6: Charisma
Maximum Loyalty Reaction
vs. spell effects that affect the mind such as charm and fear. Ability Score Henchmen Modifier
Modifier
Bonus Spells: Allows additional spells per day to be cast by a 1 0 −8 −7
priest only. Each entry in the block grants the priest one bonus 2 1 −7 −6
spell per listed spell level. The effects are cumulative. 3 1 −6 −5
4 1 −5 −4
Spell Failure: The chance a priest’s spell may fail when cast. 5 2 −4 −3
6 2 −3 −2
Spell Immunity: Character’s with high wisdom are immune to 7 3 −2 −1
all the effects given in this list. The effects are cumulative. 8 3 −1 0
9–11 4 0 0
12 5 0 0
CHARISMA 13 5 0 +1
14 6 +1 +2
Charisma (Cha) represents a character’s personal magnetism and 15 7 +3 +3
presence. It becomes important whenever any character expect to 16 8 +4 +5
deal with NPCs. Charisma does not necessarily represent phys- 17 10 +6 +6
ical appearance, although this may play a role. A horrific mon- 18 15 +8 +7
ster could have a high charisma, commanding fear through his 19 20 +10 +8
appearance. A beautiful princess could have a low charisma be- 20 25 +12 +9
cause she’s shy and introverted. 21 30 +14 +10
22 35 +16 +11
Maximum Henchmen: The number of NPCs that may act as 23 40 +18 +12
permanent retainers to the character. This has no effect on 24 45 +20 +13
hirelings. 25 50 +20 +14

10
Chapter 2

PLAYER CHARACTER RACES

All player characters are members of one of six fantasy races demi-human race and their additional powers. Humans can
including human. Each race possesses advantages and disad- choose any class and advance to any level.
vantages as well as advancement restrictions and ability require-
ments. The description for each race is a general description. Table 2.3: Racial Class Restriction
Players should not feel bound by the assumptions made in a Class Human Dwarf Elf Gnome Half- Half-
race’s description. Elf ling
Bard U No No No U No
Cleric U 10 12 9 14 8
ABILITY SCORE REQUIREMENTS Druid U No No No 9 No
Fighter U 15 12 11 14 9
All non-human or demi-human races have ability score require- Illusionist U No No 15 No No
ments and maximum limits. In order for a character to qualify Mage U No 15 No 12 No
for the race they must meet the base requirement on their ability Paladin U No No No No No
score rolls. If the base score is below or above the requirement, Ranger U No 15 No 16 No
the character does not qualify for the race. Thief U 12 12 13 12 15
U Unrestricted advancement.
Table 2.1: Demi-human Ability Score Requirements No This race can never advance in the class.
Ability Dwarf Elf Gnome Half-Elf Halfling
Strength 8/18 3/18 6/18 3/18 7/18*
Dexterity 2/17 6/19 3/18 6/18 7/19 LANGUAGES
Constitution 11/19 7/18 8/18 6/18 10/18
Intelligence 3/18 8/18 6/19 4/18 6/18 Demi-humans begin play knowing common and their native
Wisdom 3/18 3/18 2/18 3/18 3/17 language. Demi-humans may also know additional bonus lan-
Charisma 3/17 8/18 3/18 3/18 3/18 guages based on their intelligence but are restricted to the lan-
*Halfling fighters do not gain exceptional strength. guages listed in their description. Humans begin play knowing
common but are not restricted to their choice of bonus languages.

ABILITY SCORE ADJUSTMENTS Table 2.4: Player Character Languages


Player Character Typical Speakers
Demi-humans have racial modifiers to their base ability scores. Languages
Even if the adjusted score puts a character below or above their Common Most civilized races
requirement, the player does not have to select a new race. These Burrow speak* Foxes, rabbits, moles, squirrels, bur-
adjustments could possibly reduce a score as low as 2 or increase rowing mammals
it as high as 19. Druidic** Druids
Dwarven Dwarves
Table 2.2: Racial Ability Score Adjustments Elven Elves
Race Adjustments Giant Ogres, giants, trolls
Goblin Goblins, bugbears
Dwarf +1 Con, −1 Dex Gnoll Gnolls
Elf +1 Dex, −1 Con Gnome Gnomes
Gnome +1 Int, −1 Wis Halfling Halflings
Halfling +1 Dex, −1 Str Hobgoblin Hobgoblins
Kobold Kobolds
Orc Orcs
CLASS RESTRICTIONS AND CLASS LEVEL LIM- * Gnomes only **Druids only
ITS
Demi-humans are restricted in what class they may choose and
their maximum level. This reflects the natural tendencies of a

11
CHAPTER 2. PLAYER CHARACTER RACES FOR GOLD & GLORYTM

dwarf may try again, but that specific activation fails and a charge
is spent if applicable.
Favored Enemy: Dwarves receive a +1 bonus on attack rolls
against orcs, half-orcs, goblins, and hobgoblins.
Combat Training: Ogres, trolls, ogre magi, giants, and titans
that attack a dwarf suffer a −4 penalty to their attack.
Infravision: Dwarves have 60-foot infravision.
Stone cunning: Dwarves are naturally cunning when faced
with natural stone. When actively searching within 10 feet of nat-
ural stone they may make a special check to detect the following:

• Grade or slope in passage: 1–5 on 1d6


• New tunnel or passage: 1–5 on 1d6
• Sliding/shifting walls or rooms: 1–4 on 1d6
• Stone traps and pits: 1–3 on 1d6
• Approx. depth underground: 1–3 on 1d6

Ability Score Adjustments: Dwarves add +1 to their constitu-


tion and −1 to their charisma.
Movement Value: 9

DWARVES
Dwarves are short, stocky mountain dwelling folk. They stand on
average 4 feet tall with broad shoulders and live to be about 350
years old. Dwarves have black, brown, red, and platinum blonde
hair, dark eyes, and earth tone skin. Male dwarves pride them-
selves on their long beards, sometimes styled in braids with dec-
orative features like skulls and gems. Female dwarves can grow
beards but most prefer prominent sideburns or smooth faces.
Dwarves are typically miners, engineers, warriors and crafts-
men that build mighty fortresses in the hills and mountains. They
have a love for metal, gems, and fine drink, often sealing deals
with their powerful brews. Most dwarves are orderly, hierarchal,
and believe in strong family bonds with large clans gathering to-
gether for mutual protection. Dwarves are extremely proud of
their heritage, quick to anger, wary of strangers, loyal to friends,
and slow to forget grudges.
Because of their homes, dwarves are constantly in combat
with evil mountain dwelling races including goblinoids, orcs,
and some giants. Dwarves are suspicious of half-orcs who share
heritage with their hated enemy orcs. Elves tend to annoy
dwarves, as their aloof and flippant nature is the dwarves’ direct
opposite. Dwarves are generally friendly to their distant cousin
gnomes who share a love of the earth as well as humans who ELVES
tend to be dedicated in their work.
Size: Man-sized. Although short and stocky, a dwarf’s upper Elves are a fair, long-lived race standing a foot shorter than the
body physically resembles a normal man. average human and living well over 500 years. They physically
resemble shorter humans with fair skin, pointed ears, smooth
Classes: Dwarves can be a cleric, fighter, thief, and multi-class faces, black, brown or blonde hair and eyes that range from blue,
as a fighter/cleric or fighter/thief. green, or brown. Elves grow their hair long and decorate it in in-
tricate designs. They love loose fitting clothing made of fine silks
Languages: Dwarves know common and dwarven. They may and fabrics with forest colors like green and red.
learn gnome, goblin, kobold, orc, and giant. Other races view elves as being aloof and apathetic. Elves
are simple folk who care little for the events outside their homes.
Magic Resistant: Dwarves’ non-magical nature gives them a +1 They love nature, building their small communes high in the
bonus for every 3.5 points of constitution to saving throws vs. trees or in groves. Elves value beauty, seeing the artistic intrica-
wands, staves, rods, and spells. cies in even the most mundane aspect of nature, and enjoy good
Poison Resistance: Dwarves receive a +1 bonus for every 3.5 music, fine foods, and poetry.
points in constitution to saving throws vs. poison. Elves find dwarves boorish and humans impulsive. Elves
get along well with halflings who live peacefully among nature
Magical Item Malfunction: All magical items used by a dwarf and gnomes who share the elves’ love of art and magic. De-
that aren’t specific to their class have a 20% chance of failure. The spite their attitude, elves are fierce fighters with sword, bow, and

12
FOR GOLD & GLORYTM CHAPTER 2. PLAYER CHARACTER RACES

magic. They’re forever loyal to friends and wrathful against the Gnomes live in hilly or heavily forested areas untouched by
evil denizens of nature. man. They live in small communities where they fish, weave, and
cultivate herbs. Gnomes are expert gem cutters, love good mu-
Classes: Elves can be a cleric, fighter, mage, thief, or ranger and
sic, and enjoy harmless practical jokes. Being less reserved than
multi-class as fighter/mage, fighter/thief, fighter/mage/thief, or
dwarves, gnomes are highly inquisitive and curious to a fault.
mage/thief.
Gnomes are indifferent yet inviting to all peaceful races but
Languages: Elves know elven and common. They may learn are friendly with their dwarven cousins. Gnomes are friendly
gnome, halfling, goblin, hobgoblin, orc, and gnoll. with woodland creatures, pixies, brownies, and other fey. A
gnomish adventurer seeks to experience the wide and wondrous
Enchantment Resistant: Elves have 90% resistance against all world outside his burrow.
sleep and charm spells.
Size: Small. Small creatures must wear specially crafted armor
Expert Pull: When using bows (but not crossbows), elves get a and require two hands to wield man-sized weapons.
+1 bonus to attack rolls.
Classes: Gnomes can be a fighter, thief, cleric, or il-
Sword Expertise: When using short or long swords, elves get a lusionist. Gnomes can multi-class as fighter/thief,
+1 bonus to attack rolls. fighter/cleric, fighter/illusionist, thief/cleric, thief/illusionist,
and cleric/illusionist.
Stealthy: An elf imposes a −4 penalty to surprise rolls against
opponents. This bonus only applies if the elf isn’t wearing metal Languages: Gnomes know common and gnome. They may
armor, is alone or with a group entirely composed of elves and/or learn dwarf, halfling, goblin, kobold, and burrow speak, a lan-
halflings, or the elf is further than 90 feet from his traveling guage of chirps, clicks, and body motion used to speak with
group. When performing a complicated physical task such as burrowing mammals such as badgers, moles, foxes, groundhogs,
opening a door or climbing, the applied penalty is −2. weasels, and rabbits. Because animals have limited intelligence,
only basic things like emotion, simple objects, and locations can
Infravision: Elves have infravision out to 60 feet. be communicated clearly.
Keen Senses: Elves have a natural tendency to notice secret or Magic Resistant: Gnomes receive a +1 bonus for every 3.5
concealed door merely by passing within 10 feet. points of constitution on saving throws vs. wands, staves, rods,
and spells.
• Secret or concealed door: 1 on 1d6
• Secret door (searching): 1–2 on 1d6 Magic Item Malfunction: Gnomes have a 20% malfunction
• Concealed door (searching): 1–3 on 1d6 chance when activating any magical item that’s not a weapon, ar-
mor, shield, illusionist item, or if the gnome is also a thief, items
Ability Score Adjustments: Elves receive a +1 bonus to dexter- that duplicate thieving abilities. Failure indicates the item doesn’t
ity and a −1 penalty to constitution. activate but a charge is spent.
Movement Value: 12 Favored Enemy: Gnomes gain a +1 bonus to attack rolls against
kobolds and goblins.
Combat Training: Gnomes apply a −4 penalty to attack rolls
when attacked by gnolls, bugbears, ogres, trolls, ogre magi, gi-
ants, and titans.
Infravision: Gnomes have 60-foot infravision.
Stone cunning: Gnomes can detect special properties of natu-
ral underground spaces whenever they’re within 10 feet. Gnomes
must actively concentrate to detect the following:
• Incline or slope: 1–5 on 1d6
• Unstable walls, ceiling, or floor: 1–7 on 1d10
• Approx. depth underground: 1–4 on 1d6
• Direction underground: 1–3 on 1d6
Ability Score Adjustment: Gnomes receive a +1 bonus to intel-
ligence and a −1 penalty to wisdom.
Movement Value: 6

HALF-ELVES
Half-elves are an interspecies mix of human and elf, combining
aspects of both races and living about twice as long as a human.
Physically they resemble elves although taller, heavier and with
GNOMES a less exaggerated taper in their ears. Male half-elves can grow
beards like a human but they prefer short, trimmed facial hair
Gnomes are distant cousins of dwarves that live in remote re- and neatly styled hair. Half-elves adopt the clothing, culture, and
gions far from civilization. They’re smaller, thinner in frame, personality of the community they live in.
with darker earth colored skin and bulbous noses. Gnomes wear Half-elves form no specific communities of their own; rather,
their hair short and males keep their beards short and stylized. they’re found among humans or elves, and generally accepted
Gnomes wear simple garb and are fond of gems of all sorts. into society. In less civilized areas, humans and elves treat

13
CHAPTER 2. PLAYER CHARACTER RACES FOR GOLD & GLORYTM

half-elves with racism and bigotry. In some areas, a half-elf is tend to be suspicious of halflings as their short size makes them
viewed as a mediator between races. Because of their openness, quintessential pickpockets.
charisma, and willingness to feel accepted, half-elves make ideal
diplomats and bards. Size: Small. Small creatures must wear specially crafted armor
and require two hands to wield man-sized weapons.

Classes: Halflings may be a cleric, fighter, thief, or multi-class


as a fighter/thief.

Languages: Halflings know common and halfling. They may


learn dwarf, elf, gnome, goblin, and orc.

Magic Resistance: Halflings receive a +1 bonus for every 3.5


points in constitution on saving throws against wands, staves,
rods, and spells.

Poison Resistance: Halflings gain a bonus to saving throws vs.


poison equal to +1 for every 3.5 points in constitution.

Sling Training: Halflings receive a +1 bonus on attack rolls


when using a hurled weapon or sling.

Stealthy: Halflings impose a −4 penalty to surprise rolls


against opponents. This bonus only applies if the halfling isn’t
wearing metal armor, is alone or with a group entirely composed
of halflings and/or elves, or the halfling is further than 90 feet
from his traveling group. When performing a complicated phys-
ical task such as opening a door or climbing, the applied penalty
Classes: Half-elves can be a cleric, druid, fighter, ranger, is −2.
mage, wizard, thief, or bard. A half-elf can multi-
class as cleric/fighter, druid/fighter, cleric/fighter/mage, Infravision: Halflings have 60-foot infravision.
druid/fighter/mage, cleric/ranger, druid/ranger, cleric/mage,
druid/mage, fighter/mage, fighter/thief, fighter/mage/thief, or Nature Cunning: Halflings can assess information about their
mage/thief. natural surroundings. The halfling must concentrate for at least
one round before making a check.
Languages: Half-elves know common and elven. They may
learn gnome, halfling, goblin, hobgoblin, orc, and gnoll.
• Detect up or down slope: 1–3 on 1d4
Enchantment Resistance: Half-elves have a 30% resistance to
sleep and charm related spells. • Discern direction: 1–3 on 1d6

Infravision: Half-elves have 60-foot infravision.


Ability Score Adjustments: Halflings receive a +1 bonus to
Keen Senses: Half-elves have a natural tendency to notice se- dexterity and a −1 penalty to strength.
cret or concealed door merely by passing within 10 feet.
Movement Value: 6
• Secret or concealed door: 1 on 1d6
• Secret door (searching): 1–2 on 1d6
• Concealed door (searching): 1–3 on 1d6

Movement Value: 12

HALFLINGS
Halflings are a small, slightly rotund people physically looking
like short humans. They have human hair and eye tones, plump
faces, rosy complexion, and rarely grow facial hair. Halflings
have large, powerful feet (males grow coarse hair on top) and
usually avoid wearing boots as constructing them for their size is
difficult.
Halflings live in simple towns, are industrious, but not overly
dedicated, and enjoy the company of others. Halflings prefer
the comforts of home to adventuring and value tales of the out-
side world over leaving their well-furnished burrows. Halflings
aren’t apathetic, but they’re motivated by anything that makes
their life more comfortable. They’re not cowardly, but they would
sooner avoid a fight than engage in one.
Halflings get along well with all races. Elves view them
as cheerful simpletons. Dwarves tolerate their good nature.
Gnomes prefer halfling company and hospitality. The taller races

14
FOR GOLD & GLORYTM CHAPTER 2. PLAYER CHARACTER RACES

HUMANS

In game terms, human is an all-encompassing race; however


they’re as diverse and varied as the humans in the real world.
Because humans are more dedicated and driven than other races,
humans have no class restrictions. Humans in general are more
tolerant of other races and humans are found among any race
that accepts them. Because of their high birth rate, quick matura-
tion compared to other races, industrious attitude, tenacity, and
ingenuity, humans have created vast empires and spread their
influence to every corner of the world.

Classes: Any

Languages: Common. Humans may learn any language they


would reasonably have access to.

Movement Value: 12

HEIGHT, WEIGHT, AND AGE

After assigning ability scores and choosing a race and gender, the
player should choose his character’s height, weight, and age or
roll for them randomly. Age has effects on a character’s ability
scores. There are three steps to aging; middle, old, and venera-
ble. Each step provides a cumulative penalty to physical ability
scores and a bonus to mental scores. The GM secretly rolls a vari-
able to determine the maximum age of a specific character.
Some effects magically age a character. Characters do not gain
the mental bonuses of magical aging but do gain the penalties ap-
plied. Effects that reduce a characters age likewise removes the
physical penalties but not the mental bonuses.

Table 2.5: Height and Weight


Race Base Height Modifier Base Weight Modifier
Dwarf 43”/41” 1d10 130 lbs./105 lbs. 4d10
Elf 55”/50” 1d10 90 lbs./70 lbs. 3d10
Gnome 38”/36” 1d6 72 lbs./68 lbs. 5d4
Half-elf 60”/58” 2d6 110 lbs./85 lbs. 3d12
Halfling 32”/30” 2d8 52 lbs./48 lbs. 5d4
Human 60”/59” 2d10 140 lbs./100 lbs. 6d10

Table 2.6: Age


Race Starting Age Variable Max Age Middle Age* Old Age** Venerable***
Dwarf 40 5d6 250 + 2d100 125 167 250
Elf 100 5d6 350 + 4d100 175 233 350
Gnome 60 3d12 200 + 3d100 100 133 200
Half-elf 15 1d6 125 + 3d20 62 83 125
Halfling 20 3d4 100 + 1d100 50 67 100
Human 15 1d4 90 + 2d20 45 60 90
*−1 Str/Con; +1 Int/Wis
** −2 Str/Dex, −1 Con; +1 Wis
*** −1 Str/Dex/Con; +1 Int/Wis

15
Chapter 3

PLAYER CHARACTER CLASSES

All player characters are members of a specific class. Their +10% bonus to earned experience points. Weapons and armor
class embodies their special training before they became an ad- list the restrictions the class has for equipment.
venturer. There are four class groups; warrior, wizard, priest, and
rogue. Each group bestows the same hit dice progression, attack
bonus, and saving throw progression.
WARRIOR
ABILITY SCORE REQUIREMENTS Warriors are combatants that rely on strength, weapons training,
and tactics to dominate the battlefield. Warriors charge into battle
All classes require a minimum ability score to qualify for them. with sword and shield or fire accurate shots from the sidelines.
If a character does not qualify for any class the GM should al-
low the player to re-roll their ability scores or increase a score to Table 3.2: Warrior Advancement
match a minimum. Paladin/
Level Fighter Hit Dice (d10) THACO
Ranger
Table 3.1: Class Ability Score Requirements 1 0 0 1 20
Character Str Dex Con Int Wis Cha 2 2,000 2,250 2 19
Class 3 4,000 4,500 3 18
Fighter 9 – – – – – 4 8,000 9,000 4 17
Paladin 12 – 9 – 13 17 5 16,000 18,000 5 16
Ranger 13 13 14 – 14 – 6 32,000 36,000 6 15
Mage – – – 9 – – 7 64,000 75,000 7 14
Specialist Var Var Var Var Var Var 8 125,000 150,000 8 13
Mage* 9 250,000 300,000 9 12
Cleric – – – – 9 – 10 500,000 600,000 9+3 11
Druid – – – – 12 15 11 750,000 900,000 9+6 10
Thief – 9 – – – – 12 1,000,000 1,200,000 9+9 9
Bard – 12 – 13 – 15 13 1,250,000 1,500,000 9 + 12 8
*Specialist mage ability score requirements vary. 14 1,500,000 1,800,000 9 + 15 7
15 1,750,000 2,100,000 9 + 18 6
16 2,000,000 2,400,000 9 + 21 5
CLASS DESCRIPTIONS 17 2,250,000 2,700,000 9 + 24 4
18 2,500,000 3,000,000 9 + 27 3
Each class group includes a basic description followed by their 19 2,750,000 3,300,000 9 + 30 2
defining features and abilities. A table lists their hit dice, combat 20 3,000,000 3,600,000 9 + 33 1
rating, and saving throws followed by any other special abilities
directly related to the class in question. After a certain level a Table 3.3: Warrior Attacks per Round
class stops gaining hit dice and constitution bonuses to hit dice. Warrior Level Attacks per Round
From then on they receive a fixed rate of hit points. 1–6 1/round
Each individual class lists the racial, ability, and alignment re- 7–12 3/2 rounds
strictions. Characters who meet their prime requisite receive a 13+ 2/round

Table 3.4: Warrior Saving Throws


Paralyzation, Poi-
Level Rod, Staff, or Wand Petrification
Polymorph
or Breath Weapon Spell
son, or Death
1–2 14 16 15 17 17
3–4 13 15 14 16 16
5–6 11 13 12 13 14
7–8 10 12 11 12 13
9–10 8 10 9 9 11
11–12 7 9 8 8 10
13–14 5 7 6 5 8
15–16 4 6 5 4 7
17+ 3 5 4 4 6

17
CHAPTER 3. PLAYER CHARACTER CLASSES FOR GOLD & GLORYTM

code of conduct, few achieve paladin-hood and fewer still walk


the path their whole lives without falling.
Ability Requirements: Str 12, Con 9, Wis 13, and Cha 17
Race: Human
Prime Requisite: Str and Cha 16+
Alignment: Lawful Good
Weapons: All
Armor: All + shields
Detect Evil: Paladins can cast a detect evil with a 60’ range by
concentrating for 1 round. They can only detect evil monsters
and characters, not magic.
Divine Grace: Paladins receive a +2 bonus on all saving throws.
Divine Health: Paladins are immune to all diseases but not
curses such as lycanthropy.
Lay on Hands: Paladins can heal by the laying on of hands.
1/day, a paladin can heal 2 HP per experience level on himself
or someone else.
Cure Disease: Paladins can cast cure disease once per week per
5 experience levels.

FIGHTER Aura of Protection: Paladins emit an aura of protection in a 10’


radius. All summoned and evil creatures suffer a −1 penalty to
Fighters are men-at-arms and experts at weapon combat. They’re attack rolls within the aura.
the frontlines of every battle, the archers that soften targets from
afar, the charging cavalry, and with a little luck, skill in arms, and Circle of Power: A paladin wielding a holy sword projects
a lot of determination, they eventually become warrior-lords that power in a 15’ radius when the sword is unsheathed and wielded.
lead entire armies. This ability dispels enemy magic up to the experience level of the
paladin.
Ability Requirements: Str 9
Turn Undead: A paladin can turn undead, devils, and demons
Race: Any
at 3rd level as if he were a 1st level cleric. The paladin’s turning
Prime Requisite: Str 16+ level increases to 2nd at 4th level, 3rd at 5th , etc.
Alignment: Any Special Mount: A paladin gains a special mount at 4th level.
Weapons: All The paladin’s mount appears as fast as possible when called. It is
then magically bound and always loyal to the paladin. The pal-
Armor: All + shields adin can communicate simple commands to his mount without
fail. The GM should determine the nature of the paladin’s mount
Combat Skill Aptitude: When choosing combat skills, a single and the mount should be obtained as part of an adventure.
class fighter is at a distinct advantage over all others. They alone
are able to specialize with specific weapons and unarmed com- Priest Spells: Paladins can cast priest spells beginning at 9th
bat methods, as well as become skilled in more than one combat level. He can only cast spells in the Combat, Divination, Heal-
method (Refer to Combat Skills). ing, and Protection spheres. Paladins do not gain bonus spells
Lord: At 9th level, a fighter becomes a “Lord” or gains some for high wisdom. Paladins cannot cast cleric or druid spells from
other special title. A lord’s reputation is enough that they’re enti- scrolls nor use priest items unless also allowed to warriors.
tled to land or the right to build a stronghold. With a stronghold,
a lord attracts a small army of men-at-arms as well as an elite Table 3.5: Priest Spells per Level
guard that enforce his rule. While the loyalty of these troops is Paladin Caster 1 2 3 4
Level Level
greater than the average hireling, the lord is still expected to pay
their wages and treat them fairly. 9 1 1 – – –
The GM is in charge of assigning the lord’s men. A good rule 10 2 2 – – –
11 3 2 1 – –
of thumb is one leader half the lord’s level, eighty 0-level soldiers
12 4 2 2 – –
(pike men, archers, and mace men), and an elite guard of twelve 13 5 2 2 1 –
1st level knights. 14 6 3 2 1 –
15 7 3 2 1 1
16 8 3 3 2 1
PALADIN 17 9* 3 3 3 1
Paladins are the quintessential knights-in-shining-armor. They’re 18 9 3 3 3 1
noble warriors of unwavering good who protect the innocent, 19 9 3 3 3 2
crusade against evil, and uphold the law while challenging those 20 9 3 3 3 3
who abuse the rules for their own benefit. Because of their strict *Maximum caster level for a paladin

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FOR GOLD & GLORYTM CHAPTER 3. PLAYER CHARACTER CLASSES

The Paladin’s Code of Conduct:


Table 3.6: Ranger Tracking Modifiers
Terrain Modifier
• Paladins are lawful good. If a paladin knowingly commits
Soft or muddy ground +4
a chaotic act, he must confess as soon as possible to a 7th Thick brush or vines +3
level or higher priest and seek penance. If a paladin know- Obvious signs of passage (muddy footprints,
ingly and willfully commits an evil act, his status and pow- +2
dust, etc.)
ers are stripped permanently. A fallen paladin becomes Hard earth, wood floor 0
a fighter of the same level, losing any excess experience Rocky ground or shallow water −10
points he may have. A paladin that commits an evil act Every two creatures in group +1
against his will (through magic or possession) loses his sta- Every 12 hours since trail was made −1
tus and functions as a fighter of the same experience point Every hour of rain or snow −5
value until he atones for his deed. Moonlight or candlelight −6
• Paladins are humble. They may not carry more than 10 Tracked party hides trail −5
magical items, restricted to one suit of armor, one shield, In order to track a creature, there must be evidence of a trail
four weapons (ammunition does not count), and four mis- or witnesses to point the way. Additional checks are made under
cellaneous items. Paladins can haul and transport magical specific circumstances:
items such as in saddlebags or a cart, but as an act of hu-
mility they cannot have on their person more than their re- • The trail becomes more difficult to track (splitting direc-
striction. If a paladin encounters an opponent while carry- tion, difficult terrain, environmental hazards)
ing magical items that exceed his limit, he must drop them • Tracks of a similar nature cross the trail.
before fighting. • Resume tracking after a rest.
• Paladins are charitable. Paladins must tithe at least 10% of
their total income to a charitable or lawful good organiza- If the tracker fails, he may retry after an hour of searching.
tion every month. They may only keep enough treasure to If the second roll fails the trail is lost. If multiple trackers are
modestly support themselves, pay servitors a reasonable present, each additional tracker adds +1 to the wisdom score of
rate, and maintain a stronghold, although a fraction of the the most expert tracker. If the expert tracker loses the trail, it is
funds may be set aside for construction, repair, and emer- lost for all trackers aiding him.
gencies. All excess wealth must be donated to a charita- Every time the tracker rolls a check, he may roll a second
ble cause (usually the paladin’s church) and may never be check to determine the type of creatures and an approximation
given to PCs or NPCs. of their numbers as determined by the GM.
• Paladins are righteous. Paladins only employ lawful good Expert Tracking: Every third level, a ranger receives a +1 bonus
henchmen or those who act in a noble manner. Paladins
tolerate characters of any alignment so long as they do no to his tracking (+1 at 3rd , +2 at 6th , etc.).
evil in their presences; however, paladins try to convert Ranger Abilities: Rangers are experts at stealth and can hide
non-good followers by setting good examples and through and move stealthily. These abilities are modified by dexterity and
virtuous actions. race, but not armor, and otherwise function exactly like thieving
skills of the same name. Rangers cannot hide or move stealthily
in armor heavier than studded leather. When attempting these
skills in artificial settings (city streets, inside buildings, crypts),
RANGER his chance of success is halved.
Rangers are warriors, hunters of evil, protectors of nature, and Table 3.7: Ranger Abilities
defenders of mankind from the nastier parts of nature. Rangers Spells
scout their area for encroaching armies, track criminals, pro- Ranger Hide in Move Caster 1
Stealthily* Level 2 3
tect the land from evil interlopers, and lead small bands against Level Shadow*
strong resistance. Although rangers have the same abilities as 1 10% 15% – – – –
fighters, they prefer to wear light armor and assault enemies from 2 15% 21% – – – –
afar or from the shadows before closing in. 3 20% 27% – – – –
4 25% 33% – – – –
Ability Requirements: Str 13, Dex 13, Con 14, and Wis 14 5 31% 40% – – – –
6 37% 47% – – – –
Race: Human, Elf, or Half-elf 7 43% 55% – – – –
8 49% 62% 1 1 – –
Prime Requisite: Str, Dex, and Wis 16+ 9 56% 70% 2 2 – –
10 63% 78% 3 2 1 –
Alignment: Lawful, neutral, or chaotic good. 11 70% 86% 4 2 2 –
12 77% 94% 5 2 2 1
Weapons: All 13 85% 99% 6 3 2 1
14 93% 99% 7 3 2 2
Armor: All + shields 15 99% 99% 8 3 2 2
16 99% 99% 9 3 3 3
Tracking: Rangers are expert trackers. To track a creature, the *See thief’s description for abilities. Abilities modified by race
ranger rolls a 1d20 against his wisdom score. If the result is equal and dexterity as a thief.
to or lower than his ability score, the ranger successfully follows
the trail. Cumulative modifiers may apply to the ranger’s wis- Two Weapon Style: Rangers can fight with two weapons with-
dom score, further modifying his chance at success. If the modi- out penalty, as long as they are wearing studded leather or lighter
fiers reduce the tracker’s wisdom score to 0, the trail is impossible armors (Refer to Two Weapon Fighting and also Two-Weapon
to follow. Combat Method).

19
CHAPTER 3. PLAYER CHARACTER CLASSES FOR GOLD & GLORYTM

Favored Enemy: At any point before 2nd level, rangers choose commits an evil act, through magic or otherwise, cannot
a species of creature that represents their chosen enemy. Typical gain experience points until he atones through good deeds.
creatures include those native to the ranger’s homeland and are These deeds are determined by the GM and could involve
found in natural settings, such as giants, gnolls, goblins, and un- challenging an evil lord, freeing captives from an evil mas-
dead (GM has final say). The ranger gains a +4 bonus to attack ter, or slaying a powerful evil beast.
rolls against his favored enemy. His hatred is hard to mask re- • Rangers are Loners: Rangers can never have henchmen,
sulting in a -4 penalty to reaction rolls against the favored enemy. hirelings, or servants at any time, although they may travel
The ranger will always attack his favored enemy first in combat and associate with fellow adventurers. This restriction is
unless another creature presents a greater threat. lifted after 8th level.
• Rangers are Frugal: Rangers cannot own more treasure
Animal Empathy: Rangers can calm and befriend domesticated than they can carry. Excess treasure must either be con-
animals instantly. Wild animals must roll a saving throw vs. rods verted to portable form (gems, art, bank notes) or donated
to resist a ranger’s effect. The ranger imposes a −1 penalty to this to a good NPC-run charitable organization.
saving throw and an additional −1 for every 3 levels (-2 at 3rd , −3
at 6th , etc.). If the animal fails, the ranger can shift its reaction one
category as he chooses. WIZARD
Priest Spells: Rangers learn priest spells related to the Plant Wizards are men and women who study the arcane forces of the
and Animal spheres at 8th level. Rangers do not gain bonus spells universe and gain mastery over it. Wizards pour over dusty
for high wisdom. The ranger’s spells otherwise function exactly tomes and scour ancient ruins for knowledge and lore. They
like a priest’s. Spell progression is shown on the table above. memorize words of power, imprinting them into their brains, and
utter their phrases to cast powerful magic. Wizards who study
Followers: At 10th level, rangers attract followers of the GM’s all the known schools of magic are called mages. Some wizards
choice. These followers tend to be experienced woodsmen, track- forgo study of certain schools in order to gain a greater mastery
ers, and semi-intelligent or magical animals appropriate to the over another sacrificing versatility for strength. These wizards
terrain. As a guideline, no more than a dozen followers seek out are called by their specialization; a master of illusion is an illu-
a particular ranger. sionist and so forth.
All wizards begin with a free 100-page spell book. Begin-
The Ranger’s Code of Conduct:
ning wizards know 3d4 level 1 spells, two of which must be read
• Rangers are Good: Rangers must always remain good. A magic and detect magic, and the other spells of the player’s choice.
ranger who willingly commits an evil act irrevocably loses Whenever a wizard gains enough levels of experience to cast the
his status and becomes a fighter of the same level, losing next level of spells, they freely add 1 spell of the new spell level
any excess experience points. A ranger who unwillingly to their book.

Table 3.8: Wizard Advancement


Spells per Level
Level Mage/Specialist Hit Dice (d4) THACO 1 2 3 4 5 6 7 8 9
1 0 1 20 1 – – – – – – – –
2 2,500 2 20 2 – – – – – – – –
3 5,000 3 20 2 1 – – – – – – –
4 10,000 4 19 3 2 – – – – – – –
5 20,000 5 19 4 2 1 – – – – – –
6 40,000 6 19 4 2 2 – – – – – –
7 60,000 7 18 4 3 2 1 – – – – –
8 90,000 8 18 4 3 3 2 – – – – –
9 135,000 9 18 4 3 3 2 1 – – – –
10 250,000 10 17 4 4 3 2 2 – – – –
11 375,000 10 + 1 17 4 4 4 3 3 – – – –
12 750,000 10 + 2 17 4 4 4 4 4 1 – – –
13 1,125,000 10 + 3 16 5 5 5 4 4 2 – – –
14 1,500,000 10 + 4 16 5 5 5 4 4 2 1 – –
15 1,875,000 10 + 5 16 5 5 5 5 5 2 1 – –
16 2,250,000 10 + 6 15 5 5 5 5 5 3 2 1 –
17 2,625,000 10 + 7 15 5 5 5 5 5 3 3 2 –
18 3,000,000 10 + 8 15 5 5 5 5 5 3 3 2 1
19 3,375,000 10 + 9 14 5 5 5 5 5 3 3 3 1
20 3,750,000 10 + 10 14 5 5 5 5 5 4 3 3 2

Table 3.9: Wizard Saving Throws


Paralyzation, Poi-
Level Rod, Staff, or Wand Petrification
Polymorph
or Breath Weapon Spell
son, or Death
1–5 14 11 13 15 12
6–10 13 9 11 13 10
11–15 11 7 9 11 8
16–20 10 5 7 9 6
21+ 8 3 5 7 4

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FOR GOLD & GLORYTM CHAPTER 3. PLAYER CHARACTER CLASSES

this focus means spells of radically different school(s) are impos-


sible to learn or cast. If the use of a magical item that duplicates
spells from these schools is normally restricted to wizards, then
a specialist mage cannot use the magical item. For example, an
invoker cannot use a wand of conjuration. Because specialization
is intensive, there are ability score and racial requirements to be-
coming one, in addition to the intelligence required to be a wiz-
ard.
Ability Requirements: Int 9 and one other ability score
Race: Varies
Prime Requisite: Int 16+
Alignment: Any
Weapons: Daggers, staves, darts, knives, and slings.
Armor: Special (helmet and gauntlets only)
Multi-class and Dual-class: Specialist mages cannot be multi-
classed characters with the exception of illusionist for gnomes.
Dual-class characters can choose to be a specialist mage, but a
character cannot dual-class to a specialist of an opposing school.
School(s) Allowed: These are the schools that the character has
access to. The first school in the list (underlined and bolded) is
the character’s chosen school. Spells from schools not shown in
MAGE this column cannot be learned by that specialist mage.

Mages are versatile wizards, sometimes called generalists, which Bonus Spells: Specialists gain 1 additional spell slot per spell
practice all schools of magic. Mages are not restricted by school, level. This additional slot may only be used to memorize spells
but gain no special benefits like a specialist. from the specialist’s chosen school.

Ability Requirements: Int 9 Spell Focus: Specialists receive a +1 bonus to saving throws vs.
spells of their chosen school. Other characters suffer a −1 penalty
Race: Human, Elf, Half-elf to saving throws vs. spells cast by the specialist from his chosen
Prime Requisite: Int 16+ school.
Alignment: Any Spell Mastery: Specialists receive a +15% bonus to learn spells
from their school and a −15% penalty to learn spells from other
Weapons: Daggers, staves, darts, knives, and slings. allowed schools.
Armor: Special (helmet and gauntlets only) Spell Study: Whenever a specialist gains enough levels of ex-
perience to cast a new level of spells, they automatically learn 1
SPECIALIST MAGE spell within their chosen school of any level they can cast. This is
in addition to a free spell of the new spell level.
Specialists are wizards who practice a specific school of magic at
the exclusion of others. Specialists greatly increase not only their Improved Research: Specialists treat spells of their chosen
chance to learn spells in their chosen school, but also increase the school as being one level less for determining difficulty of re-
power and number of spells in their chosen school. However, searching new spells.

Table 3.10: Specialist Wizard Restrictions


Specialist Race Minimum Score Schools Allowed
Abjurer Human 15 Wis Abjuration, Conjuration, Greater Divination, Enchantment,
Evocation, Necromancy
Conjurer Human, Half-elf 15 Con Conjuration, Abjuration, Lesser Divination, Enchantment,
Illusion, Necromancy, Transmutation
Diviner Human, Elf, Half-elf 16 Wis Greater Divination, Abjuration, Enchantment, Evocation, Il-
lusion, Necromancy, Transmutation
Enchanter Human, Elf, Half-elf 16 Cha Enchantment, Abjuration, Conjuration, Greater Divination,
Illusion, Transmutation
Illusionist Human, Gnome 16 Dex Illusion, Conjuration, Greater Divination, Enchantment,
Transmutation
Evoker or Invoker Human 16 Con Evocation, Abjuration, Greater Divination, Illusion, Necro-
mancy, Transmutation
Necromancer Human 16 Wis Necromancy, Abjuration, Conjuration, Greater Divination,
Evocation, Transmutation
Transmuter Human, Half-elf 15 Dex Transmutation, Conjuration, Greater Divination, Enchant-
ment, Evocation, Illusion

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CHAPTER 3. PLAYER CHARACTER CLASSES FOR GOLD & GLORYTM

Table 3.11: Priest Advancement


Spells per Level
Level Cleric Druid Hit Dice (d8) THACO 1 2 3 4 5 6* 7**
1 0 0 1 20 1 – – – – – –
2 1,500 2,000 2 20 2 – – – – – –
3 3,000 4,000 3 20 2 1 – – – – –
4 6,000 7,500 4 18 3 2 – – – – –
5 13,000 12,500 5 18 3 3 1 – – – –
6 27,500 20,000 6 18 3 3 2 – – – –
7 55,000 35,000 7 16 3 3 2 1 – – –
8 110,000 60,000 8 16 3 3 3 2 – – –
9 225,000 90,000 9 16 4 4 3 2 1 – –
10 450,000 125,000 9+2 14 4 4 3 3 2 – –
11 675,000 200,000 9+4 14 5 4 4 3 2 1 –
12 900,000 300,000 9+6 14 6 5 5 3 2 2 –
13 1,125,000 750,000 9+8 12 6 6 6 4 2 2 –
14 1,350,000 1,500,000 9 + 10 12 6 6 6 5 3 2 1
15 1,575,000 3,000,000 9 + 12 12 6 6 6 6 4 2 1
16 1,800,000 3,500,000 9 + 14 10 7 7 7 6 4 3 1
17 2,025,000 500,000 9 + 16 10 7 7 7 7 5 3 2
18 2,250,000 1,000,000 9 + 18 10 8 8 8 8 6 4 2
19 2,475,000 1,500,000 9 + 20 8 9 9 8 8 6 4 2
20 2,700,000 2,000,000 9 + 22 8 9 9 9 8 7 5 2
*Requires wisdom 17+
**Requires wisdom 18+

Table 3.12: Priest Saving Throws


Paralyzation, Poi-
Level Rod, Staff, or Wand Petrification
Polymorph
or Breath Weapon Spell
son, or Death
1–3 10 14 13 16 15
4–6 9 13 12 15 14
7–9 7 11 10 13 12
10–12 6 10 9 12 11
13–15 5 9 8 11 10
16–18 4 8 7 10 9
19+ 2 6 5 8 7

energy and channels it into miracles. Priests can be charitable


worshipers of a good deity, warmongers that bless troops and
curse enemies, or vile believers of diabolic lords.
Priests cast spells from 16 spheres of influence: All, Ani-
mal, Astral, Charm, Combat, Creation, Divination, Elemental,
Guardian, Healing, Necromantic, Plant, Protection, Summoning,
Sun, and Weather. No priest can cast spells from every sphere.
Priests are considered to have major, minor or no access to a
sphere. Major access is unrestricted and minor access is restricted
to spell levels 1st through 3rd .
Priests receive spells through prayer to their deity or reflec-
tion on their beliefs. If a priest abandons his deity or belief he can
no longer cast spells. Priests can convert to different deities or
beliefs, but the GM must determine the exact methods.
Clerics represent a generic member of a clergy. The druid is an
example of a specialized priest with specific tenants and abilities.

CLERIC
The cleric is the most common priest. Whether he works through
a church or in the field, a cleric casts divine magic through prayer
and faith. Their holy symbol is their most important object, often
used as a spell component and necessary for turning the undead,
therefore, clerics start the game with a simple wooden holy sym-
bol. Clerics can be revered, respected, or feared for their powers.
Clerics can be found among even the poorest villages or remote
PRIEST regions. A cleric’s wisdom and prayer is valued by many civi-
lized, and even un-civilized, races over all else.
The priest is a holy man devoted to a tenet, faith, idea, or phi-
losophy. Through his staunch belief, he draws powerful divine Ability Requirements: Wis 9

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FOR GOLD & GLORYTM CHAPTER 3. PLAYER CHARACTER CLASSES

Race: All Speak to Woodland Creatures: At 3rd level, druids learn to


speak to creatures that live in forests, including centaurs, dryads,
Prime Requisite: Wis 16+ elves, fauns, gnomes, dragons, giants, lizard men, manticores,
Alignment: Any nixies, pixies, sprites, and treants. A druid can only choose one
specific creature to communicate with. At every level above 3rd ,
Weapons: Bludgeoning weapons, including blunt hurled the druid can select another woodland creature to speak with.
weapons, but not missiles.
Charm Immunity: At 7th level, druids are immune to charm
Armor: Any plus shields. spells cast by woodland creatures (dryads, nixies, nymphs, etc.).
Spheres of Influence: Clerics have minor access to the Elemen-
tal sphere and major access to spells from all other spheres of Wild Shape: At 7th level, druids can shape change into a reptile,
influence except Plant, Animal, and Weather. bird, or mammal, three times per day. Each individual animal
form can only be assumed once per day. The animal can be as
Turn Undead: Clerics can exert divine power against the un- small as a bird or as large as a bear. The druid heals 1d6 × 10%
dead. Once per encounter, a cleric can turn undead, forcing them of his current damage when he changes. The druid assumes all
to run from his presence or even utterly destroy them. Rules for the characteristics of the new form but retains his mental ability
turning appear in the combat chapter. scores (intelligence, wisdom, charisma). The druid’s clothing or
armor and one item held in each hand meld into his new form,
Followers: At 8th level, a cleric who has built a place of wor- but the druid gains no special powers if the items are magical.
ship attracts loyal followers. These followers, decided by the GM, Excess items must either be removed in the case of larger forms
are fanatically devoted to the cleric and remain with him without or are discarded if changed into a smaller form.
pay so long as they’re treated fairly. These followers are typi-
cally 20d10 0-level soldiers that will seek the cleric’s guidance Restricted Spell Casting: After 15th level, druids no longer gain
and blessing. new spells; however, their caster level continues to increase.

Stronghold: At 9th level, a cleric can construct a religious Poison Immunity: At 16th level, the hierophant gains immunity
stronghold devoted to his faith or belief. The labor is made up of to all natural poisons such as that created by animals or plants.
volunteers of his faith and the site is immune to taxes (assuming
a civilization that respects his religion), making it 50% cheaper to Timeless Body: At 16th level, the hierophant does not suffer
build than a normal stronghold. from penalties to ability scores through old age. Penalties already
applied remain.

DRUID Alter Self: At 16th level, the hierophant can change his appear-
ance to that of any humanoid creature and increase or decrease
Druids are wardens of nature. They revere nature, protect her, body height and weight by 50%. Changing shape takes at least
and unleash her fury against those that cause her undue harm. one round of concentration.
Because of their world outlook, druids are neutral. They believe
everything in the world has its place, good and evil, and that Hibernate: At 17th level, the hierophant can hibernate. He ap-
all things come to an end regardless. A druid prefers good over pears dead, his body does not age, and he only wakes up after a
evil, as evil creatures tend to harm nature, but a druid would be preordained time or when the climate changes.
more likely to harass poachers than drive off a band of evil giants
minding their own business. Plane Shift: At 17th level, the hierophant can plane shift to the
Elemental Plane of Earth. The hierophant gains the means to sur-
Ability Requirements: Wis 12, Cha 15 vive there and move about without hindrance. At 18th level, the
hierophant can enter and survive in the Elemental Plane of Fire.
Race: Human, Half-elf
At 19th level, the hierophant can enter and survive in the Elemen-
Prime Requisite: Wis and Cha 16+ tal Plane of Water. At 20th level, the hierophant can enter and
survive in the Elemental Plane of Air.
Alignment: True Neutral Plane shifting can be activated at will and requires at least one
Weapons: Clubs, sickles, darts, spears, daggers, scimitars, round of concentration. Plane shifting is imprecise and the hiero-
slings, and staves. phant is shifted hundreds of miles from his intended target. The
hierophant can only shift from the elemental planes back to the
Armor: Leather and padded armor plus wooden shields. Prime Material Plane, regardless of which plane he shifted from.
Spheres of Influence: Druids have major access to the All, Ani- Druidic Society: Druids have a strict hierarchy. Druids of 11th
mal, Elemental, Healing, Plant, and Weather spheres of influence. level or below are referred to as “initiates”. At 12th level, an ini-
tiate obtains the official rank of “druid.” At 13th level, the druid
Elemental Resistance: Druids gain a +2 bonus to saving throws
becomes an “arch-druid.” At 14th level the arch-druid becomes a
vs. fire and electrical attacks. “great druid.” At 15th level the druid receives the highest rank of
Druidic Language: All druids speak a secret language. They “Grand Druid.” Grand Druid is both a rank and title. When a
can only converse about nature or natural events. Non-druids Grand Druid passes on his title and levels up to 16th , he’s forever
can never comprehend this language and all druids jealously known as a “hierophant.”
guard it. Druids are organized by regions, which are divided by ge-
ographical features. An entire forest could be one region while
Detect Nature: At 3rd level, druids can identify and discern de- farmlands separated by a river could be another. In any single
tails of plants, animals, and water. region there can only be 9 full druids, 3 arch-druids, and 1 great
druid.
Woodland Stride: At 3rd level, druids can pass through natural To advance in level past 11th , there needs to be an open po-
overgrown areas without hindrance or damage. sition available. If not, the druid cannot advance into the next

23
CHAPTER 3. PLAYER CHARACTER CLASSES FOR GOLD & GLORYTM

level unless he challenges the druid ahead of him. This challenge


should be a test of skill, whether this is combat (lethal or non), a
test of might, a game of intellect, or perhaps a race littered with
obstacles requiring nimble reflexes to avoid. If the higher-ranking
druid loses he immediately drops to level 11 (200,000xp), and the
challenger advances to the next level taking the loser’s rank and
position.
Full druids (level 12) gain the loyalty of three initiates who
each have 1d10 − 1 levels (a roll of a 1 means they have 1 expe-
rience level). An arch-druid’s followers are replaced with three
level 10 initiates. A great druid’s followers are replaced with
three level 11 initiates.
The Grand Druid is unique as he’s the only one in the world
who can hold the title, has contact with all druids, and doesn’t
accept challenges. Grand Druids can pray for six spells of each
level they can cast and can cast up to six additional spell levels a
day (either a single 6th level spell or multiple weaker spells total-
ing up to 6 levels).
Nine servants, three of whom are arch-druids, attend the
Grand Druid. Each servant under the Grand Druid can cast four
additional spell levels worth of magic per day (either a single
4th level spell or multiple weaker spells totaling up to 4 levels).
Servants under the Grand Druid are hand picked and cannot be
challenged for their position.
To become a Grand Druid, the current holder reaches the
zenith of 15th level and simply selects a candidate from the
world’s druids (usually a 14th level PC druid about to advance).
Upon claiming the new Grand Druid, the former titleholder steps ROGUE
down from his position, advances to 16th level, and becomes a A rogue is an opportunist; a thrill seeker, pilferer, acrobat, and
hierophant druid. Hierophants immediately lose all experience charlatan. They know a bit more knowledge than the average
points but 1 (although they retain their current level), lose the warrior, have the skills to survive on their own, and can fight
abilities and followers granted by being a Grand Druid, and are in a pinch. Rogues come in a variety of flavors, from honorable
no longer bound to the ranking system of druid society. to dishonorable, but all are valued for their athletics and nimble
fingers.
Druidic Philosophy:
• Druids are neutral: Druids see good and evil as two sides Table 3.13: Rogue Advancement
of the same coin. To a druid, all creatures, human and mon- Thief/ THACO
ster alike, are part of the natural balance and deserve equal Level Bard Hit Dice (d6)
respect. Druids staunchly defend and uphold the cycle of 1 0 1 20
nature whether good or evil oppresses her laws. 2 1,250 2 20
• Druids revere nature: Druids defend the natural world 3 2,500 3 19
against destruction or exploitation. If an intelligent crea- 4 5,000 4 19
ture takes beyond their means, a druid sets to right the 5 10,000 5 18
wrong. 6 20,000 6 18
• Druids use mistletoe: Mistletoe is a potent spell compo- 7 40,000 7 17
nent and holy symbol in the druidic faith. Druids must cut 8 70,000 8 17
mistletoe in a special ceremony requiring a golden or silver 9 110,000 9 16
sickle under the light of the full moon. Mistletoe picked 10 160,000 10 16
outside the ceremony halves the damage of all spells and 11 220,000 10 + 2 15
12 440,000 10 + 4 15
grants opponents a +2 bonus to their saving throws. 1st
13 660,000 10 + 6 14
level druids begin with a single piece of special mistletoe 14 880,000 10 + 8 14
usually used as a permanent holy symbol. 15 1,100,000 10 + 10 13
• Druids care little for civilization: Because of their beliefs, 16 1,320,000 10 + 12 13
druids do not dwell in man-made cities or towns, as large 17 1,540,000 10 + 14 12
civilizations rob the area of natural resources. A druid may 18 1,760,000 10 + 16 12
reside in a city but stays away from man-made areas, living 19 1,980,000 10 + 18 11
in parks or outside the walls. 20 2,200,000 10 + 20 11

Table 3.14: Rogue Saving Throws


Paralyzation, Poi-
Level Rod, Staff, or Wand Petrification
Polymorph
or Breath Weapon Spell
son, or Death
1–4 13 14 12 16 15
5–8 12 12 11 15 13
9–12 11 10 10 14 11
13–16 10 8 9 13 9
17–20 9 6 8 12 7
21+ 8 4 7 11 5

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FOR GOLD & GLORYTM CHAPTER 3. PLAYER CHARACTER CLASSES

Table 3.15: Thieving Skill Base Scores


Pick Pockets Open Locks Find/ Re- Move Hide in Detect Noise Climb Walls Read Lan-
move Traps Stealthily Shadows guages
15% 10% 5% 10% 5% 15% 60% 0%

Table 3.16: Thieving Skill Racial Modifiers


Skill Dwarf Elf Gnome Half-elf Halfling
Pick Pockets – +5% – +10% +5%
Open Locks +10% −5% +5% – +5%
Find/Remove Traps +15% – +10% – +5%
Move Stealthily – +5% +5% – +10%
Hide in Shadows – +10% +5% +5% +15%
Detect Noise – +5% +10% – +5%
Climb Walls −10% – −15% – −15%
Read Languages −5% – – – −5%

Table 3.17: Thieving Skill Dexterity Modifiers


Dexterity Pick Pockets Open Locks Find/ Remove Move Stealthily Hide in Shadows
Traps
9 −15% −10% −10% −20% −10%
10 −10% −5% −10% −15% −5%
11 −5% – −5% −10% –
12 – – – −5% –
13-15 – – – – –
16 – +5% – – –
17 +5% +10% – +5% +5%
18 +10% +15% +5% +10% +10%
19 +15% +20% +10% +15% +15%

Table 3.18: Thieving Skill Armor Modifiers


Skill No Armor Elven Chain Chain Mail* Padded or Studded
Leather
Pick Pockets +5% −20% −25% −30%
Open Locks – −5% −10% −10%
Find/Remove Traps – −5% −10% −10%
Move Stealthily +10% −10% −15% −20%
Hide in Shadows +5% −10% −15% −20%
Detect Noise – −5% −10% −10%
Climb Walls +10% −20% −25% −30%
Read Languages – – – –
*Bards, cleric/thieves or fighter/thieves only

THIEF Thieving Skills: Thieves are trained in special skills. At level 1,


all thieves receive 60 points to add to their skills. No more than
Thieves are stealthy adventurers who prefer to fight with sub-
30 points can be added to a single skill. At each level, the thief
terfuge and stealth to swords and shields. Thieves sneak into
gains an additional 30 points, and no single skill can be raised by
combat, deliver a powerful blow, and then slip away before any
more than 15 points. No skill can be raised above 95% includ-
is the wiser. Thieves have a keen eye for traps, can scale the
ing adjustments for dexterity, race, and armor. If a skill is ever
smoothest walls, and step without a sound. Despite their name,
reduced below 1% it cannot be used at all.
thieves are not necessarily amoral pickpockets. The life of ad-
venturing requires a good lock pick and sticky fingers, and even Thieves and Ability Checks: While anyone can use an ability
noble lords have hired thieves to scout enemy positions and nab check to perform an action, thief skills are special, representing
artifacts from the fingers of powerful enemies. Thieves start the years of training and experience. When a thief performs a skill,
game with a simple set of thieving tools. he keeps a successful result until conditions arise that would neg-
Ability Requirements: Dex 9 atively affect him. For example, a thief hiding in shadows will
continue to do so until someone passes a lantern over his posi-
Race: Any tion. Thieves can also roll ability checks to effectively emulate
Prime Requisite: Dex 16+ their class skills but doing so applies the normal restrictions.

Alignment: Any except lawful good. Pick Pockets: Thieves can snatch small items from pockets,
palm unattended objects, and perform simple sleight of hand
Weapons: Clubs, daggers, darts, hand crossbows, knives, las- tricks. Failure means the thief does not get the item, but does
sos, short bows, slings, broad swords, long swords, short swords, not determine whether the attempt was detected. To determine
staves. detection, multiply the victim’s level or hit dice by three and sub-
Armor: Leather, studded leather, padded leather, elven chain tract it from 100. If the thief’s roll was equal to or greater than the
armor. Thieves suffer penalties to their abilities based on their difference, the thief is detected. It’s possible to pick pockets and
armor. be noticed at the same time.

25
CHAPTER 3. PLAYER CHARACTER CLASSES FOR GOLD & GLORYTM

Open Locks: Thieves can pick any mechanical locking mech- separate document, even in the same language, requires a new
anism requiring keys and/or finesse to unlock. Picking a lock check. If the thief fails he cannot try again on the same document
takes 1d10 rounds. Failure indicates the attempt is impossible un- until he gains a level in thief.
til the thief increases in experience level. Picking locks requires
suitable tools. Improvised tools and stressful or awkward posi- Backstab: Thieves are experts in attacking an enemy’s weak
tions apply penalties as set by the GM. points. When attacking a surprised enemy’s flank or rear, he
gains a +4 bonus to his attack and ignores his opponent’s dex-
Find/Remove Traps: Thieves are trained in finding and disarm- terity and shield bonus to AC. If the attack succeeds, the thief
ing small traps. Any small mechanical trap, whether natural or multiplies his weapon damage (before modifiers like strength are
artificially made, can be found and disarmed by the thief. Large applied) by his backstab multiplier.
traps, such as pitfalls, or traps without accessible mechanics, such Enemies must be unaware of the thief. If an enemy sees or
as a sliding wall, cannot be found or disarmed using this skill. hears the thief this skill cannot be used. Backstabbing can only
To find traps, the thief must visually inspect and touch the be done against living enemies with a discernible anatomy, ex-
object or area containing the trap. The GM rolls this check in se- cluding plants, undead, and constructs from being backstabbed.
cret to keep the thief from making assumptions about his skill.
Thieves can inspect a single object or 10x10 foot space (walls, Table 3.19: Backstab Damage Multipliers
floors, and large constructions) once per experience level. Search- Thief’s Level Damage Multiplier
ing for a trap takes 1d10 rounds. 1–4 ×2
Found traps can be removed or disarmed requiring 1d10 5–8 ×3
rounds. On a success the trap is disarmed or removed. A fail- 9–12 ×4
ure indicates the trap is too advanced and the thief can try again 13+ ×5
after gaining a level in thief. On a dice roll of 96–100 the trap
is automatically sprung. Removing or disarming a trap requires Thieves’ Cant: Thieves have a special language used to com-
suitable tools. Improvised tools and stressful or awkward posi- municate with each other. Thieves’ cant isn’t an actual language
tions apply penalties as set by the GM. but disguised words, body language, and misleading statements
Thieves can detect and remove magical traps, but the chance that can be worked into any language. Thieves’ cant is limited
of success is halved. to subjects pertaining to thieves; hideouts, stolen goods, contacts,
black marketers, etc. Only thieves speaking the same language
Move Stealthily: Thieves can attempt to move stealthily at will can use thieves’ cant to communicate.
by reducing their movement value to 1 /3 normal. If success-
ful, the thief increases his chance of surprising an enemy, avoid- Use Scrolls: At 10th level, thieves can use magical and clerical
ing detection, and setting up a backstab opportunity. The GM scrolls. There is a 25% chance the attempt misfires, causing the
rolls this check secretly as the thief always believes he is moving spell to be centered on the thief or cast on a random target. The
as stealthily as possible. A sneaking thief will do what he can GM should choose a scenario that disadvantages the thief and/or
to avoid detection (steer clear of squeaky boards, avoid casting his party.
shadows, walk on softer surfaces, time movements to coincide
with background noises, maintain distance from guards, etc.). Stronghold: Thieves build a den at 10th level. Thieves’ dens
One Move Stealthily check is used for a given situation until con- tend to be fronts for illicit or questionable activity regardless of
ditions change. For example, if the thief walks into a room with alignment. A good thief den could be a spy ring monitoring crim-
a different kind of floor, lighting or noises, he must roll a new inals while a dishonorable thief could use his den to fence stolen
check. goods. Thieves then attract a gang of followers appropriate to
their alignment. These men are generally loyal, but not particu-
Hide in Shadows: Thieves can attempt to vanish into conceal- larly devoted.
ment such as shadows, bushes, curtains, nooks, etc. A thief can Thieves tend to be territorial and jealous of other powerful
only hide when no one is observing him. He cannot move with- thieves. If another thief builds a den in the area, the two gangs
out rolling another check but may perform small motions like sig- usually battle, either openly or through subterfuge, until one
naling or drawing items. Distractions, such as a creature caught overcomes the other. Even good thieves are suspicious of each
in a fight, may allow the thief to hide. The GM rolls the hide other. While opposing thief’s dens of good alignment won’t re-
check in secret; thieves always believe they’re hiding properly. sort to violence or cruel sabotage, there will always be a com-
Infravision or special sight does not reveal a hidden thief. petitive rivalry involved. If a good thief’s den is disbanded, the
Spells or abilities such as detect invisibility reveal a hidden thief. next closest good-aligned den quickly absorbs it. In contrast, evil
Detect Noise: A thief can concentrate for one round to listen for thieves seek the destruction of their weakened rivals, so that they
minute sounds. A thief must remove any item covering his head may never rise again.
to use this ability. Sounds heard through thick barriers like walls
or doors are unclear or garbled.
BARD
Climb Walls: Thieves are expert climbers and can climb sur-
Bards are entertainers, taletellers, and lore masters. Bards are
faces, including completely smooth or flat walls, without special nimble and stealthy like thieves but prefer to be in the spotlight,
gear. Thieves cannot fight or defend themselves while climbing. not out of it. Through song and poetry, bards can inspire men
Refer to Climbing and Climb Speed for more information. to great deeds. Even the weariest armies have stood up against
overwhelming odds because a bard was by their side reciting
Read Languages: At 4th level, thieves can attempt to decipher
tales of legendary heroes.
the meaning of any written language. Thieves do not have to
make a check for a language they know how to read. The check to Bards by nature are jacks-of-all-trades and masters-of-none.
read a language is rolled every time the thief tries to read a docu- They make excellent spies and assassins. Bards are distrusted as
ment written in an unknown language. The entire document (ex- much as they are respected.
act size determined by the GM) is checked only once. The check Ability Requirements: Dex 12, Int 13, and Cha 15
is equal to how much the thief understands; a thief that rolls a
50% understands approximately half of what he is reading. Each Race: Human, Half-elf

26
FOR GOLD & GLORYTM CHAPTER 3. PLAYER CHARACTER CLASSES

Prime Requisite: Dexterity and Charisma 16+ method. A bear could be calmed with music but a joke spoken in
common would have no effect on an ogre who does not under-
Alignment: Neutral Good, Lawful Neutral, Chaotic Neutral, stand common.
Neutral Evil Bards apply a −1 penalty to this saving throw every three lev-
Weapons: Any els.
Inspire Courage: The bard can inspire courage into allies,
Armor: Chain mail or lighter. No shields. granting bonuses to their abilities. The bard can apply either a
Play Instrument: Bards are proficient singers, musicians, and +1 bonus to attack rolls, a +1 bonus to saving throws, or a +2
chanters. A bard is an expert at one type of oratory or instrumen- bonus to morale (However, PCs do not roll morale checks and
gain no benefit from this morale bonus) for all those that hear
tal performance of the player’s choice. A bard starts the game
him within 10 feet per bard level. The bard must perform for
with an inexpensive instrument, usually made of wood or at best
three full rounds, doing nothing else except performing, and the
bronze.
bonuses are added at the end of the third round. This effect lasts
Bardic Skills: Bards are trained in special skills that help them 1 round per level. Inspire courage can be used more than once
in their adventures. These skills function exactly like thieving but the bonuses don’t stack and the duration resets.
skills of the same name and are similarly modified by race, dex- Counter Song: The bard can negate magic or abilities that rely
terity, and armor worn. At 1st level, the bard receives 20 points on sound or vocal effects. The bard rolls a saving throw vs. spell
to distribute among these skills and 15 points every level after for all characters affected by vocal abilities within 30 feet. Success
1st . The bard does not have to wait until 4th level to use his Read means the spell or ability is negated within the effective area. The
Languages skill. bard can walk his speed while using counter song but is inter-
rupted if he takes damage or fails a saving throw.
Table 3.20: Bardic Skill Base Scores Counter song can be used once per encounter and lasts as
Climb Walls Detect Noise Pick Pock- Read Lan- long as the bard continues speaking, singing and/or chanting.
ets guages
Counter song does not interrupt verbal components or command
50% 20% 10% 5% words but does negate verbal aspects of a spell’s description such
as speaking a person’s name or giving orders to a charmed mon-
Spell Casting: Bards can cast a limited number of spells. They ster.
learn, memorize, and cast spells as a mage does. Bards must keep
a spell book and are restricted by armor. Bards can never special- Read/Write Languages: Bards can read and write all languages
ize in a school of magic. The bard’s casting level is equal to his they speak. Ancient or dead languages can be read/written if the
bard level. GM allows it.
Bards learn spells through happenstance and luck. At 2nd Local History: The bard picks up esoteric and little known facts
level, the bard may know 1d4 spells selected by the PC or as- about the area he’s in. A bard knows tales and legends about lo-
signed by the GM. A check is still made to see if the bard knows cal sites, families, urban legends, terrain, and other mundane lo-
the spell. Bards do not learn new spells automatically as they cal features. This information is general, never specific. A bard
advance in levels. may know that a black dragon haunted the swamps to the north
Table 3.21: Bard Spell Progression for the past century but he doesn’t know the dragon’s hit dice,
weaknesses, exact location, and so forth. If the bard succeeds on
Level 1 2 3 4 5 6 a charisma check he can tell a tale granting him a +2 bonus to
1 – – – – – – his charisma to all people who heard him for one hour per bard
2 1 – – – – – level. This check cannot be made against hostile creatures.
3 2 – – – – –
4 2 1 – – – – Lore: At 1st level, the bard has a 5% chance to know the gen-
5 3 1 – – – – eral history surrounding a magic item. A bard never knows the
6 3 2 – – – – details (specific enchantment, special abilities, etc.) but its back-
7 3 2 1 – – – ground can give clues to its function. A failure indicates the item
8 3 3 1 – – – is beyond the bard’s knowledge but can be rechecked when he
9 3 3 2 – – –
10 3 3 2 1 – – gains a level in bard.
11 3 3 3 1 – – The lore percentage increases by an additional 5% every level
12 3 3 3 2 – – after 1st .
13 3 3 3 2 1 – Followers: At 9th level, a bard with a stronghold attracts fol-
14 3 3 3 3 1 –
15 3 3 3 3 2 – lowers of 0th level. These are typically soldiers, entertainers, and
16 4 3 3 3 2 1 craftsmen. Bards can build strongholds before 9th level but don’t
17 4 4 3 3 3 1 receive followers.
18 4 4 4 3 3 2
19 4 4 4 4 4 2 Use Magic Scrolls: At 10th level, the bard can cast magic in writ-
20 4 4 4 4 4 3 ten form such as scrolls and books. There’s a 15% chance each
casting the item misfires either backfiring on the bard or targeting
Incite Emotion: Bards can perform to inspire the emotions of his enemies (GM’s discretion or whatever most inconveniences
individuals or groups. When playing before a crowd, every tar- the party).
geted listener makes a saving throw vs. paralyzation modified
by wisdom—mental defense modifier. If the crowd fails, the bard MULTI-CLASS CHARACTERS
may shift their reaction by one level positively or negatively.
A crowd must be non-hostile and focused on the bard. The Demi-humans can multi-class: taking more than one class at
saving throw for large groups should be the average of every a time. Specialist mages (except gnome illusionists) can never
creature’s hit dice. The method of this ability must reflect the multi-class. Multi-class characters divide experience evenly be-
creature it’s used against and the bard must be proficient in that tween classes and share the best abilities of each class. Each

27
CHAPTER 3. PLAYER CHARACTER CLASSES FOR GOLD & GLORYTM

class levels up independently and it’s possible for one class to retains the abilities of his first class but does not gain experience
be higher than the others. for using them. There are requirements for ability scores but no
To determine hit points at 1st level, roll the appropriate restriction on dual-class combinations.
hit dice for each class, total the value, then divide the score At 2nd level or above, a human may choose to permanently
by the number of classes (round up). For example, a half-elf end their advancement in their current class to gain a new one.
fighter/mage/cleric would roll 1d10, 1d4, and 1d6, total the This change is irrevocable and the character can never gain expe-
amount, divide by three, and add his constitution modifier to hit rience points in his old class.
points if any. The character must have a 17 or higher in the prime requi-
At each level for an individual class, roll the appropriate hit site(s) of his newly chosen class. The character begins his new
dice and divide by the number of classes (rounding up). The hit class at level 1 with 0 experience points but retains the hit dice
point modifier for high constitution is also divided among classes and hit points gained from his previous class. The character’s
(round up). For example, a fighter/thief with a hit point modifier ability scores do not change, but he uses the THACO and saving
of +3 would get +2 hit points when he advances in fighter and +2 throw values appropriate to his new class and level. Finally, a
hit points when he advances in thief. A fighter/mage/thief with character gains no additional hit dice or hit points while advanc-
a +3 hit point modifier would gain +1 hit point from constitution ing in their new class.
at every class level. Hit points gained after a class stops gaining A dual-class character retains all knowledge and abilities of
hit dice are never divided. his previous class but using them does not earn class experi-
Multi-class characters retains the best THACO, saving ence points and only gives him half experience points for the en-
throws, and features of any class with a few exceptions. counter. This restriction applies to using the old class’ THACO,
Warrior: A multi-classed fighter cannot learn weapon special- saving throws, or abilities that are not also an ability of the new
ization. class.
After the new class level exceeds the old class level, the re-
Priest: A multi-classed priest must follow his faith’s weapon re- strictions no longer apply. The dual-classed character may use
strictions. the abilities and features of any class without restriction and
Wizard: A multi-classed wizard cannot cast spells in armor, ex- gains hit points or rolls hit dice for his new class level. The dual-
cept for an elven multi-classed wizard, who can cast spells when class character still cannot gain experience in his old class.
wearing elven chain armor.
Rogue: A multi-classed thief cannot use any abilities other than ENERGY DRAIN ON DUAL- AND MULTI-CLASS
open locks and detect noise while wearing armor restricted by
the thief class. A thief must remove any helmet to detect noise When an energy-draining creature strikes a dual-class or multi-
and remove any gauntlets to open locks. class character, the character loses levels in his highest leveled
class. If all classes are even, he loses levels in the class with the
highest experience requirements. If a dual-class character’s new
DUAL-CLASS CHARACTERS class is reduced to less than their old class, the restrictions to dual-
class characters apply. If a dual-class character’s old class levels
Dual-class is an ability of humans to permanently halt advance- are drained he must raise them back to the original level when he
ment in their current class and advance in another. The human chose to dual-class, before gaining levels in his new class.

28
Chapter 4

ALIGNMENT

Alignment is a guideline that influences a character’s person- Good creatures respect the value of life and sacrifice personal
ality and outlook on morality, society, and life in general, and resources to help each other. They believe in protecting the weak,
the influences of the universe as a whole. Alignment is both a defending the innocent, and promoting these values so that oth-
tool for role-playing and a mechanic for certain spells and abil- ers will do the same. Good is not absolute, thus few people are
ities. Alignment is always based on a character’s actions, never good all the time, but good characters reflect on their failings and
thoughts; a person is not evil simply for thinking evil thoughts. strive to overcome them.
Characters are not bound to their alignment; people can act irra- Evil creatures are destructive, self-serving, and sacrifice oth-
tionally, perceive they’re acting properly, or change beliefs. ers to achieve their personal goals. Evil can be subtle or overt
Alignment is divided between good vs. evil and law vs. and any obstruction to an evil creature’s goals is a hindrance that
chaos, which defines the universe and its people as a whole. must be exploited or removed. Few creatures are consistently evil
There are nine alignments as a result; lawful good, neutral good, or even recognize themselves as evil, thus an evil creature can be
chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, unaware of the results of their actions.
neutral evil, chaotic evil. Neutrality in respect to good and evil reflects a tendency to
not judge actions based on the moral outcome. Neutral creatures
aren’t particularly cruel or destructive but they feel no obligation
LAW VS. CHAOS to spend personal resources helping others. As a result, neutral
creatures form bonds based on personal relationships not an obli-
Law and chaos reflect a character’s outlook towards society and gation to serve or force others into service. Some creatures, par-
personal relationships. ticularly instinctual ones like animals, have no moral compass.
Lawful creatures respect authority, organizations, and rules Animals kill because they’re hungry, not out of cruelty.
as imperative to the proper function of life. Concepts such as Good and evil are defined by society. What one society deems
family, tradition, honor, and loyalty are of the highest impor- to be good another may believe is evil. As a result, few mortal
tance. The existence between society and government is natural creatures are truly evil. Regardless, good is always constructive
and the foundation of strong organizations such as guilds and while evil is always destructive. Raiding villages for supplies and
churches are necessary to maintain order. Without law, society slaves might be a common practice in one civilization (albeit not
has no means to trust or depend on each other and falls prey to a good one) but razing the village to the ground and massacring
encroaching chaos. While lawful creatures can be pragmatic, they its residents for personal enjoyment is evil.
follow rules and tradition even if they’re inefficient or draconic.
Chaotic creatures believe that nothing in the universe is cer-
tain and that individual is responsible for his own lot in life. Des- THE NINE ALIGNMENTS
tiny is uncertain, events in the universe aren’t correlated, and one
There are nine alignments that govern all creatures. Most mortals
must adapt to their current situation to survive. Chaotic creatures
are born neutral and their personal upbringing influences their fi-
believe rules and tradition stifle progression. While chaotic crea-
nal alignment. Outsiders and creatures from other planes are cre-
tures aren’t necessarily anarchistic, they tend to place the needs
ated from the raw energies of that plane. While they can change
of themselves or personal acquaintances over society as a whole.
alignment, planar creatures are always born with an alignment
Neutrality in respect to law and chaos is a belief that all things
that matches their home plane and changing to a different or op-
must have a counterpart. Neutral creatures believe that, for every
posite alignment is rare.
action there’s an equal and opposite reaction and without this the
universe will fall apart. Neutral creatures do what they think has Lawful Good: The belief that a strong, orderly society can im-
the most advantageous results whether this means obeying law prove life for the majority of people. The law is designed to pro-
in one situation then embracing chaos in the next. tect and guide the people and the people are expected to uphold
Law and chaos are always in respect to society, authority, or the law for the mutual good of all. Lawful good creatures are
the majority. Following a rigid personal code doesn’t make a honest and forthright, upholding the greatest good while caus-
character lawful. Chaotic creatures can be honest and mindful of ing the least harm. If restrictions to personal freedom must be
authority. A barbarian raider who refrains from harming women made to ensure the greatest good for everyone, then it’s a neces-
or children is likely chaotic. An assassin who follows the creed of sary sacrifice so long as no undue harm is wrought. Considered
his local guild is likely lawful. to be good aligned.
Neutral Good: The belief that either societal extreme isn’t nec-
GOOD VS. EVIL essarily the correct path to maintaining the good of all creatures.
If a strong government protects the people then it should be sup-
Good and evil reflects a character’s outlook on morality; his per- ported. If abandoning tradition liberates an oppressed group,
sonal moral compass deciding what’s right and wrong. then it must be done. Social structure and personal freedom are

29
CHAPTER 4. ALIGNMENT FOR GOLD & GLORYTM

but tools for achieving goodness and no belief is above another if any group for an extended length of time unless their desires are
the end result is the same. Considered to be good aligned. consistently satiated. Considered to be evil aligned.
Chaotic Good: The belief that personal freedom allows unre-
stricted attempts to achieve the greatest good. Chaotic good TRACKING AND CHANGING ALIGNMENT
creatures believe that rules, even ones with good intentions, can
be abused and that people should follow their own moral com- After character creation, the player is no longer in charge of their
pass, not a mandate. Creatures of this alignment tend to be free- alignment. Each session, the GM charts a player’s decisions
dom fighters and detest bullies who hide behind the law. While and decides where they fall on the alignment scale. Most mi-
benevolent and forthright, this belief clashes with good order and nor actions are inconsequential; people act against character all
it’s quite possible for people with radically different opinions on the time. Major actions should be taken into consideration. If
achieving good to violently clash. Considered to be good aligned. a character severely acts against alignment then the GM has the
right to change it. It’s recommended to tell players about to shift
Lawful Neutral: The belief that law and order are paramount to to reflect on their past decisions before ultimately changing their
a structured society. The universe is cruel and moral extremes do alignment. Changing a player’s alignment requires careful con-
nothing but hamper the progression of society as a whole. Law- sideration and there’s no harm in ignoring the rules for it.
ful neutral creatures staunchly believe in order, tradition, and a If a person’s alignment changes due to conscious, willing de-
strong government. Personal freedom and individuality are the cisions they require double the experience points to level up to
price for order and balance. Considered to be neutrally aligned. the next level. If a person’s alignment changes more than once in
a single level they lose all experience points gained that level and
True Neutral: The belief that the forces of the universe must be have to earn double the experience points to level up.
kept in balance. Laws can be restrictive and easily abused while A character whose alignment changes involuntarily (such as
chaos can be uncontrollable and unpredictable. Goodness can be through magic) are not penalized but they gain no further expe-
counter-productive while evil is unnecessarily destructive. True rience points until they revert to their original alignment. For
neutral characters are pragmatic and judge actions, not appear- example, a paladin dominated into doing evil acts must atone
ances. They often side with factions that have the most com- back to lawful good in order to gain experience points again. If a
pelling argument but are prone to defecting when one becomes character decides to remain in their new alignment they require
too powerful. Most neutral characters lean towards a particular double the experience points to level up.
alignment; those who believe in complete neutrality are uncom-
mon. Considered to be neutrally aligned.
Creatures with animal-like intelligence or no intelligence (a
construct or ant) are always neutral because they have no under-
standing of morality. A dog can be trained to kill but they cannot
comprehend the results of their actions.
Chaotic Neutral: The belief that there is no order in the uni-
verse and that dwelling on moral extremes, good or evil, inhibit
personal freedom. Chaotic neutral characters do whatever they
feel like with little thought towards the results but neither are
they completely cruel or uncalculating. A chaotic neutral crea-
ture may simply be impulsive to a fault, make sudden decisions,
or prefer to live their lives by the flip of a coin. Considered to be
neutrally aligned.
Lawful Evil: The belief that laws and society can be abused for
mutual gain. Society creates a definitive gap between those with
power and those without; the rules should be made to keep those
without power from acquiring it. If a law benefits the creature
while hurting someone else, it should be exploited. Laws are
obeyed only out of fear of punishment or reprisal. Considered
to be evil aligned.
Neutral Evil: The belief that evil is inhibited by the structure
of laws and wasted in a truly chaotic system. Neutral evil crea-
tures are amoral, avaricious, selfish, and untrustworthy. They’ll
work with others if it works in their favor and betray allies if the
benefits outweigh the risks. Their allegiance is measured by per-
sonal gain and “friends” are only kept as close as the reach of
their longest weapon. Considered to be evil aligned.
Chaotic Evil: The belief that there is no meaning in the uni-
verse except personal pleasure. The weak are to be exploited,
and the strong dominate the weak. Laws are pathetic tools de-
signed to protect those who pretend to have power. They care
not for meaning or reason to their actions except for the end re-
sults. Chaotic evil creatures are nearly impossible to assemble in

30
Chapter 5

COMBAT SKILLS

Combat skills determine which weaponry a character is able Ambidexterity: An ambidextrous character suffers no penalty
to wield, and in what specific way (if any) he can wield those when using his non-dominant hand for any actions. In com-
weapons most effectively. bat, this reduces the penalty suffered to attacks with his non-
dominant hand by 2 while fighting with two weapons. This skill
stacks with a character’s dexterity—missile attack modifier (Re-
COMBAT SKILL POINTS fer to Two Weapon Fighting and Attacks with the Non-Dominant
Hand). This skill is not considered a part of any method, and un-
All characters are given Combat Skill Points at 1st level, which skilled penalties are, by default, already assumed elsewhere in
they must immediately exchange for combat skills. As initial the rules.
combat skills represent years of training and practice prior to
becoming 1st level, those not exchanged during character cre-
ation are lost. Additional Combat Skill Points (CSP) are earned WEAPONRY SKILLS
at higher levels. A character is considered to be unskilled in the
use of a weapon or other combat skill, unless they exchange a One or more CSPs are usually exchanged for skill with a sin-
combat skill point to become skilled. Once a combat skill has gle weapon, a grouping or even a type of weaponry, but they
been chosen, the decision is permanent. can also be exchanged to become skilled in certain specific com-
bat expertise and methods. A character can only become skilled
Table 5.1: Skill Points by Class with weapons and methods allowed to his class. If a character
becomes skilled in a group or type of weaponry, they are still un-
Class Combat Skill Points Unskilled
Penalty able to wield weaponry in that group or of that type that is not
allowed to their class.
Warrior 4 + 1 per 3 levels −2/−1
Priest or Rogue 2 + 1 per 4 levels −3/−2 Single Weapon: The character becomes skilled with a single
Wizard 1 + 1 per 6 levels −5/−3 weapon in exchange for 1 CSP and totally negates the unskilled
penalty associated with that weapon and partially negates the
Class: Each class group is represented. Multi-classed characters penalties for related weapons (Refer to Unskilled Penalty).
use the most advantageous row for their respective classes, and
do not add them together. A fighter/mage simply uses the war- Weaponry Group: A weaponry group consists of weapons of
rior row. Note that priests and rogues have identical combat skill similar design such as swords or pole arms. By exchanging 2
potential. CSPs to become skilled with a weaponry group, a character be-
comes skilled in all weapons within that group that are allowed
Combat Skill Points (CSP): The formulae in this column indi- to his class. When adding new weapons to his world, the GM
cate how many CSP the character receives at 1st level and the next
should consider which, if any, weaponry group that the new
divisible level that a character will receive one additional CSP. For
example, a fighter has 4 CSP at 1st level and earns 1 additional weapon belongs.
Note that the arquebus, blowgun and quarterstaff do not be-
CSP at 3rd level, another at 6th level, etc. If the GM allows, a char-
acter’s Intelligence—Languages Known score may be added (in long to any group and must be learned separately.
whole or in part) to the number of CSPs received at 1st level.
Table 5.2: Weaponry Groups
Unskilled Penalty: The first number in this column indicates Group Weapons
the penalty applied to the character’s THACO when using a Axe Battle axe, hand/throwing axe, Pole
weapon with which he is completely unskilled. For example, a axe (all)
mage who is unskilled with daggers suffers a −5 penalty to his Bow Bow (all)
THACO. The number following the slash indicates the penalty Cavalry Flail, mace, pick (horseman varieties)
applied if a character wields a weapon that he is not skilled with, Club Club, morning star, war hammer
but he is skilled with a weapon in the same weaponry group (See Crossbow Crossbow (all)
below). For example, if the mage were to be skilled with a knife, Infantry Flail, mace, pick (footman varieties)
Lance Lance (all)
he would only suffer a −3 penalty when wielding a dagger. Long blade Bastard sword, long sword, scimitar,
two-handed sword
Medium blade Broad sword, cutlass, khopesh
AMBIDEXTERITY Short blade Dagger/dirk, knife, sickle, short sword
Pole arm Pole arm (all, including pole axes)
In exchange for 1 CSP, any character can become ambidextrous, Release action Lasso, net, scourge, sling, staff sling,
but only warriors and rogues may fight with a weapon in each whip
hand. Spear Harpoon, javelin, spear, trident

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CHAPTER 5. COMBAT SKILLS FOR GOLD & GLORYTM

Weaponry By Type: Weaponry types provide the character Alternatively, this method can be used offensively. Charac-
with the most diverse and widest selection. They reflect those ter’s skilled in the weapon-shield method can perform a shield
weapons that inflict the same type of damage, either by slash- bash (See below). The shield bash can take the place of a standard
ing (S), bludgeoning (B), or piercing (P). By exchanging 3 CSPs, attack or be used as a secondary weapon, including all penalties
a character becomes skilled with every melee or hurled weapon and bonuses that apply to using the non-dominant hand, such
of that type which is allowed to their class. If a weapon inflicts as dexterity—missile attack modifier and ambidexterity (Refer to
multiple types of damage, it overlaps and is included under each Two Weapon Fighting).
type. For example, many pole arms are included in both the When gaining additional CSP, the character may exchange a
piercing weaponry type along with short sword and the slash- second one to gain specialization in this method. When used de-
ing weaponry type along with long sword (Refer to the Melee fensively, specialization provides a maximum of −2 bonus to AC
Weapon Table). Non-lethal weaponry and ranged weaponry and when used offensively, it reduces the non-dominant hand
such as arquebus, blowgun, bow, crossbow are not included. penalty by 2 or eliminates the penalty completely if the character
is also ambidextrous.

COMBAT METHODS Shield Bash: A shield bash is a normal attack and inflicts 1d3
damage for bucklers and light shields, 1d4 for medium shields,
In addition to the option of weaponry specialization, single class and 1d6 for larger shields. This is usually bashing (B) type of
fighters can choose to become skilled in any or all of the follow- damage, but a spiked buckler or other specially built shield in-
ing combat methods but only one method may be chosen at 1st flicts Piercing (P) type damage. Strength modifiers apply to the
level (the GM may make an exception in the case of Unarmed THACO and damage of shield bash attacks, but magical shields
Combat Methods and single class fighters, q.v.). Other warriors, do not provide any enchantment bonuses to the shield bash
rogues, priests and any multi-class combination can only become THACO or damage. A character does not gain any AC bonus
skilled in one combat method, ever. Single class wizards can only from his shield during a round in which he employs a shield bash
ever become skilled in one of the ranged weaponry or unarmed attack.
combat methods. Dual-Weapon Method: Also popular with rogues and others
In exchange for 1 CSP, a character becomes skilled in a who shun the use of a shield (A multi-classed fighter/mage, for
method, granting bonuses when using weapon(s) which both instance), this method is an improved form of fighting with two
meet the requirements of the method and in which he is skilled. weapons, involving a weapon wielded in each hand (Refer to
For example, a character skilled in the single-weapon method Two Weapon Fighting). Becoming skilled in this method reduces
and with the cutlass but not the long sword gains bonuses for the penalty to the character’s THACO with both the dominant
single-weapon method if fighting with a cutlass but not with a and non-dominant hand by 2 so that if the character is also am-
long sword (assuming all other conditions of the method have bidextrous, they suffer no penalties at all. A character skilled in
been met). this method also gains the ability to wield any combination of
two one-handed weapons.
When chosen by a ranger, this method allows him to use
MELEE WEAPONRY METHODS
any combination of two one-handed weapons, but only provides
There are four melee weaponry combat methods: single-weapon, other bonuses when he is wearing armor that causes him to lose
two-handed, weapon-shield and dual-weapon. Single class wiz- his two-weapon style bonus (Refer to Ranger).
ards may not exchange CSPs for melee weaponry methods.
Weaponry Specialization (Fighter only): Weaponry specializa-
Single-Weapon Method: Often chosen by single class rogues, tion requires devout focus; therefore only single class fighters can
this method involves defending oneself while fighting with one specialize. Paladins, rangers and multi-class fighters can never
weapon in the character’s dominant hand. No other weapons specialize with a weapon. A fighter may specialize with any
or shields can be used in a non-dominant hand although small particular melee weapon, bow or crossbow that he is otherwise
items (such as a potion) may be held. A character skilled in this skilled with its use. Specializing with a melee weapon (effec-
method gains a −1 bonus to their AC. When gaining additional tively mastering its use) requires that a character exchange one
CSP, the character may exchange a second one to gain specializa- additional Combat Skill Point (CSP) for skill with that weapon,
tion in this method, increasing the bonus to AC a maximum of and specializing in a bow or crossbow requires exchanging 2 ad-
−2. ditional CSPs. The fighter is only allowed to specialize in one
weapon at 1st level, but is able to specialize in other weapons as
Two-Handed Method: Useful whenever a character fights with
he gains additional CSPs (Refer to Combat Skills).
one weapon in both hands. Some weapons require both hands
to use while others give the option of using both hands (in this A fighter specialized with a melee weapon gains a +1 bonus
case, the bonus is only applied when using them with both to attack rolls and a +2 bonus to damage with that weapon. A
hands). Character’s skilled in this method reduce their two- fighter specialized with the bow or crossbow gains a +2 bonus
handed weapon’s combat speed by 3 (to a minimum of 0). to attack when wielding a bow within 6 to 30 feet of his target
or when wielding a crossbow within 6 to 60 feet. In addition,
Weapon-Shield Method: Preferred by many priests and war- specialization with a bow or crossbow allows the fighter to fire
rior types and colloquially referred to as “mace and board”, the weapon before initiative is rolled, so long as the weapon has
“sword and board”, etc., this method involves fighting with a been previously nocked and trained on a visible target. Further-
shield in one hand and a weapon in the other. When used defen- more, specialization gives the fighter extra attacks, as shown on
sively, this method provides a −1 bonus to the character’s AC. the table below.

Table 5.3: Fighter Weaponry Specialization


Fighter Level Melee Weapon Light Crossbow Heavy Crossbow Thrown Dagger Thrown Dart Missile Weapons
1–6 3/2 1/1 1/2 3/1 4/1 3/2
7–12 2/1 3/2 1/1 4/1 5/1 2/1
13+ 5/2 2/1 3/2 5/1 6/1 5/2

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FOR GOLD & GLORYTM CHAPTER 5. COMBAT SKILLS

RANGED WEAPONRY METHODS a +2 bonus to his THACO when making a called shot with the
chosen weapon.
There are two ranged weaponry methods: missile-weapon and
And finally, a character gains the ability to hurl the chosen
hurled-weapon. Skill in each ranged method can only be gained
weapon while riding (Refer to Mounted Combat).
once and with only one weapon. Only single class fighters
are able to become skilled in both missile weapon and hurled
weapon methods. All others, including wizards, may only UNARMED COMBAT METHODS
choose one. There are two unarmed combat methods: brawling-attack and
Missile-Weapon Method: Open to all, including wizards us- wrestling-attack. While favored by all members of certain monas-
ing the sling, this method involves combat with any single mis- tic orders, only single class fighters are able to become skilled in
sile weapon requiring ammunition, chosen from among those in both brawling-attack and wrestling-attack methods. All others,
which he is already skilled or specialized (Refer to Weaponry including wizards, may only choose one.
Specialization), except the arquebus. Skill in this method allows Brawling-Attack: Becoming skilled in this method grants a +1
the character to move up to half their movement value and retain bonus to the character’s THACO and +1 to his damage while
their full attack rate. (Refer to Movement and Ranged Attacks). brawling. A skilled brawler can choose the next highest or lowest
In addition, if he does not move during the round while mak- brawling maneuver, and if he is holding nothing in either hand,
ing his attack(s), the character gains a bonus of −1 to his AC, he also can make an additional brawling attack per round.
and a +2 bonus to his THACO when making a called shot with
the chosen weapon. If a fighter character has also gained a point Wrestling: Becoming skilled in this method grants a +1 bonus
blank range category from specialization in the chosen weapon to the character’s THACO and +1 to his damage while wrestling.
(and does move while firing), he gains a +2 bonus to THACO A skilled wrestler can choose the next highest or lowest wrestling
when within point blank range. And finally, a mounted character maneuver and gains a +2 bonus to his strength while rolling his
who has chosen a bow or crossbow method reduces his penalties strength checks to maintain a hold.
for attacking with his chosen weapon while riding by 2 (maxi-
mum of 0) and if the chosen missile weapon is not a bow or cross- Unarmed Combat Specialization (Fighter Only): A single class
bow, the character gains the ability to fire while riding (Refer to fighter can exchange up to 4 CSP (even at character creation) to
Mounted Combat). specialize, double or triple-specialize in one (or both, as appli-
cable) unarmed combat methods. For each additional CSP ex-
Hurled-Weapon Method: Open to all, including wizards using changed, all applicable bonuses increase by 1, and the character
the dagger or dart as a hurled weapon, this method involves com- is able to choose an additional maneuver, higher or lower, from
bat with any single hurled weapon, chosen from among those in the results table. For example: a single specialized brawler or
which he is already skilled. Skill in this method allows the char- wrestler (exchanging 2 CSPs) is able to choose his maneuver from
acter to move up to half their movement value and retain their among the two higher or two lower results (a total of 5 optional
full attack rate. (Refer to Movement and Ranged Attacks). results). A double specialized character would be able to choose
In addition, if he does not move during the round while mak- from among 7 results, and a triple specialist in wrestling or brawl-
ing his attack(s), the character gains a bonus of −1 to his AC, and ing would have 9 results to choose from.

33
Chapter 6

NON-COMBAT SKILLS

Skills help define a character’s abilities beyond their class. If GMs want players to be more self-sufficient and robust in
Skills take the form of either an “ability score check” or a “skill their skills they may offer additional skill points (perhaps the
check” made when appropriate. Skills are purchased during starting value every 3rd or 4th level). This means players will rely
character creation and when acquiring levels. A character can less on outside help but it also means there will be overlap where
only use skills they’re proficient in: a character is either proficient characters will share equal proficiency with each other. The rule
in a skill or they’re not (untrained). that only the most proficient character is tested should still apply.
A check is a d20 roll plus or minus modifiers against the char-
acter’s relevant ability score. If the character’s roll is less than
or equal to their their ability score they succeed. Positive modi- BEGINNING TRADE OR KNOWLEDGE
fiers increase the ability score (making things easier) and negative Before a character began adventuring, they likely apprenticed in
modifiers reduce it (making things more difficult). A roll of 1 is a trade or specialized in a field of study. Upon creation a char-
always a success and a roll of 20 is always a failure regardless of acter receives a free trade or knowledge skill of their choice that
the ability score. they’re proficient in. Trade and knowledge skills are detailed in
As a rule, a check is only made when the results are impor- the skill descriptions.
tant. Most tasks are so mundane that the GM should consider it
an automatic success. A check may be requested to see how well
the character has succeeded or failed. A greater margin of success WHAT DOES A CHARACTER KNOW?
(or failure) should lead to more dramatic results.
Being proficient in a skill is enough to use it but doesn’t necessar-
ily represent their experience. A person with high charisma may
LEARNING SKILLS be great at persuading people but not exactly because they know
psychology or know the right words to say like a more proficient
Characters begin with skill points at level 1, including a bonus person would. Think of this as the difference between talent and
granted by intelligence, and gain new skills at certain levels. Skill experience. A character with advanced or master proficiency in
points at 1st level must be spent during character creation. Spend- a skill is more knowledgeable than a person without even if their
ing the required skill points is enough to become proficient in that ability score is weaker.
skill. Investing an additional point in a skill gives a character the
“Advanced” status, granting a +3 bonus. Investing another point
gives a character “Mastery” which grants another +3 bonus (+6 USING SKILLS
max).
At further levels, skill points may be saved but skill points Unless otherwise noted, using a skill or making a check is a sin-
can only ever be spent while leveling up. Learning new skills gle action that takes a full round. Sometimes a skill may require
assumes the players are training in their downtime. If the GM more or less time as appropriate. A carpenter building a wooden
requires it, characters may need to find a trainer to learn a partic- table may take a full day while building a simple cottage would
ularly difficult skill. require a month or more.
Because player characters are often in a group, the character
Table 6.1: Skill Points by Class with the best skill check should be used when group actions are
Class Starting Skills New Skills taken. The results of a skill are either success or failure. A failed
roll may allow a reroll given the situation but generally a failed
Warrior 3 1 every 3rd level check carries a dramatic result. For example, failing on a climb
Wizard 4 1 every 3rd level check results in you falling. Failing to talk down a merchant may
Priest 4 1 every 3rd level allow renegotiations but he’s now angry and even more difficult
Rogue 3 1 every 4th level to talk down than before.
It’s assumed the character using the skill has the appropri-
ate tools or means to use the skill. You can’t chop down a tree
OPTIONAL: ADDITIONAL SKILLS without a good cutting tool and being blindfolded makes it im-
Adventurers receive very few skill points. Over the course of possible to see.
their entire careers, an adventurer will either become moderately
proficient in a handful of skills or a master of few. The reason is ABILITY SCORE CHECKS
because a player character’s primary field of specialization is ad-
venturing and the uniqueness of player classes represents this. If Ability score checks (or simply ability checks) are rolls made
players need a specialist, there are plenty of opportunities to hire against the related ability score. Ability checks are tested in one
one. of two scenarios:

35
CHAPTER 6. NON-COMBAT SKILLS FOR GOLD & GLORYTM

Untrained Skill: If a character wants to use a skill untrained check. A successful check means the creature is tamed and fur-
they must test against their ability score. The difficulty of per- ther work allows training. A failed check means the creature re-
forming a check untrained is always at a −2 penalty plus any tains its instinctual nature and can never be trained.
negative penalties resulting from the skill’s inherent difficulty. If Special: Rangers and druids spend only 1 skill point to be-
a skill has a bonus it is not applied and if a skill allows abilities come trained in this skill.
to be made without a check, an untrained character must instead
check for them. Acrobatics (Rogue, Dexterity, +0, 1 skill point) Trained acro-
Some skills cannot be used untrained and are designated in batics are experts at balancing and tumbling. In addition to its
their description. normal uses, an acrobat can use this skill in place of a perform
skill to earn money. A character cannot use this skill if they are
General Use: Some actions and situations are so general that more than lightly encumbered.
they do not need to be attributed to a skill. Trying to spot some- Defensive Roll: By not attacking in a round, a character can
one in a crowd or maintain your balance on a slippery floor improve their AC by 4 during a round.
doesn’t require a specific skill: anyone can do it. Whenever a Quick Attack: When fighting unarmed, a trained acrobat gains
situation would call for a check but no skill is applicable, the GM a +2 bonus to their attack roll.
should assign an ability check. Tuck-and-Roll: A character who falls from a height of 60 feet
or less can reduce their damage by half on a successful check. A
AIDING ANOTHER successful check results in no damage from a height less than 20
feet.
Although the character with the best skill in a group should be Balance: A character can maintain their balance on narrow
checked, other characters may contribute as the situation war- surfaces not inclined greater than 45 degrees up or down. A
rants. Characters proficient in the skill used may assist with a character can move up to 60 feet in a round (not exceeding their
skill check: a successful check results in a +2 modifier. Only one maximum movement) and must succeed on a skill check each
character may assist at a time. If any assisting character rolls a increment of 60 feet. A surface that’s an inch or less (the width
dramatic failure a −2 penalty is applied instead: the character of a rope) imposes a −10 penalty, −5 if the surface is two-to-six
gets in the way by accident! inches, and no penalty if the surface is seven inches or wider. Ad-
Some skills can’t be assisted (assisting someone in a card vanced proficiency reduces penalties by 2 and mastery reduces
game may be cheating) or require specific gear (pitons and rope penalties by another 2 points. A balancing rod reduces penalties
for climbing). The GM has final say if a skill allows assists. You by 2 although strong winds make balancing difficult.
can assist in a general ability check if the situation allows for it A character can fight while balancing at a −5 penalty to their
but assisting in a skill requires you to be proficient. attack roll and must immediately make a check at the beginning
of the round. A character loses their AC bonus from dexterity
and if damaged they must immediately succeed on a check or
DIFFICULTY MODIFIERS fall.
Certain scenarios may call for a penalty or bonus to the skill Appraise (Rogue, Intelligence, +0, 1 skill point) A character
check. A rusty hammer and cracked forge makes smithing dif- can assess the value of a valuable objects (antiques, art, jewels,
ficult just as rain will make a rocky surface slippery. Modifiers gems, and other crafted mundane objects) including the ability
should be assigned from −4 to +4 being impossibly difficult to to tell if an item is a counterfeit or fake. The character must study
incredibly easy. the item for a full minute and a successful check gives them an
accurate assessment with a 10% margin of error up or down. A
roll of 20 gives a wildly inaccurate reading. The GM should roll
SKILL DESCRIPTIONS this check in secret.
General skills are skills that anyone can learn regardless of class. Blind-Fight (Rogue/Warrior, 2 skill points) A character trained
A skill’s difficulty is the modifier applied to the character’s check. in this skill isn’t hindered by poor lighting. They suffer no AC
This doesn’t include any situational modifiers the GM may apply. penalty in dark conditions and the attack penalties for dim and
Untrained (U) skills can be used untrained. If a skill doesn’t no lighting are reduced by half (−1 and −2 respectively). The
say it can be used untrained, it cannot be used at all. penalty to attack invisible creatures is reduced to −2 (although
the character cannot pinpoint their exact location) and characters
Animal Handling (General, Wisdom, −1, 2 skill points) Ani-
move at one-half speed in total darkness vice one-third.
mal handling includes the ability to rear and train animals, mag-
ical and mundane. These benefits only apply to melee combat. Penalties are not
Calm Animal: A successful check calms a frightened or ag- reduced for ranged attacks and the −4 AC penalty still applies to
itated non-magical animal. This skill does not stop a hungry ranged attacks. A character with blind-fight cannot actually see
predator from attacking but does keep an angry bull from charg- in complete darkness, they can just compensate for poor lighting
ing or a dog from barking. better than most. A character can only be trained in this skill:
Train Animal: Animal handling allows a person to train nor- further proficiency doesn’t give any extra benefits.
mal animals. Animals can be taught tasks or tricks. Tasks are Charioteer (General, Dexterity, +0, 1 skill point) A trained
general commands such as “guard,” “attack,” or “fetch.” Tricks charioteer automatically improves the speed of chariots by one-
are specific tasks such as training a horse to count with its hooves third (up to the mount’s maximum value). This skill is checked
or a dog to balance a treat on its nose. A particular animal can to maintain control or perform difficult maneuvers.
know a combination of 2d4 tasks and tricks. Training for a task Special: Warriors gain a +2 bonus while using this skill.
requires 1d3 months of uninterrupted training while a trick re-
quires 2d6 weeks. At the end of this period a skill check is made Climbing (General, Strength, +0, 1 skill point, Untrained)
to see if the training is successful. Climb is a skill that is explained in Chapter 9: Adventuring and
Magical creatures and monsters with animal intelligence can Exploration. An untrained character’s base climb chance is 40%.
be trained with a −4 penalty. Such creatures, including wild A proficient climber gains a +10% bonus for each skill point spent
predators, must be tamed when they’re young. This taming pro- (up to +30% for mastery). Thieves do not gain a bonus for their
cess requires a month of uninterrupted work followed by a skill thief skill to climb walls: this special thief ability is used when

36
FOR GOLD & GLORYTM CHAPTER 6. NON-COMBAT SKILLS

climbing without equipment. soldier is only familiar with their direct superior’s handwriting.
A person trained in forgery can detect forgeries on a success-
Cross-Country Running (Warrior, Constitution, −6, 1 skill ful check. A failed check reveals no information while an auto-
point) This skill allows techniques that aid in moving swiftly matic failure results in an incorrect conclusion (a forgery is legit
over open terrain. A trained runner may move at twice their and a legitimate document is a forgery). The GM rolls forgery
movement rate in a day’s march (8 hours) and continue this checks in secret: a character always believes in their own skill
movement on successive days with a skill check. At the end of even if they fail the check.
a day spent running, the character must get 8 hours of rest or A common method to defeat forgeries is signing documents
they’re immediately fatigued the next day and cannot run until with wax seals or using special materials. If a forger doesn’t have
they rest. the special materials to recreate a document, it automatically fails
A character who runs cross-country for more than an hour any inspection by someone even remotely familiar with the ma-
suffers a −1 penalty to attack rolls until they rest for the night. terial.
Disguise (Rogue, Charisma, −1, 1 skill point, Untrained) With Healing (Priest, Wisdom, −2, 2 skill points) A trained healer
the aid of cosmetics and clothing, a character can change their can administer advanced care using natural means. If a wounded
appearance. A character can change their apparent height, up character is tended within 10 minutes of being injured, a healer
to a foot shorter or taller, using mundane means. A character can restore 1d3 hit points with a successful check. A character
can change their race, sex, and age category at a −2 penalty each can only be healed once per day in this way and cannot recover
(penalties are cumulative). more hit points than lost in their injuries within a turn.
A disguise is a special skill check rolled in secret. The margin A trained healer can oversee 6 patients during long term care.
of success or failure is noted by the GM. In general, a disguise A person under a healer’s care can recover 1 hit point per day
is always successful unless an observer has reason to be suspi- even while making strenuous actions. A character recovers 2 hit
cious. Any suspicious observer is allowed a wisdom check to points per day under complete rest and a healer that’s also pro-
see through the disguise at a penalty/bonus based on the dis- ficient in herbalism can heal 3 hit points per day under complete
guiser’s margin of success/failure respectively (a successful dis- rest.
guise makes it harder to spot and vice versa). If the disguiser is A character poisoned with venom (any poison that afflicts via
dressed as someone specific then their disguise is easier to spot wounding or enters the bloodstream) can be treated by a healer. If
by observers familiar with that person. An observer who recog- the healer treats the character within the next round of being poi-
nizes a person on sight gains a +4 bonus, +6 if they’re friends or soned and works with them for five rounds total, the poisoned
associates, +8 if they’re close friends, and +10 if they’re intimate. character gains a +2 bonus to their saving throw (delay the sav-
ing throw until after preparations). The treatment must fully take
Endurance (Rogue/Warrior, Constitution, +0, 2 skill points) 5 rounds or else the saving throw is made immediately when the
This skill allows a character to exert themselves in strenuous sit- work is disrupted. A healer that’s also trained in herbalism can
uations (running, swimming, holding breath, and so on) twice as treat all poisons.
long as normal. Extremely strenuous activities or further stress A trained healer can diagnose and cure natural diseases. A
requires skill checks to succeed. A trained character still requires full day of treatment is required followed by a skill check. Suc-
the normal amount of food, water, and sleep and function prop- cess reduces any variable damage and duration of the disease to
erly. its minimum although any damage already inflicted isn’t healed.
A healer trained in herbalism can diagnose the cause of magical
Etiquette (General, Charisma, +0, 1 skill point) The character diseases but magic is still required to cure these.
is knowledgable in the proper etiquette of dealing with royalty
and nobility. They know how to address people of rank and the Jumping (Rogue, Strength, +0, 1 skill point, Untrained) A
proper manners of their culture. Distinct or unique situations trained jumper can perform exceptional leaps and vaults with-
that occur rarely, such as knowing the proper way to greet an ex- out the use of a skill check.
traplanar being or a visit from the dwarven king, requires a skill Broad Jump: With a 20 foot running start, a person can leap
check not to flub. The GM should give characters trained in eti- 2d6 + level in feet with a maximum distance of six times their
quette hints or overlook minor faux pas in roleplay: the character height. Without a running start, a person can leap 1d6 + half-
usually knows more than the player in these situations. However, level in feet.
this skill shouldn’t circumvent roleplay completely; just because Running Vertical Jump: With a 20 foot running start, a person
you know the rules of socializing doesn’t save you from being can leap straight up 1d3 + half-level in feet with a maximum
offensive or rude. height of one-and-a-half times their height. Without a running
start, a person can only jump 3 feet.
Forgery (Rogue, Dexterity, −1, 1 skill point) This skill allows Pole Vault: A character can attempt to vault with a sufficiently
someone to create duplicates of handwritten documents and de- long pole. A pole vault requires a 30 foot running start and a
tect handwritten forgeries. A person can forge handwritten doc- pole that’s four to ten feet longer than the character’s height. A
uments provided they have a reference available. It’s difficult to pole vault’s maximum distance is equal to one-and-a-half times
forge a person’s handwriting and a forger takes a −2 penalty to the length of the pole and ends with the character dropping the
forge an autograph and a −3 penalty to forge an entire document pole and ending up prone on the ground. A character can land
written by a specific person. A single check is made for the entire on their feet if the distance or height of the vault isn’t greater than
document or 10 pages, whichever is smaller. half the pole’s length.
On a successful check, the document passes all observation For example, a character with a 20 foot long pole can leap
except by those intimately familiar with the handwriting (usu- through a vertical opening 20 feet in the air (landing prone), leap
ally the original writer themselves). On a failed check, the doc- into an opening 10 feet in the air (landing on their feet), or clear a
ument is still passable by most people but anyone familiar with distance of 30 feet total (landing prone).
the type of document can detect it if they’re suspicious. A check Characters untrained in jumping can only jump half as long
that results in automatic failure is instantly detectable by anyone as a trained jumper: 1d6 + level running jump, 1d3 + half-level
who handles these kind of documents. As an example, an officer standing jump, 1 + half-level running vertical jump, and 1 foot
is intimately familiar with military orders while a rank-and-file standing jumps. An untrained character cannot pole vault.

37
CHAPTER 6. NON-COMBAT SKILLS FOR GOLD & GLORYTM

Table 6.2: Knowledge Skills


Knowledge Description Notes
Ancient His- Knowledge about the past history of a specific culture, civilization, or race. Priest/Rogue/Wizard, Intelli-
tory Ancient history is far removed and esoteric from what is commonly taught. gence, −1, 1 skill point
Animal Lore Knowledge about natural animals and their behaviors. This skill allows the Warrior/Priest, Intelligence,
character to discern an animal’s disposition on a successful check. A failed +0, 1 skill point
check reveals no information and a failure of 5 or more gives a false read-
ing. Magical animals can be observed at a penalty based on how uncommon
they are. A trained person may also make an animal call; only calls that are
physically possible are allowed (a bird whistle is possible but a convincing
lion’s roar is difficult for an adult human). A successful check means the call
is convincing and only magical detection reveals that it’s false. A failed check
means the call is still convincing but a wisdom check is allowed to detect that
it’s false and creatures or animals used to the call can automatically detect it.
Astrology Proficiency in the stars, heavenly bodies, and their meaning. Astrologers Priest/Wizard, Intelligence,
can predict future events up to 30 days on a successful check. Events are +0, 2 skill points.
general and reveal only their potential result. Astrology grants a +1 bonus to
navigation if the stars are visible.
Engineering Engineers are trained in the design of complex mechanical things from simple General, Intelligence, −3, 2
machines like bridges and catapults to large buildings such as dams. This skill points
skill only allows the design, not the actual construction of such machines
although engineers can supervise their construction. Engineers can operate
complex machinery, plan sieges, and detect flaws in building structures.
Gaming Knowledge of games of chance common and obscure. The character has deep Rogue/Warrior, Charisma, +0,
knowledge of probabilities, tricks, and techniques. The character can make 1 skill point
a proficiency check to cheat but a roll of 17–20, regardless of success, indi-
cates the character is caught. Characters on a winning streak may be banned
outright or accused of cheating even if it’s not true.
Herbalism Knowledge of natural plants and herbs. An herbalist can identify common Priest/Rogue/Wizard, Intelli-
plants in the wilderness and apply them to the creation of nonmagical mix- gence, −2, 2 skill points
tures. Herbalists can also create poisons from natural substances.
Local History The character has distinct and esoteric knowledge of a specific country or Priest/Rogue, Intelligence, +0,
region. He knows common knowledge and facts thought lost to history. A 1 skill point
trained character can tell a story as part of a performance, gaining a +2 bonus
to charisma during a social encounter on a successful check.
Navigation This skill encompasses navigating via the wind, stars, and currents and the General, Intelligence, −2, 1
proper use of navigation equipment such as sextants and gyroscopes. The skill point
chance of getting lost on land is reduced by −5% and −20% at sea.
Religion Deep knowledge of your own religion and religions of neighboring areas. Priest/Wizard, Wisdom, +0, 1
Extra skill points grants broader knowledge of religions. skill point

checks should be called when the answer to a question is specific


and not well known (for example, most people can point out con-
stellations but few know the individual names like an astronomer
would). The more obscure a question is, the less chance the char-
acter actually knows it. A person either knows the answer to a
question or they don’t: no rerolls are allowed unless time is spent
researching the topic.

Languages, Ancient (Priest/Wizard) This skill allows a charac-


ter to learn obscure languages that few creatures still speak daily.

Languages, Modern (General) One skill point allows a charac-


ter to speak a new language provided a teacher is available. A
character can never learn more languages than their intelligence
allows. This skill does not allow a character to become literate
in a language (see read/write language) unless the alphabet is
derived from common or a language they already know how to
speak.

Perform (Varies) Perform is a broad skill that encompasses per-


formance and showmanship skills. A street or tavern performer
in a modestly sized town can earn copper pieces equal to their
margin of success each day or more in a city. Notable performers
Knowledge (Varies) Knowledge skills allow a character to re- will eventually be invited to private gatherings. Legendary per-
cite facts about a broad category of knowledge. One skill point formers are noticed by royalty and even extraplanar beings. A
gives proficiency in a single realm of knowledge. Knowledge character must be trained in perform skills individually.

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FOR GOLD & GLORYTM CHAPTER 6. NON-COMBAT SKILLS

Table 6.3: Perform Skills


Performance Description Notes
Dance Knowledge of a broad category of dance types. Popular dances are easy to General, Dexterity, +0, 1 skill
perform but more esoteric or cultural dances are more difficult. point, Untrained
Juggling The ability to juggle handheld objects. No skill check is necessary for a ba- General, Dexterity, −1, 1 skill
sic performance unless objects larger than small size are used. Rogues may point
use juggling to catch small thrown weapons (not missiles) aimed at them or
within close range such as daggers or darts. If they succeed on an attack roll
using their base THACO (modify for dexterity but no other bonuses) against
AC 0, they successfully catch the object. A failure automatically causes dam-
age even if the attack would have missed. The rogue must have a free hand
and must be aware of the attack.
Instrument The character is proficient in a single instrument. Additional skill points al- General, Dexterity, −1, 1 skill
low mastery of a new instrument. Skill checks aren’t required for most per- point
formances.
Singing The character is proficient in vocal performances. Training is good enough in General, Charisma, +0, 1 skill
most cases but singing in an opera or other taxing performances requires a point, Untrained
skill check.

Read Lips (Rogue, Intelligence, −2, 2 skill points) A trained round while using this action. The character’s armor class is im-
lip reader can discern a conversation via lip movement and body proved by 6 and any attacks that would hit them will hit the
language. Proficiency allows a character to know one language mount instead. No check is required to use this maneuver un-
they can speak. They must be within 30 feet of the speaker and be less the character is armored or encumbered: a penalty of −1 is
able to see them speak. A successful skill check allows the char- imposed for every 1 point of AC for the rider’s armor and a −4
acter to understand the gist of the conversation with basic details penalty if their movement is reduced by carried weight.
and simple names (about 70% of a conversation). A failed check Leap from Saddle: A trained rider can leap from their saddle
gives no result. and attack one creature within 10 feet. The rider can jump at any
point during the mount’s movement on a successful check at a
Read/Write Language (Rogue/Wizard) This skill allows a per- −4 penalty. A failed check causes the rider to fall, suffering 1d3
son to become literate in a language they can speak. points of damage. Only one melee attack can be used in a round
Riding (General, Dexterity, +0, 1 skill point, Untrained) A where the rider leaps from the saddle.
trained rider can handle piloting a mounted creature. Most ac- Set Snares and Traps (Rogue/Warrior, Intelligence, −1, 1 skill
tions don’t require a check unless the action is dangerous and point) A trained character can create and setup traps and
failure could result in injury. It’s assumed a mount is fitted with snares. A proficiency check is made at the end of the work pe-
saddle and reigns. Riding barebacked is difficult and gives a −2 riod. A successful check means the trap can work although it’s
penalty to all checks and any actions that would normally hap- not an indicator that anything will actually trigger the trap. A
pen without a check must succeed on a skill check. failed check makes the character believe the trap will work but
This skill assumes normal, four legged land-based mounts are it’s actually faulty in some way (rope fails to snatch, components
ridden (horses, camels, donkeys, etc.). Exotic mounts, such as are broken, etc.). There is no means of checking a failed trap with-
monstrous creatures, flying creatures, and underwater creatures out attempting to spring it which ruins the trap anyway.
all impose a −2 penalty to ride checks due to their difficulty. Small Snare: With 6d10 minutes worth of work, a snare can
Saddle Vault: A trained rider can mount the saddle of a station- be set to capture small game (rabbits, stoats, and other vermin).
ary creature as part of their movement. A skill check is necessary Animal snares require little components and can be made from
to instantly mount a creature without a saddle, to get the crea- natural materials such as vines.
ture to move in the same round it was mounted, or to mount a Large Snare: A large snare, designed to catch up to large-sized
moving creature. creatures (stags, bears, tigers, etc.) can be constructed with the
Jump: A trained rider can make a mounted creature jump help of at least one other person and 2d4 hours of work at a −4
small obstacles or gaps. With a running start, a four legged crea- penalty to the check. Large snares include pitfalls and nets and
ture with a rider can easily leap obstacles no more than half their usually require some kind of tool like a shovel.
height or gaps that are less than twice their height in distance. A Man Traps: These are cunning traps specifically rigged to kill
successful check can make the creature double its jumping height intelligent humanoids. These are usually jury rigged traps made
and triple its jumping length. A failed check causes the mount to from common materials on hand such as a crossbow attached to
rear and the rider must make another check to remain in the sad- a tripwire or spiked springboards. Usually one person can con-
dle. struct man traps at a -4 penalty and setup time is based on their
Spur: On a successful check a rider may increase their mount’s
complexity.
speed by 6. This speed can be maintained for up to four rounds
Special Bonus: Characters proficient in animal lore gain a +2
but a successful check is required to maintain it. If a check fails
bonus when setting snares to catch game.
on a subsequent round the mount’s speed is reduced by half for
one turn. A mount’s speed is reduced by 6 or half (whichever is Spellcraft (Wizard, Intelligence, −2, 1 skill point) This skill
less) for one turn after being spurred on. allows an observer to identify magic and magical effects. If a per-
Guide with Knees: A trained rider can automatically guide a son observes a spell as it’s being cast, a successful check allows
mount with their knees, freeing both hands. A check is needed to them to identify what the spell is. A person can also identify a
stay in the saddle if the rider suffers from damage. If the rider has spell based on the components used. This check can be used to
at least one hand on the reigns they don’t have to make a check if identify the school of a spell already in effect (useful for perma-
injured. nent enchantments) if the effect is observable and obvious.
Shield: A trained rider can drop down the side of their mount, Special: Specialist wizards gain a +3 bonus to identify spells
using its body as a shield. The rider cannot attack in the same from their school but a −3 penalty to identify forbidden spells.

39
CHAPTER 6. NON-COMBAT SKILLS FOR GOLD & GLORYTM

Survival (General, Wisdom, +0, 1 skill point, Untrained) Sur- 6 hours of observation, a character gains a +1 bonus to their next
vival is the basic ability to survive in hostile terrain. A survivalist skill check as they’re able to predict weather patterns. Sleep or
reduces the chance of being lost by 5% per skill point (only the other distracting activities negate this bonus.
highest trained character counts).
Swimming (General, Strength, +0, 1 skill point) A character
Forage: A survivalist can forage for food and water, finding with this skill is a practiced swimmer and does not have to per-
enough resources to sustain a number of human-sized characters form skill checks except in hazardous conditions. An untrained
equal to their margin of success. Foraging requires an hour and swimmer can float and hold their breath but will sink in anything
a successful skill check. The terrain affects the difficulty of forag- but the calmest waters. This skill is explained fully in Chapter 9:
ing. For example, it’s very easy to find food and water in a for- Adventuring and Exploration
est (+4 bonus) but nearly impossible in the desert (−4 penalty).
Sometimes it’s easier to find food than water or vice versa; for ex- Tracking (Rogue/Warrior, Wisdom, +0, 2 skill points) This
ample, you can always find fresh snow to melt in a frozen tundra skill functions exactly the same as the ranger class skill. However,
but finding food is more difficult. non-rangers automatically suffer a −6 penalty to their tracking
Fire-Building: A trained survivalist can automatically build a skill due to its extreme difficulty.
fire in 2d10 minutes without a tinderbox. If wet tinder is pro- Special: Rangers are automatically proficient in this skill. Fur-
vided, the time is increased to 3d10 minutes and a successful skill ther skill points give them the standard +3 bonus on top of the
check must be made. bonus they receive for being a ranger.
Sense Direction: The character must concentrate for 1d6
rounds. On a successful skill check they know their relative di- Trade (Varies) Trade skills cover the knowledge, application,
rection. On a failed check they misread their direction by 90 de- and practice of a professional trade or craft. One skill point gives
grees east or west and an automatic failure makes them believe proficiency in a single trade skill. This skill allows the supervi-
they’re headed in the opposite direction. Add a +2 bonus if the sion of assistants allowing untrained people to assist in the skill
sun or moon is visible, +2 if a large landmark is visible (moun- check. This list is nowhere near exhaustive but represents com-
tain or river), −1 at night, and −2 in fog or reduced visibility. De- mon jobs seen in many societies.
termining direction underground is nearly impossible for most Use Rope (General, Dexterity, +0, 1 skill point, Untrained) A
creatures (flat −4 penalty) although dwarves automatically know trained character has extensive knowledge of knots and tying
their direction underground. A character always believes their techniques. A skill check at a −6 penalty can be used to slip free
reading is correct (GM rolls in secret). Further checks cannot be of knotted bonds. A trained character gains a +2 attack bonus
made until conditions change such as a new landmark appearing with a lasso and a +2 bonus to climb checks when assisted with
or the sun/moon becoming visible. a rope. A trained character can bind someone with rope: on a
Weather Sense: With a successful check the character can accu- successful check, no human-sized creature can break the binding
rately predict weather conditions (humidity, wind, and temper- unless they have strength 20 or greater. A failed check allows a
ature spikes) for the next 6 hours. A failed check gives a false character with 18 strength or greater to break the binds or slip out
reading. Only one check can be made every 6 hours. For every with a dexterity check at −12 penalty.

Table 6.4: Trade Skills

Trade Description Notes


Agriculture Planting, harvesting, irrigation, tending of farm animals, herding, prepara- General, Intelligence, +0, 1
tion of meat and vegetables. skill point
Armorer* Creation of metal armors. A check is made at the end of the crafting period, a Warrior, Intelligence, −2, 2
failed check resulting in flawed armor which has an AC penalty of 1 (a person skill points
wearing flawed armor is usually unaware of this issue). Proficient armorers
can detect flaws by studying a suit of armor. Field plate or full plate requires
the recipient to be present for a week of production. An armorer can modify
plate mail to fit someone else with a week’s worth of work.
Artist (Field) Fundamental theories of art including color theory, values, anatomy, perspec- General, Intelligence, +0, 1
tive, and form. An artist specializes in a chosen field (painting, sculpting, etc.) skill point
when choosing this proficiency. An artist gains a +1 bonus when appraising
other art or making checks related to music or acting.
Blacksmith* The creation of metal implements like horseshoes and crowbars. Blacksmiths General, Strength, +0, 1 skill
also create blunt metal weapons such as maces and flails. This skill does point
not include the creation of bladed weapons or armor (those are armorer and
weaponsmith appropriately).
Bowyer/ Allows the creation of bows and arrows (a weaponsmith is required to make General, Dexterity, −1, 1 skill
Fletcher* arrowheads). Successful checks create a bow that lasts for a long time. A point
failed check results in a bow that snaps under stress (a roll of a natural 1 on
an attack check) or arrows that have a 50% chance of automatically missing
when fired. A skilled bowyer can detect flaws in bows and arrows.
Brewing A proficient brewer has all the knowledge to create alcoholic drinks includ- General, Intelligence, +0, 1
ing setting up a still, selecting the proper ingredients, and determining if an skill point
alcoholic drink is pure or watered down.
Carpentry The character can construct and repair items made from wood. Complicated General, Strength, +0, 1 skill
constructions require either plans (usually from an engineer) and delicate or point
detailed work requires a check.
Cobbler Craft, design, and repair of shoes and footwear. General, Dexterity, +0, 1 skill
point
continued on next page . . .

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FOR GOLD & GLORYTM CHAPTER 6. NON-COMBAT SKILLS

. . . continued from previous page


Trade Description Notes
Cooking Mastery of the science of cooking. Most people can prepare simple meals General, Intelligence, +0, 1
but a character proficient in cooking has knowledge of ingredients, the rela- skill point
tion of flavors and tastes, and the different methods of cooking to prepare
extravagant meals.
Fishing Knowledge of fishing with a wide range of tools including hook and line, General, Wisdom, +0, 1 skill
spear, or net. With hook, spear, or hand (in shallow water) a character can point
catch a number of fish equal to their margin of success (minimum 1) per hour
or three times this amount with a fishing net. The GM should adjust the
difficulty in areas with few or abundant fish.
Gem Cutting Uncut gems aren’t as valuable as a finished product. A proficient character Wizard/Rogue, Dexterity, −2,
can finish 1d10 stones in a day on a successful check. Failed checks ruin 2 skill points
the quality of a gem and reduce its value by one step lower than it is. An
automatic success increases the value of the gem by one step.
Hunting Proficiency in stalking game. It typically takes an hour to pick up a trail Warrior/Rogue, Wisdom, −1,
and a skill check is made by the GM. A successful check puts the hunter 1 skill point
within 100 + 1d100 yards of his prey. Additional skill checks may be made to
close an additional 20 yards although a failed check in this case automatically
alerts the prey to the hunter assuming the prey doesn’t have special senses
(proper hunting includes masking scents and staying downwind). A hunter
can lead an untrained party at a −1 penalty for each untrained individual. A
skilled hunter can stalk prey on a horse although they can’t close the distance
without losing surprise due to the horse’s noise. Hunting dogs can be used
to cut down the time spent hunting and chase prey but the barking of dogs
automatically alerts prey after they’re stalked.
Mining Knowledge of surveying and mining. A character can survey up to 4 square General, Wisdom, −3, 2 skill
miles of land per week, making a proficiency check at the end of the week. points
A successful check (rolled in secret by the GM) determines what minerals
(if any) are located in the area. A failed check reveals nothing while checks
that fail by 10 or more reveal a false finding. A character with mining skills
can also supervise unskilled laborers (5 per point spent) and guide a party
through constructed mines with a successful check.
Pottery The ability to craft items made from clay. A potter can create four small items General, Dexterity, −2, 1 skill
(cups), two medium sized items (vase), or one large item (gallon jugs) per point
day on a successful check which includes firing the items in a kiln. Raw ma-
terials cost 1 copper per small item, 3 copper per medium item, and 5 copper
for large items. This skill only covers the creation of clay items. Additional
details, such as paintings and etchings, are handled by artists.
Seamanship Training in basic seamanship such as rigging lines, hoisting sails, and damage General, Dexterity, +1, 1 skill
control. This skill does not cover actual navigation at sea. point
Seamstress/ Covers embroidery, repair, and design of clothing made from threaded mate- General, Dexterity, −1, 1 skill
Tailor rials such as silk, cloth, burlap, and leather. Most adventurers can make basic point
repairs with needle and thread but a seamstress can design new clothing from
scratch.
Stonemason Covers the creation of stone structures, cutting, chiseling, and carving stone. General, Strength, −2, 1 skill
Stonemasons can supervise unskilled laborers (5 per point spent). Skill point
checks are necessary for detailed work. Dwarves are accomplished stone-
masons and have an effective +0 difficulty.
Tanner Knowledge in turning hide into leather. Tanners may also create leather items General, Intelligence, +0, 1
such as backpacks, tunics, coats, and leather armor. skill point
Weaponsmith* This skill covers the construction of bladed weaponry and crossbows. Blunt Warrior, Intelligence, −3, 3
weapons are covered by blacksmiths. Failed checks waste the raw materials skill points
and ruin the weapon.
Weaving Weavers create thread, tapestries, and draperies from wool or cotton. A Weaving, Intelligence, −1, 1
weaver can create two square yards of material per day. Skill checks are nec- skill point
essary when creating detailed work or using delicate materials like silk.

*These craft skills follow special rules for creation. First, convert the cost of the item created into silver pieces (1 gp = 10 sp) if
necessary. Raw materials costing a third of the item’s value must be spent. At the end of a week’s work, a skill check is made.
Multiply the margin of success (minimum 1) by 50 sp: this is how much work has been accomplished in a week’s time. When
the amount of work equals or exceeds the silver value of the item, it has successfully been constructed. Doubling, tripling, or
quadrupling the value of an item results in it being finished in one half, one third, or one fourth of the time.

Sometimes it’s necessary to find out how much work is accomplished in a single day. Convert the items value into copper pieces
(1 gp = 10 sp = 100 cp) and instead multiply the margin of success by 50 cp.

Unless otherwise noted, a failed check results in no progress made that week and wastes the raw materials. An automatic failure
ruins the item wholly.

41
Chapter 7

EQUIPMENT

While each class offers its own unique talents and abilities, STARTING MONEY
a character is nothing without equipment. Equipment comes in
the form of armor to protect him, weapons to strike down his en- All starting PCs begin with a certain amount of money. This
emies, food to keep him fed, blankets to keep him warm, and the may reflect a sudden windfall, the character’s life savings, gifts
money he uses to purchase it. This section isn’t a detailed de- from family, or any aspect that would make sense within the
scription of in-game economy although a working system can be game world. Starting funds should never be shared or lent dur-
built using it. ing character creation even if the characters are family, friends,
There are five primary currencies, based on the metal they’re or acquaintances. Starting funds are based on class, and multi-
minted from. They are assumed to be in universal use across the class characters pick the most advantageous row. The number in
world. The names are generic and the exchange rates fixed, how- parenthesis is the average value.
ever, this is merely the information given to the player characters.
It’s up to the GM to decide if he should change, rename, or even Table 7.2: PC Starting Money
drop currency altogether. Copper and silver coins minted in one Class Starting Funds
realm and the corresponding coins of a neighboring realm may Warrior 5d4 × 10 gp (100 gp)
be worth drastically different rates, especially when the currency Wizard (1d4 + 1) × 10 gp (30 gp)
crosses the border. Generally speaking, though, the price of gold Rogue 2d6 × 10 gp (60 gp)
is the same across the world. Priest* 3d6 × 10 gp (90 gp)
The basic coins of the realm are the copper piece (cp) and sil- *After purchasing their equipment, priests are allowed to
ver piece (sp). These are the coins used by “common folk” in keep 1d3 gold pieces. The rest must be donated to their or-
day-to-day exchanges. More rare is the gold piece (gp), which is ganization or church.
used by big businesses such as banks, ranking authority, and ad-
venturers. The gp is the standardized coin for adventurers and
most prices are based on it. The most rare coins are the electrum
piece (ep) and platinum piece (pp). These coins are no longer STANDARD EQUIPMENT LISTS
being minted, are of dubious value in the open market, and are
only found among ancient treasure troves and amongst collec- The equipment lists show the average value of many items a
tors. That’s not to say a shop won’t take them, however, a shop- starting character would commonly have access to. The lists do
keeper is more willing to accept a standardized and currently not reflect the current state of the economy, supply, or demand.
minted gold coin than an ep or pp. The prices are guidelines, and they can fluctuate higher or be
There are other means of exchange and very rarely do the haggled down to better deals. The more unusual items include
common folk deal with coins alone. Coins depreciate in value, descriptions.
whereas objects don’t. Coins aren’t very portable in large
amounts, whereas objects can be worth thousands while main- Table 7.3: Carrying Capacity
taining a fraction of the weight. A flawless emerald, the deed Item Capacity Volume
to land, and even a pig or cow make excellent forms of portable Backpack 50 lbs. 3’ × 2’ × 1’
wealth and most people are more than willing to trade for them. Basket
Large 20 lbs. 2’ × 2’ × 2’
Table 7.1: Exchange Rates Small 10 lbs. 1’ × 1’ × 1’
Belt Pouch
Coin CP SP EP GP PP Large 8 lbs. 6” × 8” × 2”
Copper 1 1/10 1/50 1/100 1/500 Small 5 lbs. 4” × 6” × 2”
Piece (CP) Chest
Silver Piece 10 1 1/5 1/10 1/50 Large 100 lbs. 3’ × 2’ × 2’
(SP) Small 40 lbs. 2’ × 1’ × 1’
Electrum 50 5 1 1/5 1/10 Sack
Piece (EP) Extra-large* 80 lbs. 4’ × 2’ × 2’
Gold Piece 100 10 2 1 1/5 Large 30 lbs. 2’ × 2’ × 1’
(GP) Small 15 lbs. 1’ × 1’ × 8”
Platinum 500 50 10 5 1 Tiny 4 lbs. 6” × 6” × 4”
Piece (PP) Saddle Bags
All coins, regardless of metal, weigh 1 pound per 50 units. Large 30 lbs. 18” × 1’ × 6”
Metal bars also make good, portable currency. A 1-pound bar of Small 20 lbs. 1’ × 1’ × 6”
gold, for example, is always worth 50 gp. *When filled, these sacks are medium-sized.

43
CHAPTER 7. EQUIPMENT FOR GOLD & GLORYTM

. . . continued from previous column


Table 7.4: Clothing Item Cost Weight
Item Cost (in lbs.)
Belt 3 sp Ladder, 10 feet 5 cp 20
Boots Lantern
Riding 3 gp Beacon 150 gp 50
Soft 1 gp Bull’s-eye 12 gp 3
Breeches 2 gp Hooded 7 gp 2
Cap, hat 1 sp Lock
Cloak Good 100 gp 1
Good cloth 8 sp Poor 20 gp 1
Common fur 50 gp Magnifying Glass 100 gp 0.1
Girdle 3 gp Map or scroll case 8 sp 0.5
Gloves 1 gp Merchant’s scale 2 gp 1
Gown, common 12 sp Mirror, small metal 10 gp 0.1
Hose 2 gp Musical instrument 5–100 gp 0.5–3
Knife sheath 3 cp Oil (per flask)
Mittens 3 sp Greek fire 10 gp 2
Pin 6 gp Lamp 6 cp 1
Plain brooch 10 gp Paper (per sheet) 2 gp 0.01
Robe Papyrus (per sheet) 8 sp 0.01
Common 9 sp Parchment (per sheet) 1 gp 0.01
Embroidered 20 gp Perfume (per vial) 5 gp 0.1
Sandals 5 cp Piton 3 cp 0.5
Sash 2 sp Quiver 8 sp 1
Shoes 1 gp Rope (per 50 feet)
Silk jacket 80 gp Hemp 1 gp 20
Surcoat 6 sp Silk 10 gp 8
Sword scabbard, hanger, baldric 4 gp Sack
Tabard 6 sp Extra-large 7 sp 1
Toga, coarse 8 cp Large 2 sp 0.5
Tunic 8 sp Small 5 cp 0.1
Vest 6 sp Tiny 2 cp 0.01
Sealing/candle wax (per lb.) 1 gp 1
Sewing needle 5 sp 0.01
Table 7.5: Miscellaneous Equipment Signal whistle 8 sp 0.1
Item Cost Weight Signet ring or personal seal 5 gp 0.1
(in lbs.) Soap (per lb.) 5 sp 1
Backpack 2 gp 2 Spyglass 1,000 gp 1
Barrel, Small 2 gp 30 Tent
Basket Large 25 gp 20
Large 3 sp 1 Pavilion 100 gp 50
Small 5 cp .01 Small 5 gp 10
Bell 1 gp – Thieves’ picks 30 gp 1
Belt pouch Torch 1 cp 1
Large 1 gp 1 Water clock 1,000 gp 200
Small 7 sp 0.5 Whetstone 2 cp 1
Block and tackle 5 gp 5 Wineskin 8 sp 1
Bolt case 1 gp 1 Winter blanket 5 sp 3
Bucket 5 sp 3 Writing ink (per vial) 8 gp 0.1
Chain (per foot)
Heavy 4 gp 3 Holy Item: Symbols and blessed items revered by a religious
Light 3 gp 1 organization. Holy items can include holy water, a symbol like
Chest the cross, mistletoe (for druids), sacred scripture, wine, oils, pre-
Large 2 gp 25 cious metals, etc. What counts as a holy item is up to the faith
Small 1 gp 10 itself. Holy items by themselves are powerless but when blessed
Cloth (per 10 square yards) by a priest of the faith in a special ceremony they can be used as
Common 7 gp 10
Fine 50 gp 10 a component for spells or harming undead. Any rule that refers
Rich 100 gp 10 to a holy symbol or water applies to all holy items so long as they
Candle, tallow 1 cp 0.1 are blessed or specially prepared.
Candle, wax 1 sp 0.1 Holy items usually cannot be purchased. A priest of the faith
Canvas (per square yard) 4 sp 1 can requisition them but religious organizations are protective of
Chalk 1 cp 0.1 their blessed items for fear of being used against their intended
Crampons 4 gp 2 purpose. Non-priests of the faith can requisition holy items only
Fishhook 1 sp .01 if the need is pressing.
Fishing net, 10 feet square 4 gp 5
Flint and steel 5 sp 0.1 Lanterns: A hooded lantern has a shutter to dim light and can
Glass bottle 10 gp 0.1
Grappling hook 8 sp 4 project light in a 30-foot radius. Bull’s-eye lanterns have a sin-
Holy item 25 gp 0.1 gle shutter that project a cone-shaped beam of light, 60-foot cone
Hourglass 25 gp 1 long and 20 feet wide. Beacon lanterns are unfit for personal car-
Iron pot 5 sp 2 rying and they’re usually mounted to buildings, ships, and wag-
continued on next column . . . ons. Beacon lanterns project a cone-shaped beam of light, 240-

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FOR GOLD & GLORYTM CHAPTER 7. EQUIPMENT

foot cone long and 90 feet wide. Hooded and bull’s-eye lanterns
burn one flask (one pint) of oil every 6 hours. Beacon lanterns Table 7.7: Provisions
Item Cost
require a flask of oil every 2 hours.
Barrel of picked fish 3 gp
Locks: Locks are large, bulky devices that work with a single Butter (per lb.) 2 sp
key. Combination locks are relatively unheard of. The quality of Coarse sugar (per lb.) 1 gp
a lock determines how difficult it is to pick or destroy. Dry rations (per week) 10 gp
Eggs (per 100)/ per two dozen 8 sp, 2 sp
Poor and good locks are commonly found in stores. Higher Figs (per lb.) 3 sp
quality locks can be built at an increased price. Locks of poorer Firewood (per day) 1 cp
quality are usually second hand or decrepit because of age. The Herbs (per day) 5 cp
quality of the lock can increase or decrease the chance to pick it. Nuts (per lb.) 1 gp
A thief usually cannot tell the quality of a lock simply by study, Raisins (per lb.) 2 sp
only by attempting to pick it. Rice (per lb.) 2 sp
Salt (per lb.) 1 sp
Table 7.6: Lock Quality Modifiers Salted herring (per 100) 1 gp
Spice, Exotic (saffron, clove, cumin) (per lb.) 15 gp
Quality Modification Spice, Rare (pepper, ginger, basil) (per lb.) 2 gp
Wretched +30% Spice, Uncommon (cinnamon, nutmeg) (per 1 gp
Poor +15% lb.)
Good 0% Tun of cider (250 gal.) 8 gp
Excellent −20% Tun of good wine (250 gal.) 20 gp
Superior −40%
Masterful −60% Thieves’ Picks: A collection of metal rods, picks, a clamp,
wedge, hammer, and a saw. Allows a thief to pick locks and re-
Magnifying Glass: A circular prism about 6 inches in diameter move traps without penalty.
and set in a frame with a handle usually made of wood or metal.
It is a novelty more than a true tool. The technology to craft good Water Clock: Measures time by dripping water into a basin that
ones doesn’t exist, making the lens distort and the magnification moves a rod and subsequently calculates the time. Accurate up
poor. Useful for starting fires on a sunny, clear day. to a half-hour, they are large, expensive, and clunky devices, usu-
ally owned by the wealthy.
Merchant’s Scale: A small balance and pans with appropriately
sized lead weights. Merchant’s scales are used to measure the Table 7.8: Provisions
weight of coins during transactions. Scales can be rigged using Item Cost
hollow or heavier weights to cheat unsuspecting victims. Some Ale (per gallon) 2 sp
civilizations may mandate annual calibration tests. Banquet (per person) 10 gp
Bread 5 cp
Oil: Greek fire uses a sticky, tar-like flammable substance and Cheese 4 sp
is thrown at opponents. Lamp oil is generally used to fill lamps City rooms, Common (per month) 20 gp
but can also be made into a flammable weapon. City rooms, Poor (per month) 6 sp
Common wine (pitcher) 2 sp
Quiver: Quivers come in hip, back, ground, and bow. Hip and Eggs or fresh vegetables 1 cp
back quivers are medium size and hold 24 arrows or bolts. Bow Honey 5 sp
quivers attach directly to the bow or crossbow and hold 6 arrows Inn lodging, Common (per day/week) 5 sp/3 gp
or bolts. Ground quivers are simple metal poles or racks that Inn lodging, Common (per day/week) 5 cp/2 sp
jut out the ground and can hold 2 bows or crossbows and 48 ar- Meat (one meal) 1 sp
rows or bolts. Because of their limited portability, ground quivers Meals, Good (per day) 5 sp
are used during war when archers need ready access to massive Meals, Common (per day) 3 sp
Meals, Poor (per day) 1 sp
amounts of ammunition. Separate latrine for rooms (per month) 2 gp
Small beer (per gallon) 5 cp
Soup 5 cp

Table 7.9: Living Conditions


Lifestyle Cost/Month
Squalid 3 gp
Poor 5 gp
Middle-Class 50 gp/level
Wealthy 200 gp/level

Table 7.10: Services


Service Cost
Bath 3 cp
Clerk (per letter) 2 sp
Doctor, leech, or bleeding 3 gp
Guide, city (per day) 2 sp
Lantern or torchbearer (per night) 1 sp
Laundry (by load) 1 cp
Messenger, city (per message) 1 sp
Minstrel (per performance) 3 gp
Spyglass: More of a novelty than a useful tool. Only provides Mourner (per funeral) 2 sp
about three times magnification and objects are usually distorted. Teamster w/wagon 1 sp/mile

45
CHAPTER 7. EQUIPMENT FOR GOLD & GLORYTM

value in sandy deserts by 1 point. Bactrians reduce the move-


Table 7.11: Animals ment value in rocky deserts by 1 point. Camels can survive on
Item Cost
grazing and must have adequate food each day and water ev-
Boar 10 gp ery four days (longer if green food is available). Camels must be
Bull 20 gp tethered or they wander off.
Calf 5 gp
Camel 50 gp Dogs: Some dogs are trained for carrying small riders, but
Capon 3 cp
Cat 1 sp many more are used to pull sleds by man-sized creatures. Dogs
Chicken 2 cp require water and at least a pound of meat each day. Dogs are
Cow 10 gp gregarious and thus never wander far from their owner.
Dog
Guard 25 gp Elephants: In thickly forested areas, an elephant has enough
Hunting 17 gp food to satisfy its hunger. In sparsely vegetated areas it can
War 20 gp only move at 1 /4 its normal movement value each day; the rest
Donkey, mule, ass 8 gp must be spent eating. Elephants cannot navigate cliffs with steep
Elephant slopes. If it tries to go down a steep decline it must make a save
Labor 200 gp
War 500 gp vs. breath weapon or lose footing and tumble to the bottom. Ele-
Falcon (trained) 1,000 gp phants are unaffected by mud. Elephants don’t wander far and
Goat 1 gp don’t need to be tethered.
Goose 5 cp
Guinea Hen 2 cp Yaks: Yaks are suited for cold regions. They reduce the penalty
Horse to movement value for mountains by one. They can survive on
Draft 200 gp small amounts of grass and water each day and can provide milk
Heavy war 400 gp to travelers. Yaks cannot survive in warmer climates, as they’re
Light war 150 gp prone to heat exhaustion.
Medium war 225 gp
Riding 75 gp
Hunting cat (jaguar, panther, etc.) 5,000 gp Table 7.13: Tack and Harness
Ox 15 gp Weight
Item Cost
Partridge 5 cp (in lbs.)
Peacock 5 sp Barding
Pig 3 gp Chain 500 gp 70
Pigeon 1 cp Full plate 2,000 gp 85
Pigeon, messenger 100 gp Full scale 1,000 gp 75
Pony 30 gp Half brigandine 500 gp 45
Ram 4 gp Half padded 100 gp 25
Sheep 2 gp Half scale 500 gp 50
Songbird 10 sp Leather or padded 150 gp 60
Swan 5 sp Bit and bridle 15 sp 3
Cart harness 2 gp 10
Horses: Horses require adequate forage to eat or a bag of good Halter 5 cp 0.1
quality grain each day. Heavy warhorses cannot survive on graz- Horseshoes & shoeing 1 gp 10
ing alone and all horses require water each day. At night, horses Saddle
must be tethered on a long strand so they can forage and their Pack 5 gp 15
saddles or packs must be removed. Riding 10 gp 35
The common horse is of average quality with no unique Saddle bags
quirks or flaws. Horses of various qualities can be introduced Large 4 gp 8
which may decrease or increase the price. Unscrupulous mer- Small 3 gp 5
chants can try to pawn off poor quality horses as average. Saddle Blanket 3 sp 4
Yoke
Horse 5 gp 15
Table 7.12: Horse Quality Ox 3 gp 20
Quality Movement Carrying Cost Modi- Stabling for horse (daily) 5 sp –
Rate Modi- Capacity fier
fier Modifier Barding: Special armor for mounts that improves their AC at
Nag 50% 25% – the cost of reduced speed. Full barding provides the AC bonus
Broken-down 75% 50% – listed in the armor section and half barding provides 1-point
Average – – – weaker AC bonus. To prevent chafing, the barding must be re-
High-spirited 133% 125% ×2 moved in order for the horse to rest. Donning leather barding
Charger 150% 133% ×4
takes 30 minutes and metal barding 60. It takes half the time to
Ponies, donkeys, and mules: Hardier than horses, they require remove barding.
adequate food and water each day but can survive on grass and Flying mounts can only wear leather or armor with weights
other forage alone. They gain a +2 bonus on their save vs. death lighter than leather. Aquatic mounts cannot wear normal barding
when double moving (but not triple moving). They can travel although magical pieces for aquatic creatures may exist. The GM
through rugged terrain at one less the normal movement value. has final say on what mounts can wear barding but only sturdy
Ponies, donkeys, and mules don’t wander off like horses thus animals can wear the heaviest armor; a horse is a strong mount
they don’t need to be tethered. but a riding dog is too physically weak to wear plate armor and
be effective. Barding is only listed for various horses. Unusual
Camels: Camels come in two types; Dromedary (sandy desert) mounts and creatures must be custom fit, which modifies the
and Bactrian (rocky desert). Dromedaries reduce the movement weight and cost of the barding.

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FOR GOLD & GLORYTM CHAPTER 7. EQUIPMENT

MUNDANE WEAPONS & ARMOR


Table 7.14: Barding for Unusual Mounts and Creatures
Size of Mount or Creature Cost Weight Characters aren’t limited in the number of weapons they can
Tiny or Smaller (frog) ×1 ×1 /10 own, but the GM should put a reasonable restriction on what they
Small (large spider) ×2 ×1 /2 can realistically carry (Refer to Encumbrance). Large weapons,
Medium (riding dog) ×2 ×1 sized for the character wielding them, can only be carried by
Large (bear) ×4 ×2 hand and require two hands to attack; an ogre could holster a
Huge (behir) ×8 ×5 man-sized pole arm and attack with it using one hand but he
Gigantic (dragon) ×16 ×8 wouldn’t be able to do the same with a giant-sized pole arm. A
creature can only ever wear one set of armor at a time.
Saddles: Riding saddles are designed to hold a single rider. An In addition to cost, weight, and size, the table lists type and
additional rider may be able to fit in the saddle provided they sit damage broken into medium and large columns.
sideways or are small (a child for example) but only a rider in Type refers to how the weapon deals damage; bludgeoning
the saddle can guide a mount. Packsaddles are designed to carry (B), piercing (P), and slashing (S). Weapon type generally has no
goods, not a rider. These packs can hold as much equipment as a effect on damage except in special circumstances. A weapon can
mount is capable of realistically carrying. be more than one type; such as a knife doing both piercing and
slashing damage.
Table 7.15: Transport Combat speed is a comparison between weapons indicating
Item Cost which will strike the other first in the event of a tied initiative.
Barge 500 gp A magical weapon’s combat speed is reduced by its lowest en-
Canoe chantment bonus to a minimum of 0. For example a +3 hand axe
Small 30 gp has a combat speed of 1, while a +5 hand axe has a combat speed
War 50 gp of 0.
Caravel 10,000 gp Damage is the number of dice rolled in the case of a hit.
Carriage The medium (M) column indicates damage dealt to man-sized or
Common 150 gp smaller creatures. The large (L) column indicates damage dealt
Coach, ornamented 7,000 gp to creatures larger than man-sized.
Chariot Missile and ranged weapons include rate of fire (ROF) which
Riding 200 gp
War 500 gp are two numbers separated by a forward slash, and range as three
Coaster 5,000 gp numbers separated by forward slashes. ROF indicates how many
Cog 10,000 gp attacks can be made and the number of rounds it requires; ROF
Curragh 500 gp 1/3 means one attack every three rounds and 2/1 means two at-
Drakkar 25,000 gp tacks each round. The range indicates the penalties applied to the
Dromond 15,000 gp weapon when it exceeds a certain number of feet represented as
Galleon 50,000 gp short/medium/long; a dagger could be thrown without penalty
Great galley 30,000 gp from 1–30 feet and a sling bullet 1–150 feet. Ranged weapons can
Knarr 3,000 gp never exceed their maximum.
Longship 10,000 gp Some melee weapons, like the knife, can be thrown. Your
Oar
Common 2 gp character can either attack with them in melee or throw them.
Galley 10 gp The rate of fire applies only when making a ranged attack, not a
Raft or small keelboat 100 gp melee attack.
Sail 20 gp Ranged weapons, except hurled weapons, require ammuni-
Sedan chair 100 gp tion. The number in parenthesis (#) represents the quantity of
Wagon or cart wheel 5 gp ammunition in a single set.
Cost, weight, size, type, combat speed and damage for hurled
Carts and Carriages: Carts are simple two-wheeled vehicles weapons are the same as for their non-hurled counterparts.
used in transporting goods. Only one or two animals can be
hitched to a cart. Wagons and carriages are four-wheeled vehi- Arquebus: A muzzle-loaded, smoothbore, chest-fired,
cles and can be pulled a team of two to twelve. The speed of a matchlock long-gun. Black powder is poured down the muz-
mount is automatically halved when hitched to a cart or carriage. zle (called ‘charging’) and a lead ball (called ‘shot’) is packed on
Each additional mount triples the carrying capacity of the vehi- top using a detachable ramrod. A match (usually a 5’ piece of
cle. The vehicle is never factored into the max carrying capacity slow burning rope lit on both sides in case one side goes out) is
of the mount. then lit and placed on a lever (called a ‘serpentine’) and when the
trigger is pressed the serpentine drops the burning match into the
Chariots: Chariots can hitch one to four animals. A mount can flash pan (filled with finely ground gunpowder called ‘primer’).
pull its normal load at its normal movement value. Multiple an- The primer produces a flash that instantly ignites the gunpowder
imals on a chariot are either hitched for speed or carrying capac- in the muzzle and propels the lead shot. It takes three rounds to
ity. Each additional animal either increases the carrying capacity load the arquebus (pack in gunpowder and shot, prime the flash
of the chariot or increases the speed by 1 point. The speed of a pan, attach the match to the serpentine) and if the wielder takes
chariot cannot be increased beyond what an animal is capable of damage it takes a cumulative extra round to load.
handling. The arquebus is inaccurate. It comes with a detachable
hooked staff that can quickly be pressed into the ground (pro-
Sleds: A team of seven to eleven dogs can pull a sled. A hitched vided it’s soft) to balance the arquebus. Firing the arquebus with-
sled dog’s movement value is reduced by 1 /2 . Each additional out balancing it on a sturdy object, such as the hook or a stone
dog adds one point to the movement value of the sledge up to wall, doubles the penalties for range (−4 at medium range, −10
the maximum movement value of the animal. Each sled dog can at long range).
pull 80 lbs. not including the weight of the sled. Sleds can travel The arquebus is also dangerous. If the wielder rolls a 1 or 2
across snow and ice without penalty. on his attack the weapon backfires causing 1d6 points of damage

47
CHAPTER 7. EQUIPMENT FOR GOLD & GLORYTM

to the wielder. In addition, the weapon is jammed and cannot be bows can only be loaded with the correct bolts and strength mod-
fired again until it’s cleaned, which takes 30 minutes. The arque- ifiers never apply, but those from dexterity do.
bus is an unpredictably potent weapon. If the damage die rolled
is 10 then the die is rolled again with the results added together. Lance: Each lance is designed for a particular mount. Equip-
This is repeated until a 10 isn’t rolled. ping a lance that’s larger than the mount can handle will unseat
All arquebuses are of the same caliber thus shot designed for the wielder on a successful strike. Medium and heavy lances rely
them are interchangeable. Gunpowder is rare, only found among on the momentum of the mount and require the rider to break off
the most powerful armies or richest cities. Gunsmiths and black- after engaging his target, taking at least 1 round to resituate him-
smiths that forge shot are just as rare. As a result of the weapons self. A light lance can be used without having to break off from
unpredictability and rarity, there are very few arquebusiers out- the target. Lances are also fragile. On a successful hit the GM rolls
side of the largest organized militaries. an item saving throw vs. crushing blow for medium and heavy
lances. Light lances are more flexible requiring an item saving
Arrows: An arrow that hits its target is destroyed; one that throw only when the modified attack roll is equal to the target’s
misses has a 50% chance of being destroyed or lost. AC.
Jousting lances are heavy lances with a blunted tip to reduce
Bows: The power and accuracy of a bow is determined by the injury during tilting.
strength and dexterity of the wielder. A bow adds or subtracts
the wielder’s dexterity and strength modifiers to attack and dam- Man catcher: A long pole with a set of spring loaded arms at
age rolls. The maximum pull, or maximum strength bonus, of the end designed to harmlessly capture victims. Only man-sized
a generic bow is +1/+2 (strength 18). A creature, regardless of or smaller creatures can effectively be caught unless a larger set
strength, can never exceed the maximum pull, or else it snaps the is made. The target’s AC is treated as 10 (modified by dexterity—
string. Conversely, if the creature’s strength penalty is below −2, AC modifier) for attacking with a man catcher. Once trapped, the
it is too weak to draw a bowstring. victim is denied shield and dexterity bonus to AC, can only move
Characters with exceptional strength (18/01 and higher) can when the wielder moves, and automatically takes 1d2 points
purchase custom built bows to take advantage of their extra of damage per round and has a 25% chance of being pulled to
strength. These can be made to increase the chances of hitting, the ground. This damage and knock down chance persists each
doing more damage, or both. Only composite bows (which are round the wielder maintains hold of the victim.
made of sturdier materials than normal wooden bows) can be The jaws can be removed with a successful bend bars check
made for exceptional strength creatures. The cost of the bow is that deals additional 1d2 points of damage. The victim can yank
multiplied by each +1 added to a bow’s bonus. For example, the pole out of the wielder’s hands with a successful strength
three composite longbows are built for a strength rating of 18/76– check, but anyone can simply pick up the pole on the next round
90. One has a maximum pull of +2 attack roll bonus and costs 200 and deal damage as if they struck the victim.
gp. One has a +4 damage bonus and costs 400 gp. Finally, one
with a maximum pull of +2/+4 costs 600 gp. Pole arms: A widespread group of weapons popular for their
Creatures whose strength is less the exceptional strength rat- cheapness, easy design, and effectiveness against infantry and
ing of the bow for must roll a successful bend bars check to use charging troops. Lightly armored foot soldiers, militia, and sim-
it. Strong creatures can utilize weaker bows without penalty as ple commoners were armed with pole arms, which gave them
long as they do not exceed the maximum pull. the advantage of range and versatility. Pole arms are usually 9–
12 feet long and require ample space for swinging thus making
Crossbow: The hand (or pistol style) crossbow is fired one piercing pole arms the only type useful for enclosed spaces. Be-
handedly and cocked with the other. The light crossbow is braced cause of their clumsiness, pole arms are used to attack charging
against a sturdy object or the ground and cocked with a built in enemies and are then dropped to wield lighter weapons.
lever (called a goats-foot). Due to its exceptional pull, the heavy
crossbow (also called arbalest) is braced against the ground and Scourge: A wooden haft with several (three or five) thongs
requires the wielder to attach a cranequin or windlass. Cross- studded with metal barbs.

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FOR GOLD & GLORYTM CHAPTER 7. EQUIPMENT

Table 7.16: Melee Weapons


Item Cost Weight (lb.) Size Type Combat Dmg. M Dmg. L
Speed
Battle axe 5 gp 7 M S 7 1d8 1d8
Club 0 cp 3 M B 4 1d6 1d3
Dagger/ dirk 2 gp 1 S P 2 1d4 1d3
Footman’s flail 15 gp 15 M B 7 1d6 + 1 2d4
Footman’s mace 8 gp 10 M B 7 1d6 + 1 1d6
Footman’s pick 8 gp 6 M P 7 1d6 + 1 2d4
Hand axe 1 gp 5 M S 4 1d6 1d4
Harpoon 20 gp 6 L P 7 2d4 2d6
Horseman’s flail 8 gp 5 M B 6 1d4 + 1 1d4 + 1
Horseman’s mace 5 gp 6 M B 6 1d6 1d4
Horseman’s pick 7 gp 4 M P 5 1d4 + 1 1d4
Javelin 5 sp 2 M P 4 1d6 1d6
Knife 5 sp 0.5 S P/S 2 1d3 1d2
Lance
Heavy@ 15 gp 15 L P 8 1d8 + 1 3d6
Light@ 6 gp 5 L P 6 1d6 1d8
Jousting 20 gp 20 L P 10 1d3 − 1 1d2 − 1
Medium@ 10 gp 10 L P 7 1d6 + 1 2d6
Morning star 10 gp 12 M B 7 2d4 1d6 + 1
Pole arm
Awl pike 5 gp 12 L P 13 1d6 1d12
Bec de corbin 8 gp 10 L P/B 9 1d8 1d6
Bill-guisarme 7 gp 15 L P/S 10 2d4 1d10
Fauchard 5 gp 7 L P/S 8 1d6 1d8
Fauchard-fork 8 gp 9 L P/S 8 1d8 1d10
Glaive* 6 gp 8 L S 8 1d6 1d10
Glaive-guisarme* 10 gp 10 L P/S 9 2d4 2d6
Guisarme 5 gp 8 L S 8 2d4 1d8
Guisarme-voulge 8 gp 15 L P/S 10 2d4 2d4
Hook fauchard 10 gp 8 L P/S 9 1d4 1d4
Lucern hammer# 7 gp 15 L P/B 9 2d4 1d6
Man catcher** 30 gp 8 L – 7 – –
Military fork* 5 gp 7 L P 7 1d8 2d4
Partisan# 10 gp 8 L P 9 1d6 1d6 + 1
Ranseur# 6 gp 7 L P 8 2d4 2d4
Spetum# 5 gp 7 L P 8 1d6 + 1 3d6
Voulge 5 gp 12 L S 10 2d4 2d4
Pole axe
Bardiche 7 gp 12 L S 9 2d4 2d6
Halberd 10 gp 15 L P/S 9 1d10 2d6
Quarterstaff 0 cp 4 L B 4 1d6 1d6
Scourge 1 gp 2 S – 5 1d4 1d2
Sickle 6 sp 3 S S 4 1d4 + 1 1d4
Spear 8 sp 5 M P 6 1d6 1d8
Sword
Bastard
One-handed 25 gp 10 M S 6 1d8 1d12
Two-handed 25 gp 10 M S 8 2d4 2d8
Broad 10 gp 4 M S 5 2d4 1d6 + 1
Cutlass 12 gp 4 M S 5 1d6 1d8
Khopesh 10 gp 7 M S 9 2d4 1d6
Long 15 gp 4 M S 5 1d8 1d12
Scimitar 15 gp 4 M S 5 1d8 1d8
Short 10 gp 3 S P 3 1d6 1d8
Two-handed 50 gp 15 L S 10 1d10 3d6
Trident 15 gp 5 L P 7 1d6 + 1 3d4
War hammer 2 gp 6 M B 4 1d4 + 1 1d4
Whip 1 sp 2 M – 8 1d2 1
*Weapon deals double damage against a large or bigger sized creature that charged during the current round roll damage dice
twice and add the result)
**Weapon can dismount mounted creature on a successful hit
@Weapon deals double damage when charging with a mount (roll damage dice twice and add the result)
#Weapon inflicts double damage when set against a charging opponent (roll damage dice twice and add the result)

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CHAPTER 7. EQUIPMENT FOR GOLD & GLORYTM

Table 7.17: Hurled Weapons


Item ROF Range (in feet)
Club 1 30/60/90
Dagger/Dirk 2/1 30/60/90
Dart* 3/1 30/60/120
Throwing axe 1 30/60/90
Harpoon 1 30/60/90
Javelin 1 60/120/240
Knife 2/1 30/60/90
Spear 1 30/60/90
* Unlike other hurled weapons, this weapon is ineffective for melee combat. It has a combat speed of 2, and damage potential
of 1d3 vs. man-sized or smaller and 1d2 vs. larger or larger creatures. It costs 5 sp, is small-sized, weighs 0.5 lbs., and inflicts a
piercing damage type.

Table 7.18: Ranged Weapons


Item Cost Wt (lb.) Size ROF Combat Range (in feet)*
Speed
Arquebus 500 gp 10 M 1/3 15 150/450/630
Blowgun 5 gp 2 L 2/1 7 Any dart: 30/60/90
Bow
Composite long 100 gp 3 L 2/1 7 Flight: 180/360/630
Sheaf: 120/240/510
Composite short 75 gp 2 M 2/1 6 Flight: 150/300/540
Long 75 gp 3 L 2/1 8 Flight: 210/420/630
Sheaf: 150/300/510
Short 30 gp 2 M 2/1 7 Flight: 150/300/510
Crossbow
Hand 300 gp 3 S 1 5 60/120/180
Heavy 50 gp 14 M 1/2 10 240/480/720
Light 35 gp 7 M 1 7 180/360/540
Sling 5 cp 0.1 S 1 6 Bullet: 150/300/600
Stone: 120/240/480
Staff sling** 2 sp 2 M 1 11 Bullet: 90/360/720
Stone: 90/300/600
*Medium range −2 to attack rolls, long-range −5 to attack rolls
**Staff sling’s short range is the minimum range necessary to hit a target

Table 7.19: Ammunition


Item Cost Wght. (lb.) Size Type Dmg.M Dmg.L
Arquebus shot * 0.1 S P 1d10 1d10
Blowgun dart
Barbed (10) 1 gp 1 S P 1d3 1d2
Needle (10) 2 sp 1 S P 1 1
Arrow
Flight (12) 3 sp 1.2 S P 1d6 1d6
Sheaf (6) 3 sp 0.6 S P 1d8 1d8
Quarrel
Hand (10) 10 gp 1 S P 1d3 1d2
Heavy (10) 2 gp 1 S P 1d4 + 1 1d6 + 1
Light (10) 1 gp 1 S P 1d4 1d4
Sling shot
Bullet (10) 1 sp 5 S B 1d4 + 1 1d6 + 1
Stone (–) 0 cp 0.5 S B 1d4 1d4
*The GM must adjudicate the cost and availability of arquebus shot and other related and/or necessary items, such as black
powder, match fuses, powder horns, gun oil, etc.

Spears: A spear can be used as either a melee or missile staff slings have a minimum range and thus always take a penalty
weapon. If a hurled spear strikes a huge-sized or larger crea- when firing.
ture or a creature with at least 18/00 strength, the creature can
attempt to break the spear. An intelligent creature struck by a Sword, Bastard: Similar to a long sword but with a longer haft.
hurled spear is 75% likely to pull it out and hurl it back at its at- It can be wielded one-handed or two-handed increasing its dam-
tacker and 25% likely to break the spear unless the spear saves vs. age output.
crushing blow. An unintelligent creature is 25% likely to break
the spear unless it saves vs. crushing blow.

Staff Sling: A sling attached to a wooden or metal shaft. The


staff sling can be used to fire normal sling bullets, but it can also
fire indirect missiles of five pounds or less. Because of their arc,

50
FOR GOLD & GLORYTM CHAPTER 7. EQUIPMENT

Table 7.20: Armor Table 7.22: Helmets


Armor Cost Wt (lb.) AC Helmet Cost Wt Armor type AC
Banded mail 200 gp 35 4 (lb.) match Penalty*
Brigandine 120 gp 35 6 Great helm 30 10 Heavy armor- +1
Bronze plate mail 400 gp 45 4 gp banded or better
Chain mail 75 gp 40 5 Cap 4 gp 2 Light armor- +1
Field plate 2,000 gp 60 2 padded, leather,
Full plate (3d3 + 1) 70 1 brigandine or
× 1,000 gp
Leather 5 gp 15 8 studded leather
Padded 4 gp 10 8 Coif 8 gp 5 Medium armor- +1
chain or scale
Plate mail 600 gp 50 3 Basinet or 20 10 Heavy armor- +1
Scale mail 120 gp 40 6 Closed face gp
Splint mail 80 gp 40 4 banded or better
Studded leather 20 gp 25 7 Open face 15 5 Medium or +1
gp heavy- chain or
Wearing armor sets a character’s base AC to the number listed better
(the lower the number the better). If, usually through magic, the *Apply this penalty to overall AC if a helmet is not worn, since
character’s AC is lower than the listed number (before dexterity wearing the helmet is required to gain full protection from the
is counted), the armor doesn’t benefit his AC, but any other ben- armor.
efits and penalties still apply. The armor names are generic. Spe-
cialized names can be used if the GM prefers. The armor listed is Helmets: Armor type indicates the armor most commonly as-
for man-sized humanoids (including dwarves). sociated with the helmet. Technically any helmet can be paired
with any armor, but the GM may temporarily impose penal-
ties to the character’s charisma score if they are mismatched (it
Full Plate: Gothic-style armor made up of interlocking angled
would be like wearing a baseball uniform and a football helmet,
plates and ornamental etchings. The price varies by manufac-
or maybe the other way around). “Banded or better” includes
turer from 4,000–10,000 gp ((3d3 + 1) × 1,000 gp). Each suit must
splint and bronze plate, as well as steel plate armors. Brief de-
be custom crafted for the wearer. There’s a 20% chance that a
particular suit can be refitted to another wearer. Because of this, scriptions of the various helmets follow:
there are few buyers of used full plate except collectors. A black- Cap: a padded, leather or steel skullcap.
smith may buy a suit to melt the metal down but they’ll offer a
much-reduced price. Coif: a padded chain mail hood made of steel.
Open-face: made of reinforced leather, steel or bronze, covers
Table 7.21: Shields most of the head, except the face and neck. It commonly includes
Shield Cost Wt # of At- AC bonus a nose guard.
(lb.) tacks
Body or 10 gp 15 All + −1/ −2 v. Basinet (close-faced): similar to open-faced, but includes a
tower cover missiles hinged visor/faceplate.
Buckler 1 gp 3 1 −1
Medium 7 gp 10 3 −1 Great helm: a massive steel or bronze helmet that covers the
Small 3 gp 5 2 −1 entire head, neck, and often the upper shoulders. It has narrow
eye slits and small air holes for breathing. The visor/faceplate is
not removable. Customized great helms can be quite impressive.
Shields: Shields provide an AC bonus when certain factors are
met. Shields usually only protect against attacks from the front, Armor for Smaller and Larger Humanoids: Humanoids excep-
however, shields (except bucklers) can be slung across the back tionally larger or shorter must be custom fit, which modifies the
to protect against attacks from behind. Shield size is relative to weight and cost of the armor.
the character’s size; a giant’s small shield functions as a medium
shield for a human and as a body shield for a halfling. Table 7.23: Armor for Smaller and Larger Humanoids
Size of Humanoid Cost Weight
Buckler: strapped to the forearm, it allows the wielder to use Tiny or Smaller (pixie) ×1 /2 ×1 /10
both hands. It improves the wielder’s armor class by 1 against Small (halfling) ×1 ×1 /2
one frontal attack per round (wielder’s choice). Large (ogre) ×2–×4 ×11 /2 –×2
Huge (giant) ×4–×8 ×2–×6
Small shield: strapped to the forearm and gripped by the hand, Gigantic (titan) ×8–×16 ×6–×12
it allows the wielder to hold small items (but not wield weapons)
and improves armor class by 1 against two frontal attacks per DONNING ARMOR
round (wielder’s choice).
Donning armor takes time. Brigandine, leather, padded, and
studded leather armor can be donned in one round with assis-
Medium shield: functions like the small shield, but its weight tance. Banded, chain, scale, and splint mail can be donned in two
restricts the shield hand from doing anything except balance the rounds with assistance. Without assistance, the time is doubled
shield. A medium shield improves armor class by 1 against any for all cases. Bronze plate, field plate, full plate, and plate mail
3 frontal attacks. can be donned in 1d6 + 4 rounds with assistance. Without assis-
tance, the time is tripled for donning plate armor.
Body shield (also called a pavise or tower shield): functions Characters can don armor hastily. Donning non-plate armor
like the medium shield, improving AC by 1 against any number hastily takes one round but reduces the AC bonus by 1 (the armor
of frontal melee attacks and by 2 against any number of ranged bonus can never be worse than 8). Hastily donning plate armor
frontal attacks. improves a character’s AC by 1 from base 10 for every round

51
CHAPTER 7. EQUIPMENT FOR GOLD & GLORYTM

spent dressing. Removing non-plate armor takes one round and gold treasure inside of it. A fighter with a low strength score but
1d4 + 1 rounds for plate. Removing plate armors can be done in wearing heavy plate armor, great helm, shield and a two-handed
half the time (round up) by cutting straps, but the armor is there- sword, etc. could be overwhelmingly encumbered by the weight
after useless until repaired (the cost is up to the GM). of the objects. In this case, he would suffer movement penalties,
but not penalties to his attacks or AC because he has not reached
ENCUMBRANCE his maximum carrying capacity.

Maximum Encumbrance
Encumbrance for Man-sized Bipeds
In simplest terms, all creatures, including the characters, are al-
lowed to carry and wear as much gear as desired without exceed- Encumbrance represents the penalties that a creature suffers, as-
ing their strength—max carrying weight score in pounds, up to sociated with number of pounds that it carries and/or wears.
their maximum carrying capacity. When both maximum carrying There are seven stages of encumbrance in increasing order of
capacity and maximum carrying weight are reached, a character discomfort: non-encumbered, lightly encumbered, moderately,
is at his maximum encumbrance. heavily, severely, and overwhelmingly encumbered.
To determine encumbrance, add together the weight of all of
Maximum Carrying Capacity the character’s carried or worn possessions (including about 5
lbs. for man-sized clothing). If the total is less than or equal to
A creature’s maximum carrying capacity is limited by its physi- the non-encumbrance score, the character suffers no penalties. If
cal size and shape, and is determined solely by the number and the weight exceeds the non-encumbrance score consult the table
size of objects carried or worn, regardless of the object’s weight. below.
Reaching one’s maximum carrying capacity may inflict penalties. The row across the top reflects the stage of encumbrance the
However, many of these penalties are obvious and are already creature suffers if it is at full carrying capacity. The rows across
built into the rules. For example, one cannot use a shield or wield the bottom determine the creature’s modified movement values
a weapon if it’s carrying a large bag of coins in each hand or a due to its encumbrance. The first of these is for bipeds with a
huge treasure chest requiring both hands. A creature incurs ad- normal movement value of 12 (elves, humans, half-elves). The
ditional penalties to his attack and AC if it is both carrying its second row is for bipeds with a normal movement value of 9
maximum capacity and is more than lightly encumbered (See Be- (dwarves), and the third is for bipeds with a normal movement
low). value of 6 (gnomes and halflings).

Maximum Capacity for Human-shaped Creatures


Effects of Encumbrance
To determine when a human-shaped creature (or a biped), in-
cluding humans, demi-humans, as well as most humanoids and The character’s current encumbrance may negatively affect their
giant-kind, is carrying its maximum carrying capacity, use the ability to move and to defend themselves if they are also at their
maximum capacity.
following examples.
In addition to normal clothing and armor (if any): Non-Encumbered: This value is found on the main strength ta-
A small-sized biped can carry up to twenty tiny-sized objects ble. A creature suffers no penalties to movement, AC or attacks,
(attached to a belt, cloak liner, or bandoleer), four small-sized ob- as long as the weight of his gear is equal to or less than this score.
jects (two on each hip and two slung around its back), and two
medium-sized objects (one in each hand). A smaller than man- Lightly Encumbered: This stage of encumbrance, starting at
sized backpack and two small belt pouches can also be worn to 0.01 pound above the creature’s strength—non-encumbered
carry extra miscellaneous gear. score, indicates only mild movement value penalties.
A man-sized biped can carry up to twenty small-sized objects
(attached to a belt, cloak liner, or bandoleer), four medium-sized Moderately Encumbered: This stage of encumbrance, starting
objects (two on each hip and two slung around its back), and two at 0.01 pound above the creature’s highest light encumbrance
large-sized objects (one in each hand). A man-sized backpack score, indicates moderate movement value penalties, and if the
and two large belt pouches can also be worn. creature is carrying its maximum capacity, it also suffers a −1
A large-sized biped can carry up to twenty medium-sized ob- penalty to attacks.
jects (attached to a belt, cloak liner, or bandoleer), four large-sized
Heavily Encumbered: This stage of encumbrance, starting at
objects (two on each hip and two slung around its back), and two
0.01 pound above the creature’s highest moderate encumbrance
huge-sized objects (one in each hand). A larger than man-sized
score, indicates significant movement value penalties, and if the
backpack and two huge belt pouches can also be worn.
creature is carrying its maximum capacity, it also suffers a −2
Tiny-sized creatures carry small, tiny and even smaller ob-
penalty to attacks and +1 penalty to its AC.
jects, while huge-sized and larger bipeds can carry ever-larger
objects before reaching their maximum carrying capacity. In ad- Severely Encumbered: This stage of encumbrance, starting at
dition, two objects of the same size may be exchanged for one 0.01 pound above the creature’s highest heavy encumbrance
object of the next larger size, or vice versa, (within reason) in this score, indicates severe movement value penalties, and if the crea-
way a large number of combinations of gear and equipment are ture is carrying its maximum capacity, it also suffers a −4 penalty
possible even for the smallest character. to attacks, and a +3 penalty to its AC.
Due to these restrictions, a creature may be carrying its max-
imum capacity before reaching its maximum weight score. An Overwhelmingly Encumbered: The maximum stage of encum-
empty huge-sized treasure chest does not weigh very much but brance, starting at 0.01 pound above the creature’s highest severe
does count as 2 large, 4 medium or 8 small objects toward the encumbrance score and topping out at a character’s maximum
creature’s maximum carrying capacity. carry weight as found on the main strength table. This indicates
Likewise, a creature may be carrying its maximum weight al- a movement value of only 1, and if the creature is carrying its
lowed and not yet be at its maximum capacity, as when a charac- maximum capacity, it also suffers a −4 penalty to attacks, and a
ter carries a huge chest with nearly all of his other gear and heavy +3 penalty to its AC.

52
FOR GOLD & GLORYTM CHAPTER 7. EQUIPMENT

Table 7.24: Encumbrance for Man-sized Bipeds


Encumbrance in Pounds
Str Lightly Moderately Heavily Sev
1 3
1 /2 /4 1 11 /4 11 /2 13 /4 2 21 /4 21 /2 23 /4
2 11 /2 2 1
2 /4 3
2 /4 3 31 /4 33 /4 4 41 /4 43 /4
3 51 /2 6 1
6 /2 7 1
7 /2 8 81 /2 9 91 /4 93 /4
4–5 11 12 13 14 15 16 17 18 19 191 /2
6–7 23 26 29 32 35 38 41 44 47 50
8–9 40 45 50 55 60 65 60 75 80 85
10-11 46 52 58 64 70 76 82 88 94 100
12–13 53 61 69 77 85 93 101 109 117 125
14–15 65 75 85 95 105 115 125 135 145 155
16 80 90 100 110 120 130 140 150 160 170
17 97 109 121 133 145 157 169 181 193 210
18 123 136 149 162 175 188 201 214 227 245
18/50 148 161 174 187 200 213 226 239 252 270
18/75 173 186 199 212 225 238 251 264 277 295
18/90 198 211 224 237 250 263 276 289 302 320
18/99 248 261 274 287 300 313 326 339 352 365
18/00 348 361 374 387 400 413 426 439 452 470
19 498 511 523 536 549 562 575 588 611 625
20 540 555 570 585 600 615 630 645 670 685
21 650 665 680 695 710 725 745 765 780 795
22 802 819 836 853 870 887 904 921 937 954
23 952 969 986 1,000 1,017 1,035 1,052 1,069 1,086 1,110
24 1,255 1,275 1,295 1,315 1,335 1,355 1,375 1,395 1,415 1,430
25 1,545 1,565 1,585 1,605 1,625 1,645 1,665 1,685 1,705 1,730
MV 12 11 10 9 8 7 6 5 4 3 2
MV 9 8 8 7 6 5 5 4 3 2 2
MV 6 5 5 4 4 3 3 2 2 1 1

Encumbrance for Larger and Smaller Bipeds penalty.


Small-sized and smaller creatures can carry less weight than their The weight a flying mount may carry and still fly may be
man-sized counterparts. For tiny-sized creatures multiply all val- listed in its description. If undetermined, assume the average
ues by 0.50, and for small-sized creatures multiply all values by flying mount cannot fly if lightly encumbered or more.
0.75.
Large-sized and larger creatures can carry more weight than
their man-sized counterparts. For large-sized creatures multiply Table 7.25: Encumbrance for Domestic Animals
Encumbrance in Pounds
all values by 2, for huge-sized creatures multiply by 4, and for Common Non-Enc Light Heavy
gigantic-sized creatures multiply all values by 8. Animal
Camel 330 500 660
Encumbrance for Quadrupeds Hunting dog 15 20 30
Elephant 500 750 1,000
Creatures with four or more legs can also carry more weight Horse, draft 260 390 520
than their strength would indicate. For tiny-sized quadrupeds Horse, heavy 260 390 520
multiply all values by 0.75, small-sized quadrupeds use the val- Horse, light 170 255 340
ues unchanged, for man-sized quadrupeds multiply all values Horse, 220 330 440
medium
by 1.5, for large-sized quadrupeds multiply all values by 3, for Horse, riding 180 270 360
huge-sized quadrupeds multiply by 6, and for gigantic-sized Mule 250 375 50
quadrupeds multiply all values by 12. Ox 220 330 440
Yak 220 330 440
2
Encumbrance for Domestic Animals MV Normal MV × /3 MV ×1 /3
Penalties None −1 THACO −2 THACO/
A pack animal or mount suffers from encumbrance differently +1 AC
than other creatures. A mount can be non-encumbered if its total
weight, including a rider, is equal to or less than the value shown
below, but is either lightly encumbered or heavily encumbered,
otherwise. Movement modifiers and combat penalties are shown
at the bottom of the table. An animal collapses if its heaviest en-
cumbrance value in pounds is exceeded whether carrying a rider
or being used as a pack animal. Whenever a mount carries a man-
sized rider and whenever any animal is heavily encumbered, it is
always considered to be at its maximum carrying capacity (even
though more weight can be added). While at maximum capac-
ity an animal suffers reduced movement value, and penalties to
its attacks and AC, as appropriate. A lightly encumbered mount
without a rider or a lightly encumbered pack animal does not suf-
fer penalties to its attacks or AC, but still suffers the movement

53
CHAPTER 7. EQUIPMENT FOR GOLD & GLORYTM

EXAMPLE: CREATING A CHARACTER and Justin adds some final cosmetic touches; platinum blonde
hair, piercing blue eyes, a distinctive scar along the left cheek,
Justin, a player, and Tommy, his GM, both sit down to create a and a grating voice. Justin names his dwarf fighter Tharn Bit-
new character. Tommy wants Justin to roll using the traditional termead and writes up a paragraph long back-story to supply
method (3d6 for each score). He comes up with the following Tommy with an idea of how the character fits into his world.
scores: Tharn’s final character sheet would look something like this:
Strength 15 Tharn Bittermead, Dwarven Fighter 1
Dexterity 12 MV 6
Constitution 14 HP 9
Intelligence 12 Strength 15
Wisdom 11 Dexterity 12
Charisma 10 Constitution 15
Intelligence 12
The character has above average strength and constitution Wisdom 11
and would make a good fighter. Justin decides he wants to be Charisma 9
a dwarf, improving his character’s constitution by 1 point and THACO 20 (+1 to attack, battle axes)
reducing his charisma by 1 point. As a fighter, Justin rolls his AC 4 (Chain mail + medium shield)
d10 hit die and rolls a 2, a poor number. Tommy allows him to Battle Axe (Specialization) M/L 1d8 + 2/1d8 + 2
re-roll his hit die but says the re-roll must be taken even if it’s Hand Axe (Skilled) M/L 1d6 + 2/1d4 + 2
lower. Justin rolls an 8 and adds +1 for his constitution for 9 HP Weapon-shield method (Skilled)
total. Justin’s fighter has 4 combat skill points as a 1st level fighter Backpack
and exchanges 2 points to gain the axe weaponry group (includ- Rations (5)
Hooded lantern
ing battle axes, hand/throwing axes, and pole axes). He then Oil (3)
chooses to exchange one CSP to gain specialization with battle Flint and steel
axe, and his last CSP is exchanged for the weapon-shield combat
method. Justin would probably also add notes about his racial abilities,
Justin rolls 11 for his fighter’s starting currency, giving him modifiers granted by his ability scores and combat skills as well
110 gp total. Justin buys a battle axe, five hand axes, chain mail, as his THACO and saving throws so he won’t have to look them
a medium shield, and some provisions. His character is finished up every time.

54
Chapter 8

COMBAT

ENCOUNTERS Step 1: The GM determines, in secret, the actions of the NPCs.


If a spell is to be cast, he chooses it before the players announce
An encounter is, by definition, any significant event a character their actions.
may happen upon. An encounter can be hostile or non-hostile.
If an encounter turns hostile, it escalates into combat. Combat Step 2: The players describe the actions their characters want
lasts until one side is defeated, surrenders, retreats or the danger to take including moving, attacking, and casting spells. Actions
is otherwise no longer present. can be general. If a player says, “I move and attack the nearest
enemy” then his character will perform that action to the best of
his ability. If a spell is cast, then it begins in this phase and cannot
ENCOUNTER ACTIONS be changed. When the players are ready, the GM moves to step 3.
There are several actions a party can take in an encounter. Char-
acters aren’t limited to these options; these are just the more com- Step 3: Initiative is rolled which determines which party goes
mon choices. first.
Evade: The party avoids the encounter whether this means Step 4: Actions are resolved based on initiative. Attacks are
they ignore it, ride past it, or sneak around. Hostile parties may made and spells with casting time less than 1 round are cast. If
pursue a fleeing party if they’re aware of them. initiative is a tie then all actions are simultaneous.
Interact: The party interacts with the encounter by investigat- Some monsters, situations, or abilities may supersede the
ing or speaking in the case of intelligent creatures. combat sequence.
Fight: The party draws weapons and attacks.
Wait: A party can specifically wait for a reaction. Waiting is
an action that increases the waiting party’s next initiative roll by COMBAT INITIATIVE
+1.
Initiative is rolled each round during step 3. An initiative roll is
1d10 for each opposing side. Low initiative beats high and parties
COMBAT act in ascending order. If the initiative of both sides is the same
then compare the weapon’s combat speeds and/or spell casting
TIME IN COMBAT times between two opponents to determine which attack or ac-
Time in combat is measured in rounds, which equal a minute. tions happen first. There are also other several factors that may
Ten rounds (or ten minutes) are called a turn. Actions in combat influence initiative rolls. If the entire party doesn’t qualify, then
are rarely simple exchanges. Participants in combat are expected the individual members act on their new, modified initiative.
to defend against attacks, thrust, feint, and parry while trying to
score a hit. Table 8.1: Initiative Modifiers
In general, characters can perform only one basic action per Situation Modifier
round. The rest of their time is spent on smaller actions such Hasted −2
as moving and dodging. Basic actions include attacking, cast- Slowed +2
ing one spell, activating an item such as lighting a torch, moving High ground −1
Receive charge −2
full movement value, stabilizing a character, searching a body, Knee deep water +2
grabbing a dropped item, bashing down a door, and drinking a Slippery footing +2
potion. Waist deep water +4
Some actions are so minor they require negligible time. Ex- Underwater +6
amples are: speaking short sentences (rule of thumb is 20 words Hindered (climbing, tangled, held) +3
or less per character per round), drawing a weapon, removing a Waiting +1
backpack or belt, falling prone or standing up.
Ultimately the GM has final say in what counts as a basic and
minor action. THE ATTACK ROLL
The act of attempting to strike a target, whether it’s with a
COMBAT SEQUENCE weapon or just tossing them an object to catch is considered an
All combat follows four steps that repeat each round. attack. To make an attack your character must be capable of hit-
ting his opponent (this means striking distance with most melee
• GM decides the actions of the monsters. weapons). The target’s AC is subtracted from your character’s
• The PCs declare their actions and begin casting spells. THACO (giving a modified THACO). Then a d20 is rolled. Add
• Initiative is rolled for all opposing parties. or subtract all attack roll modifiers from the d20 roll, including
• Actions are resolved in order of initiative. those from Str and Dex. If the modified d20 roll is equal to or

55
CHAPTER 8. COMBAT FOR GOLD & GLORYTM

greater than the modified THACO, the attack hits and damage is extra space. For each size category smaller than the defender, the
rolled. attacker takes up half the space.
Combatants will always keep their attackers in their front
ATTACK MODIFIERS sights until they’re overwhelmed. Additional attackers fill up the
front, flank, and rear in that order. New attackers cannot attack
Strength applies a modifier to hit with bows (but not crossbows) a defender who’s completely surrounded. When fighting multi-
and melee weapons. Dexterity applies a modifier to hit with all ple opponents, the defender can switch his facing as he chooses.
bows and hurled weapons. There is no limit to the modifiers Defenders cannot choose to face opponents they’re unaware of.
added to an attack roll. Characters attacked from the rear lose their dexterity bonus
Several situations may modify the attack roll. to AC and the attacker gains a +2 bonus to attack.

Table 8.2: Attack Roll Modifiers WEAPON LENGTH


Situation Modifier
Attacker on higher ground +1 The GM must decide if a character has adequate space to wield
Invisible opponent −4 a weapon. As a general rule, a combatant requires five-square-
Opponent off-balance +2 feet of space to wield a medium sized slashing or bludgeoning
Helpless opponent (held, sleeping, para- Automatic* weapon and ten-square-feet of space to wield a large sized slash-
lyzed, etc.) ing or bludgeoning weapon. Because they have no arcs, piercing
Opponent stunned or prone +4 weapons require very little space allowing multiple combatants
Defender surprised +1 to fight side-by-side.
Missile, long range −5
Missile, medium range −2
Rear attack +2 CALLED SHOT
*In combat, a helpless opponent is struck automatically. Outside Normally, characters don’t target specific points when attacking
of combat, a helpless opponent can be slain automatically. their opponents. The called shot is a maneuver that allows a char-
acter to specifically attack a point on a creature or target, such as
the potion on their belt or hit a lock on a door latch without dam-
MULTIPLE ATTACKS aging the door itself.
When a creature has multiple attacks as the result of multiple A character making a called shot must announce their target
weapons (including the natural weapons of animals or monsters), before initiative is rolled and suffers a +1 penalty to their initia-
all attacks are rolled at the same time. Multiple attacks using a tive. Called shots apply a -4 penalty to the resulting attack roll.
single weapon, such as a fighter’s attacks or firing a bow, are stag- If the attack succeeds, damage is rolled as normal. Called shots
gered. The first attack is always made on the creature’s initiative deal the normal damage of the weapon regardless where it hits.
and the iterative attacks are made after every creature involved Called shots cannot be used to blind, maim, or cripple targets.
in combat has acted.
If more than one creature is capable of multiple attacks then SPELL CASTING
their iterative attacks occur according to initiative (but always af-
ter every other creature has acted). Having an odd number of Casting a spell adds to the caster’s initiative, delaying his action.
attacks are rolled differently; 3/2 is one attack in the first round If the casting time of a spell is less than 1 round (represented by a
and two in the second, 5/2 is two attacks in the first round and simple number in the casting time) then that number is added to
three in the second, 7/2 is three attacks in the first round and four the caster’s initiative. Spell casters begin casting before initiative
in the second, and 9/2 is four attacks in the first round and five is rolled and resolve on the caster’s modified initiative (or at the
in the second. end of the round or turn as the case may be for longer spells).
Casters cannot move while casting spells and lose their dex-
terity bonus to AC, if any. If a caster takes damage or fails a sav-
FRONT ing throw while casting a spell, his concentration is ruined caus-
ing the spell to fail and that casting to be wiped from his mind.

FRONT FRONT TWO WEAPON FIGHTING


Only warriors and rogues may fight with two weapons. The pri-
mary weapon can be any one-handed weapon. The secondary
weapon must be smaller in size and weight than the primary
weapon, with the exception of daggers, knives, and dirks. Any
combination of two of these weapons can be used together. A
FLANK FLANK buckler may be used while fighting with two weapons, but no
other shield is allowed, unless it is strapped to the back.
REAR Two weapon fighting allows a character an extra attack per
round (1/1 becomes 2/1, 3/2 becomes 5/2, 5/2 becomes 7/2,
etc.). All characters are dominant in one hand of their choice (if
checked randomly, there’s a 10% chance of being left-handed).
Attacking with two weapons applies a −2 penalty to attacks
Figure 8.1: Facing made with the weapon in the dominant hand and a −4 penalty
to attacks made with the weapon in the non-dominant hand. A
positive dexterity—missile attack modifier reduces the penalties
FACING AND SPACE
of two weapon fighting (to a maximum of +0 before other mod-
All combatants are assumed to have a front, flank, and rear. Up ifiers), while a negative dexterity—missile attack modifier in-
to six attackers of equal size to the defender can attack. For each creases the penalties of two weapon fighting. Also refer to Com-
size category larger than the defender, the attacker takes up one bat Skills.

56
FOR GOLD & GLORYTM CHAPTER 8. COMBAT

ATTACKS WITH THE NON-DOMINANT HAND NON-LETHAL COMBAT


A character is assumed to use their dominant hand for all tasks There are three kinds of non-lethal combat; brawling, wrestling,
such as using a weapon, so that if a character loses the ability and overbearing. Brawling means that a character uses his body
to use their dominant hand, all actions performed by the non- to strike blows against the enemy, wrestling is a combination of
dominant hand suffer a −2 penalty, modified by their dexterity— grappling and holds, and overbearing is an attempt to drag an
missile attack adjustment (to a maximum of +0 before other mod- opponent down in a pin.
ifiers).
BRAWLING AND WRESTLING
MOVEMENT IN COMBAT
Brawling occurs when characters attack with their primary ap-
All combatants can move ten times their movement value in feet pendages such as bare fists or feet. Wrestling uses the entire body
during a single round.
and both hands must be free. When brawling or wrestling, an at-
Combatants engaged in melee will turn to face their oppo-
tack roll is made against the target’s normal AC. Wearing armor
nents if possible (see the section on facing for more details). Com-
heavier than leather penalizes the attack roll while wrestling.
batants can block the movement of their targets if they both share
If the attack roll is successful, check the table for the result.
the same movement type (someone fighting on the ground can- Brawling and wrestling can succeed on a roll of 1 although a 20
not block the movement of a flying creature). Combatants cannot is always an automatic hit.
move through opponents unless they are able to push or knock
them aside. Brawl: The type of blow is a descriptor and has no specific
game effect.
MOVEMENT AND MELEE ATTACKS Damage: Brawling deals the listed damage per attack. Metal
Combatants can move half their movement value in tens of feet gauntlets and the like increase damage to 1d3. Strength applies
and attack during the same round. Attacking doesn’t end the at- to brawling damage. 25% of the damage dealt is lethal and 75% of
tacker’s move unless the defender chooses to block the attacker’s damage dealt (minimum 1 point per attack) is non-lethal. Non-
path or half of the attacker’s movement value is reached. lethal damage is recorded separately and any healing effect re-
moves an equal amount of non-lethal and lethal damage. If
MOVEMENT AND RANGED ATTACKS a creature is reduced to 0 HP while having non-lethal damage
recorded, he immediately falls unconscious. A brawler can pull
Moving and firing missile weapons at the same time is difficult. his attacks, dealing no lethal damage, but the %KO still applies.
A combatant can move half their movement value in tens of feet
and make a ranged attack at half their normal rate of fire rounded %KO: Each successful attack has a chance to KO the victim. If
down. If a weapon can only be fired once (such as with cross- successful, the victim is stunned for 1d10 rounds.
bows and most hurled weapons), increase the amount of rounds
Wrestle: Wrestling moves marked with an asterisk are holds
per attack by one. For example, a person firing a short bow while
that can be maintained until broken (no further attack roll nec-
moving would have an ROF of 1, a light crossbow would have an essary). A hold is broken by a throw, gouge, or assistance by
ROF of 1/2, and a heavy crossbow 1/3. another character, or attack with a melee weapon. All wrestling
moves inflict 1 point of damage plus strength bonus (attacker’s
CHARGE choice to add in strength). A hold deals a cumulative 1 point of
A character can charge his opponent, increasing his movement damage per round held.
value in tens of feet by 50% and giving him a +2 bonus to his first
melee attack. Charging gives the target a −2 bonus to his initia- Table 8.3: Brawling and Wrestling
tive roll (possibly allowing the target to move before the attacker Roll Brawl Damage %KO Wrestle
moves), negates the attacker’s dexterity bonus to AC, and inflicts 20+ Haymaker 2 10 Bear hug*
a +1 penalty to the attacker’s AC during the round the charge 19 Back kick 0 1 Arm twist
occurs. 18 Rabbit punch 1 3 Kick
17 Kidney punch 1 5 Trip
16 Front kick 1 2 Elbow smash
RETREAT 15 Jab 2 6 Arm lock*
There are two methods for retreating from combat; a careful with- 14 Uppercut 1 8 Leg twist
13 Crescent kick 2 10 Leg lock
drawal or haphazard fleeing. 12 Roundhouse 1 5 Throw
Withdraw: A character can carefully withdraw from an oppo- 11 Hook 2 10 Gouge
nent that he is fighting in melee, while moving his full movement 10 Back fist 1 3 Elbow smash
9 Combination 1 10 Leg lock*
value in tens of feet.
8 Reverse kick 1 9 Headlock*
Flee: Fleeing means that a character drops all defenses to move 7 Combination 2 10 Throw
as far away from his opponent as possible. A fleeing character 6 Side kick 2 8 Gouge
moves at his full, normal movement value in tens of yards. When 5 Overhand 1 3 Kick
a character flees, all adjacent enemies can make as many melee at- 4 Cross 2 5 Arm lock*
3 Hook 2 12 Gouge
tacks as they have in a given round against that fleeing character. 2 Uppercut 2 15 Headlock*
These attacks do not count against their normal limit per round 1 Glancing blow 0 2 Leg twist
and are made the instant their opponent turns to flee. <1 Wild swing 2 25 Bear hug*
*Holds are maintained each round until broken

57
CHAPTER 8. COMBAT FOR GOLD & GLORYTM

COVER AND CONCEALMENT


Table 8.4: Armor Modifiers for Wrestling
Armor Mod. Defenders can use cover and concealment to protect against
ranged attacks. Concealment is any object that hides a charac-
Studded leather −1
Chain, ring, scale mail −2 ter but doesn’t block missile attacks such as a bush or tapestry.
Banded, splint, plate −5 Cover is any object that hides and protects a character such as
Field plate −8 a wall or furniture. Cover and concealment apply the following
Full plate −10 penalties to an attacker’s ranged attack.
Cover (but not concealment) grants the modifier as a bonus
to the defender’s saving throw against spells or effects that cause
OVERBEARING damage like a fireball or dragon’s breath. A character with 90% or
Overbearing attempts to drag an opponent and pin them to the more cover suffers one-half normal damage on a failed save and
ground. An attack roll is made against the target. Each difference no damage on a successful save. This assumes the defender’s
in size between the attacker and defender modifies the attack roll cover blocks the spell’s effect; for example, a fireball would have
by 4 (+4 for each size the attacker is larger than his opponent and full effect if it exploded behind the cover.
−4 for each size that the attacker is smaller than his opponent).
An attacker suffers a −2 penalty for each number of legs beyond Table 8.5: Cover/Concealment Modifiers
two the defender has. A defender has no penalty if it has no legs Target’s Position Modifier
such as with amorphous opponents. Cover Concealment
If the attack succeeds, the opponent is pulled down. A char- 25% hidden −2 −1
acter can be pinned if another successful overbear attack is made. 50% hidden −4 −2
For each attacker beyond one, a +1 modifier is added. The weak- 75% hidden −7 −3
est attacker in a group makes the actual attack and modifiers are 90% hidden −10 −4
added for the largest attacker in a group.
FIRING INTO CROWDS
WEAPONS AND NON-LETHAL COMBAT Firing into crowds has a chance to hit a random target. Hav-
Weapons in Defense: Brawling, wrestling, or overbearing an ing a clear shot (such as having the high ground) eliminates this
opponent armed with a weapon enables them to one immediate, chance.
free attack with a +4 bonus. When wrestling, characters may at- Under normal circumstances, the character using the missile
tack each other with small weapons. weapon chooses a target in the crowd and rolls an attack with all
normal modifiers. If the modified attack roll is too low to hit the
Non-lethal Weapon Attacks: Slashing and piercing weapons armor class of the chosen target or any creatures or characters (in-
can be used to deal non-lethal damage. Ranged attacks, thrown cluding allies) adjacent to the chosen target, it is simply counted
or fired, cannot be used to non-lethally. Attacking non-lethally as a miss. If the attack roll is high enough to be successful versus
applies a −4 penalty to the attack roll and 50% of the damage the armor class of the chosen target or any creatures or charac-
dealt is non-lethal. ters (including allies) adjacent to the chosen target, the GM must
assign a number to the chosen target, and each adjacent creature,
based on its size. Small and smaller creatures count as 1, medium
TOUCH SPELLS AND COMBAT creatures 2, large as 3, huge as 8, gargantuan as 12, and colossal
A spell caster can simply touch his target as part of casting their as 16 each. Add these numbers together. Each creature is then
spell. There are two exceptions to this rule. Most touch spells are assigned a percentage chance by dividing its numerical rating by
only effective for the round they’re cast (a missed attack results in the total. This randomly rolled target’s AC is then compared to
the spell fizzling), however, some allow the caster to make multi- the original modified attack roll to see if the hit was successful.
ple touch attacks. Damage is rolled and modified normally whether friend or foe is
struck.
Unwilling Targets: The caster must make a successful attack Otherwise, a called shot is required to guarantee that only the
roll against AC 10 modified only by dexterity and magical chosen target will be struck. This called shot is made at −6 to
bonuses. Wearing +1 plate mail will provide a −1 bonus to AC, hit, plus appropriate penalties for cover or concealment that the
wearing +3 leather will offer −3 bonus to AC, and bracers, rings, “crowd” provides to the target; loyal bodyguards may attempt
cloaks, etc. provide normal bonuses. to block incoming missiles (providing the equivalent of cover),
while the character’s allies may attempt to dodge at the right mo-
Willing Targets: Touching a willing target is automatic so long ment (providing the equivalent of concealment). If the called shot
as both characters aren’t engaged in melee. To hit a willing target misses, assume it misses everyone.
performing any action other than waiting for the spell, the caster For example, a human worth 2 points and AC 2 and a halfling
must hit an AC of 10. worth 1 point and AC 7 are in melee combat with a kobold also
worth 1 point and AC 7. An elf fires an arrow into the melee and
RANGED ATTACKS rolls high enough to hit the halfling or kobold, but not the hu-
man. The GM adds up the numerical values. In this case, 2 + 1 + 1
Ranged weapon attacks are similar to melee attacks. Strength =4. So it follows that the arrow is 50% likely (2/4) to bounce off
modifiers are applied to the damage rolls of hurled weapons, and the human’s heavy armor (thereby missing everyone), 25% likely
in some cases strength modifiers can be applied to both damage (1/4) to hit the halfling and 25% likely (1/4) to hit the kobold.
and attack rolls of bows. Dexterity modifiers are also applied If the elf tried a called shot against the kobold, the GM would
to the attack roll of all ranged weapons relying on the attacker’s determine the kobold to be under 75% concealment (since allies
aim. A weapon’s rate of fire is handled as a multiple attack. Most are surrounding the target), thus giving a total of −9 to hit the
ranged weapons fire in a straight line although they can be fired kobold. If, instead of a kobold, the human and halfling were in
in an arc. Calculate the additional range it takes to fire a weapon melee with an ogre, the total would be 2 + 1 + 3 = 6, thus reduc-
in an arc. Some weapons can only be fired in an arc and as such ing the human’s chance to 33% or 2/6, the halfling’s chance is
have a minimum range to work. then 17% or 1/6, and the ogre’s chance is 50% or 3/6. If the elf

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FOR GOLD & GLORYTM CHAPTER 8. COMBAT

tried a called shot against the ogre, the GM would determine the TYPICAL INDIRECT MISSILES
ogre to be under 50% concealment (−8 penalty to hit). Finally, a
Acid: Acid damage cannot be healed by regeneration. For char-
kobold spell caster targeted by the elf, but surrounded by three
acters that can regenerate, calculate acid damage separately.
ogre body guards, would have only a 10% chance of being the
actual target, while each of the ogres would have a 30% chance Holy Water: Deals damage to most undead and evil creatures
to be the target instead. If the elf tried a called shot against this from the lower planes. Unholy water deals damage to paladins
kobold, the GM would determine that the kobold is under 90% and good creatures from the upper planes. Holy and unholy wa-
cover and apply a −16 penalty. The GM will have to adjudicate ter deal damage like acid (cannot be regenerated) and have no
the cover or concealment penalty for called shots in cases where affect on gaseous creatures or those otherwise without a material
allies and enemies are mixed. form.

8-10 Oil: Damages a creature only when lit. Typical use involves
an attack that splashes an area with oil and a second attack that
6 7 drops a lit torch or other object in the area. A ‘Molotov cocktail’
(flammable liquid in a fragile container with a cloth attached to
the open end) can be constructed in one round, lit in the second
4 5 round (using flint and steel), and thrown in the third round. A
burning object like a torch allows a cocktail to be lit and thrown
in a same round.
2 3 Poison: Most poisons are liquid or powder and only work on a
direct hit. Therefore, they have no effective splash damage. Poi-
sonous gasses, however, cause the same outcome to those within
the area of a direct hit and those receiving only splash damage.

HEAVY OBJECTS AS MISSILE WEAPONS


Heavy objects like hurled boulders or iron balls roll when they
1 strike the ground and do not shatter. An attack roll is made to
hit a location as a normal indirect missile (AC 10), but scatter dis-
tance, in the case of a missed attack, is doubled. Any creature
Figure 8.2: Scatter Diagram standing where a heavy object hits takes direct damage. After hit-
ting the ground, heavy objects bounce along their intended path
for 3d10 feet before coming to a halt. This range may be halved if
INDIRECT MISSILES going up hill or doubled going downhill.
An indirect missile is any ranged weapon that targets a specific If the heavy object travels through a space occupied by a crea-
point, not a creature. Indirect missiles generally shatter when ture, make an attack roll against that creature with a −2 penalty
they hit their target, but the GM may rule that they receive a for each 10’ the heavy object bounced. If the targets are in a tight
saving throw to resist breaking. Indirect missiles of five pounds formation or in an area where movement is restricted (GM de-
cides), all targets in the heavy object’s path are automatically hit
or less can be thrown with a short range of 10 feet, medium
and take direct damage. To determine scatter damage, subtract
range of 20 feet, and long range of 30 feet; heavier items have
the distance the heavy object rolled from the damage dealt on a
reduced ranges based on the GM’s decision. In general, trying to
direct hit.
throw an item heavier than one-third of a character’s strength—
max weight score requires a successful bend bars check. Some
weapons, like the staff sling and catapult, can be used to fire in- SAVING THROWS
direct missiles using the range of the weapon.
To use an indirect missile, an attack is made against an AC Saving throw represents a chance to avoid or reduce a harm-
10 to target a specific point (not a creature). Penalties may ap- ful effect. Saving throws are instinctive, thus a character that
ply especially in situations where the target isn’t visible or has isn’t even aware of the danger can react to it. To make a sav-
cover. If the attack misses the intended point, it hits in a random ing throw, a character rolls 1d20 plus applicable modifiers and
location. Creatures or characters in this random location are now succeeds by equaling or exceeding his save score for that type of
subject to the missiles effects. An indirect missile attack that fails effect. Each character has specific saving throws based on their
from short-range falls 1d6 feet away from the intended target, class and level.
from medium-range, the missile falls 1d10 feet away from the in-
tended target, and from long-range, the missile lands 2d10 feet SAVING THROW PRIORITY
away from the intended target. Roll 1d10 and consult the scatter
diagram to determine the direction the missile falls. Most spells and effects specify which save to make, but in cases
All creatures standing in the effective area take a direct hit and where saving throws aren’t clear (such as an effect falling under
damage is dealt based on the missile. Unless noted, all indirect two different kinds of saves), the saving throw is determined in
missiles deal splash damage to anything standing within 3’ of the order of priority from ‘save vs. paralyzation, poison, or death’ to
effective area. ‘save vs. spell’. For example, a poison effect from a wand would
require a ‘save vs. poison’ because it has the highest priority, de-
Table 8.6: Indirect Missile Effects spite also being a spell cast from a wand, which would normally
Type Effective Direct Hit Splash require a ‘save vs. wands’ or a ‘save vs. spell’.
Area
Acid 1’ diameter 2d4 HP 1 HP Save vs. Paralyzation, Poison, or Death: Resists effects caused
Holy water 1’ diameter 2d3 HP 2 HP by poison, a paralyzing attack, spells designed to kill the charac-
Greek fire 3’ diameter 2d6/1d6 HP 1d3 HP ter outright, and attacks that require great will power or physical
Poison 1’ diameter special special fortitude to resist.

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CHAPTER 8. COMBAT FOR GOLD & GLORYTM

Save vs. Rod, Staff, or Wand: Resists effects caused by magical Special Situations: In cases where an effect should be easier or
implements such as a rod, staff, or wand. Can also be used to more difficult to save against, the GM sets the modifier. As a gen-
save against unusual sources of magic such as magical terrain. eral rule, saving throw modifiers should range between −4 and
+4. A −4 penalty represents an extreme or powerful effect while
Save vs. Petrification or Polymorph: Resists effects that create +4 bonus represents a completely favorable situation or weak ef-
a permanent or temporary physical change in the subject such as fect.
petrification or polymorph.
Save vs. Breath Weapon: Resists affects that may be avoided by
manual dexterity and agility, like a dragon’s breath attack, falling
objects, or maintaining balance on a slippery floor.
Save vs. Spell: Resists the magical attacks of a spell caster or
item, provided no other type of save is more appropriate. Save
vs. spell is also used to resist any effect that doesn’t have a defi-
nite classification.

CREATURES AND SAVING THROWS


Creatures and NPCs without ability scores normally use the war-
rior’s saving throw progression based on hit dice. Creatures who
can cast either wizard or cleric spells use the appropriate spell
caster’s saving throw progression, and those with thief abilities
use the thief’s saving throw progression.

VOLUNTARILY FAILING SAVING THROWS


By default, a character always attempts to resist potential effects.
However, a character can choose to purposefully fail a saving
throw. This is a conscious decision that must be clearly stated.
Voluntarily failing causes the effect to work as normal.
MAGIC RESISTANCE
ABILITY CHECKS AS SAVING THROWS Magic resistance is an innate ability to resist the effects of spells.
When a character can avoid damage through the use of an ability It requires no conscious effort from the creature to work and is al-
score, an ability check is made instead of a save. A character that ways considered “on”. It cannot be imparted to other characters,
falls down a cliff might be allowed a strength check to jam his unless a special power allows it to be. Magic resistance is given
pick into the wall or a dexterity check to land properly when he as a percentile; if the roll is equal to or lower than the percentile
hits the ground to reduce the damage. the magic is resisted. If the magic resistance fails, then the spell
affects the target as normal including rules on saving throws.
Magic resistance protects creatures against direct spells and
MODIFYING SAVING THROWS spell-like powers (including beneficial ones), unless the creature
purposely decides to lower it. It does not protect against magic
Magical items, specific rules, and unusual situations can directly
weapons or the natural results of a spell, such as objects falling
modify the saving throw roll. Bonuses and penalties modify the
on a target as the result of earthquake.
die roll, not the saving throw required.
Succeeding against a magic resistance check can have several
Ability Scores: High wisdom gives a bonus to save vs. en- different results depending on the nature of the spell.
chantments, illusions, and other mental effects. Extremely high
Constitution provides bonuses to saves versus poison, and high Targeted Spells: Each individual creature with magic resis-
dexterity gives a bonus to save vs. attacks that can be avoided tance makes a check to resist the effect. If only a single target
by quick movement like a fireball or breath weapon. Low scores is designated and the target makes its check, or all targets make
often apply penalties. their check, the spell fails completely.

Magical items: Some magical items like cloaks and rings give Area Effect Spells: These spells affect a single point. The spell
bonuses to saves as mentioned in their description. effect goes off as normal but the targeted creature is unaffected if
they succeed on their check.
Magical Armor: The enchantment bonus of magical armor
gives a bonus against spells and effects that deal damage to the Continuous Spells: These spells affect the target when they
external parts of the body such as fire, damage-causing spells, pass through such as magical hexes or circles. Magic resistance
disintegration, and falling. It does not protect against gas, poi- only comes into effect if the creature is targeted as a result of
son, mental abilities or any other effects that don’t inflict physical the spell. Normally a continuous spell isn’t instantly negated by
damage. a successful magic resistance check, however, the GM may rule
otherwise.
Specific spells, poisons, or items: Certain spells or items auto-
matically carry a modifier to the character’s save. Potent spells Permanent Spells: Magic resistant creatures are unaffected by
may carry a penalty, while spells easily resisted carry bonuses. permanent spells in their effective area for the duration they re-
Some poisons, particularly mild ones like from an insect, grant a main in the spell area. A magic resistant creature never negates
bonus to save because they’re not particularly deadly. permanent spells.

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FOR GOLD & GLORYTM CHAPTER 8. COMBAT

IMMUNITY TO WEAPONS stands for dispel (the targeted undead is instantly destroyed),
and “–” means the priest of that level cannot turn the listed un-
Some monsters are immune to the damage of normal weapons. dead. Only one die is rolled regardless of the number of undead
A monster immune to weapon damage is visibly wounded but and each type is affected individually.
suffers no pain (damage to hit points) from the attack. Magical If the turn is successful then it affects 2d6 undead. If the un-
effects imparted by the weapon, such as fire or poison, still take dead are mixed then the lowest hit dice undead are targeted first.
effect. Turned undead retreat until out of sight of the priest that turned
The two most common forms of weapon immunity can be by- them; the mindless undead remain hiding there, but intelligent
passed by magic weapons or silvered weapons. Magic weapons undead generally only hide until they’re certain the priest has
must have an enchantment bonus that matches or is greater than passed and may attempt to attack again. If they cannot complete
the creature’s listed immunity. Only weapons forged completely this, they circle at a distance no closer than 10 feet. If the priest
from silver can damage creatures weak against silver. forces the undead closer then the turning is immediately broken
For the purposes of overcoming weapon immunity, the natu- and the undead behave normally.
ral attacks of monsters can act as magical weapons. This ability Turning lasts as long as the priest maintains his concentration
does not extend to NPC or Player Character humans or demi- (no rolls are needed). He can perform complex actions, such as
humans. Consider a creature’s attacks to be a magic weapon attacking or casting spells, but must remain aware of the undead
based on its HD. With some exceptions, the attack itself is not he turned and maintain a hold on his holy symbol.
actually magical so the creature’s attack and damage rolls are not
modified.
DOMINATE UNDEAD
Table 8.7: Monster Hit Dice Overcoming Immunity
Evil priests do not turn undead but dominate them. An evil priest
Hit Dice Overcomes
is bound by the same restrictions as a normal priest, but instead of
4 +1 weapon turning an undead, they can command them. A successful turn-
6 +2 weapon
8 +3 weapon ing check (or a “T”) results in the undead following the first order
10 +4 weapon given until completion, after which point it’s no longer beholden
to the priest. A “D” means the undead is completely subservient
to the evil priest. An evil priest can command up to 12 undead at
SPECIAL ATTACKS a time.
Evil priests can also turn paladins, but the attempt is made at
TURN UNDEAD three levels lower than their actual level. For example, an 8th level
Priests and paladins can turn undead, however, druids cannot. evil priest would be considered only 5th level. A turned paladin
Turning is the act of exerting divine power through a holy object is filled with negative energy and is forced to flee from the sight
to scare away or destroy undead. For the purposes of turning un- of the evil priest. A result of “D” is handled as a turn, or “T”.
dead, a paladin is considered a priest two levels lower than his
actual level. CHARMED CREATURES
Turning requires a holy object (usually a symbol of their deity
or a blessed object) and can be used once per encounter, although Charmed creatures can be given orders by the caster. In the event
multiple priests can use it at once. Turning counts as a hostile ac- the player characters charm a monster, they can direct it to attack.
tion and takes effect on the priest’s initiative. Both hands must be Charmed monsters will fight with their normal weapons but will
free (except for the one holding the holy symbol) and the priest not use their special abilities unless directly commanded to do
must clearly speak and present his symbol. All undead able to so. Likewise, if a player character is charmed, the GM must use
see the priest are affected. whatever attack forms the caster knows his target possesses.
Cross check the HD of the undead (down the side) against the Charming a spell caster is dangerous. While a charmed spell
priest’s level (across the top) and, if a number is listed, roll 1d20. caster can tell his master what spells he has memorized, there’s
If the number is greater than or equal to the target number in a 25% chance that the charmed spell caster will cast a spell that’s
the column the attempt is successful. “T” stands for turned, “D” harmful to himself and his master.

Table 8.8: Turn Undead


Undead HD 1 2 3 4 5 6 7 8 9 10–11 12–13 14+
Under 1 HD 10 7 4 T T D D D* D* D* D* D*
1 HD 13 10 7 4 T T D D D* D* D* D*
2 HD 16 13 10 7 4 T T D D D* D* D*
3 HD 19 16 13 10 7 4 T T D D D* D*
4 HD 20 19 16 13 10 7 4 T T D D D*
5 HD – 20 19 16 13 10 7 4 T T D D
6 HD – – 20 19 16 13 10 7 4 T T D
7 HD – – – 20 19 16 13 10 7 4 T T
8 HD – – – – 20 19 16 13 10 7 4 T
9 HD – – – – – 20 19 16 13 10 7 4
10 HD – – – – – – 20 19 16 13 10 7
11+ HD – – – – – – – 20 19 16 13 10
Special** – – – – – – – – 20 19 16 13
*2d4 additional creatures of this type are turned.
**Special undead include unique monsters greater than 11 hit dice, undead on the negative material plane, or undead native to the
outer planes regardless of hit dice.

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CHAPTER 8. COMBAT FOR GOLD & GLORYTM

Charmed creatures cannot carry out actions requiring per- DAMAGING OBJECTS
sonal judgment. Orders given must be distinct and precise, al-
though charmed creatures do not actively try to circumvent or It’s not necessary to track the damage to objects like weapons,
distort orders. Charmed creatures refuse to obey self-destructive clothing, and armor. It’s assumed the PCs perform minor repairs
orders, such as committing suicide, but since combat has many on their equipment during their downtime. If a character deliber-
variables, it’s not considered self-destructive, even against im- ately tries to destroy an item, it’s necessary to track its hit points
possible odds. or call for a saving throw.
Monsters with charm powers (like vampires) require no ver- To attack an object, the character must first have a weapon ca-
bal communication. All orders are given mentally. Spells that pable of damaging it. For example, blunt weapons are ill suited
charm creatures require some means of verbal communication for cutting, while a piercing weapon is of no use trying to hack
and a shared language, however, hand gestures and body lan- down a door. Hitting a relatively large, immobile object, like
guage can be used to convey simple phrases such as “I’m injured” a door or an unattended backpack, with a melee attack is au-
and “Go there.” tomatic, while attempting to hit the doorknob would require a
called shot.
When trying to hit an object with a ranged attack, its size
GAZE ATTACKS and hardness is taken into consideration when determining AC.
Some creatures have the ability to cause effects simply by gaz- Small or moving objects like a flailing rope further reduce the AC
ing into their opponent’s eyes. All characters are considered to to hit an object. The table lists common items, their hit points, the
be looking at their opponent in a fight and suffer the effects of type of attack required to deal normal damage, and their AC in
the gaze each round. Attacking a creature’s rear allows the at- regards to ranged attacks.
tacker to avoid the creature’s gaze. Creatures with gaze attacks
can choose to avoid looking in their opponent’s eyes, negating Table 8.9: Damaging Objects
their gaze attack. Item Hit Damage Type Ranged
Points AC
Characters can choose to avert their eyes by only looking in
the general direction of their target. There’s a 20% chance each Chair 1d8 + 1 Bludgeon/Slash 7
round that a character averting his eyes will still accidentally 5’ × 5’ Strip of 2d4 Slash/Pierce 6
meet the gaze of his opponent. Characters can completely avoid leather
the gaze of a creature simply by looking at the ground or closing Glass bottle 1d2 Bludgeon 3
their eyes, however, they’re considered blinded while attacking Glass pane, Mirror 1 All 8
Rope 1d4 + 1 Slash 6
the opponent. Finally, characters can fight while looking through Wooden door 10d3 + 20 Slash 9
a mirror or reflective surface. Holding a mirror requires an empty Wooden pole 2d6 Slash 7
hand. The wielder suffers a −2 penalty to attack rolls loses his Metal pole 5d6 + 15 Bludgeon 0
dexterity bonus to AC.
ITEM SAVING THROWS
INNATE ABILITIES
Sometimes items can be subject to general dangers: an explo-
Some creatures have abilities, powers, or spells that they can cast sion, a fireball, dragon’s breath, submersion in acid, a rockslide,
as a basic action. These are natural abilities that function by men- etc. Whenever an unattended (not carried by anyone) object is
tal commands. Innate spells function normally, but they do not subject to danger, a saving throw is made instead of calculating
have a casting time or components. Use a creature’s HD to deter- hit points. If a character fails his saving throw against such at-
mine an innate spell’s variable effects based on level. If a creature tacks then his items are subject to a save. Items with a reasonable
doesn’t have the minimum level required to cast the spell, it func- chance of saving (10 or lower) don’t normally need to be checked
tions at the lowest possible level. unless the cause of attack is extremely powerful. Protected or un-
exposed items don’t need to make a save either, such as items
BREATH WEAPONS in a backpack or tucked in pouches. For example, a fighter’s
sword doesn’t need to be checked if he fails a saving throw ver-
Breath weapons begin at a point (usually the creature’s mouth) sus fire (saving throw of 2), but the potions in the exposed glass
and spread based on their effective area. Breath weapons do not vials strapped around his waist could very well be ruined (saving
require an attack roll. The breath weapon affects all creatures throw of 17), even if the vials themselves survive (saving throw
caught in the effective area. of 7).

Table 8.10: Item Saving Throws


Item Acid Crushing Disintegrate Fall Magic Fire Fire Cold Lightning Electricity
Bone, Ivory 11 16 19 6 9 3 2 8 2
Cloth 12 – 19 – 16 13 2 18 2
Glass 5 20 19 14 7 4 6 17 2
Leather 10 3 19 2 6 4 3 13 2
Metal 13 7 17 3 6 2 2 12 2
Oils* 16** – 19 – 19 17 5 19 16
Paper 16 7 19 – 19 19 2 19 2
Potions* 15** – 19 – 17 14 13 18 15
Pottery 4 18 19 11 3 2 4 2 2
Rock, Crystal 3 17 18 8 3 2 2 14 2
Rope 12 2 19 – 10 6 2 9 2
Wood, thick 8 10 19 2 7 5 2 12 2
Wood, thin 9 13 19 2 11 9 2 10 2
*Save represents the liquid, not the container it’s carried in. **Item is mixed with the acid even on a successful save.

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FOR GOLD & GLORYTM CHAPTER 8. COMBAT

Items that fail the save are destroyed. Magical items gain • Ordered to attempt a suicidal task
a bonus to save equal to their enchantment bonus. Items with • Offered a bribe or tempting but dangerous request*
no enchantment bonus like rings or potions get a bonus equal to • Ordered to cover a withdrawal or act as rearguard
their power from +1 to +5. Items designed to protect against cer- • Ordered to use a charge from a personal, powerful magic
tain types of damage get an additional +2 bonus versus that type item*
of attack (for example a ring of fire resistance saving against a fire- • Offered a chance to surrender (assuming one or more of
ball). The GM may allow very powerful items with other special the other morale conditions is in effect)
abilities to gain additional bonuses to their saving throws. • Surrounded or completely overwhelmed

Acid: An attack with a sizeable quantity of acid or prolonged *A morale check is used to determine if the creature agrees or
exposure. refuses.

Crushing: Strikes by blunt weapons of large creatures, against When a condition or conditions arise that call for a morale
small items from human sized creatures, or breakable items check, roll 2d10 and cross check it with the creature’s morale rat-
hurled at hard surfaces. ing. If the result is equal to or less than the morale rating, the
creature is unaffected. If the result is greater, the creature re-
Disintegration: Applies only to magical effects. treats, surrenders, or complies. Certain situations may increase
Fall: Applies to a fall greater than five feet. If the surface is soft, or decrease the morale check.
a +5 bonus is added to the saving throw. A −1 penalty is applied Table 8.11: Base Morale Ratings
for every five feet in the fall. Creature Type Morale
Magic Fire: Includes fireball, dragon breath, and any sizeable Unintelligent 18
flame created by spells or effects. Exceptionally hot fires like Animal, docile 3
magma also apply. Animal, predator 7
Intelligent animal 12
Cold: Extraordinary, abnormal, magical, or sudden cold ap- Semi-intelligent 11
plied to an object. If the change is gradual then apply a +2 bonus Low intelligence 10
to the saving throw. Commoner 7
Mobs 9
Lightning: Applies to magical lightning or natural lightning ef- Militia 10
fects. Disorganized troops 11
Trained soldiers 12
Electricity: Mundane or minor magical electrical attacks such Elite soldiers 14
as shocking grasp or magical traps. Hirelings 12
Henchmen 15
MORALE
Table 8.12: Morale Modifiers
Morale represents a non-player character or creature’s willing- Situation Modifier
ness to fight. As a rule, the GM should never dictate the ac- Abandoned by allies −6
tions of the PCs. That’s up to their individual players. However, Creature lost 25% HP* −2
when creating realistic fights between a group of player charac- Creature lost 50% HP* −4
Creature is chaotic −1
ters, including their NPC hirelings and henchmen, and various Creature fighting hated enemy +4
foes, there should be guidelines to determine the characters’ al- Creature is lawful +1
lies’ and enemies’ willingness to continue the fight. Creature was surprised −2
Animals rarely fight to the death. They often flee at the first Creatures fighting spell casters −2
injury, except when defending their lair or young. Unintelligent Creatures with 1 /2 HD or less −2
creatures like golems, plants, and zombies have little or no con- Creatures with less than 1 HD but greater −1
cept of self-preservation and always fight to the death if left to than 1 /2 HD
their own devices. Intelligent creatures have various motivations, Creatures with 4–8 HD +1
but none of them are willing to die for little gain save some hive Creatures with 9–14 HD +2
mind creatures and the most fanatically loyal are willing to die Creatures with 15+ HD +3
for little gain. Defending lair +3
The GM may decide on his own when a creature’s morale Terrain advantage +1
breaks. Animals flee and intelligent creatures may do the same Each additional check this round** −1
or surrender. Alternatively, the GM can roll for morale. Rolling Leader is of different alignment −1
Most powerful ally defeated −4
shouldn’t be made every round as it leads to illogical situations NPC is treated exceptionally well +2
and slows play. The following list makes a good guideline (but NPC treated poorly −4
isn’t all inclusive) to use when determining when to roll a morale No opponents defeated −2
check. Outnumbered 3-to-1 −4
Monster/NPC Morale Check Outnumber opponents 3-to-1 +2
Unable to affect opponent*** −8
• First round after being surprised Spell caster as an ally +2
• Faced with a vastly superior force *Also includes if a group has lost a percentage of troops
• Ally is slain by magic **−1 per check
• 25% of group has fallen ***Apply if the enemy is immune to the most prevalent form
• 50% of group has fallen of damage from the attacking party
• Each companion that dies after 50% of the group has fallen
• Leader of a group deserts or falls
• Fighting creatures that cannot be harmed due to magical
protections

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CHAPTER 8. COMBAT FOR GOLD & GLORYTM

EXAMPLE OF COMBAT GM: The three brigands on Wizard swing with all their might
but his magical shield deflects their blows.
Our heroes from the first example of play, Ranger, Fighter, Wiz-
ard, and Thief, are in a bad spot. Thief is staring down the Wizard: Always take that extra precaution!
mandibles of a giant spider while Fighter, Wizard, and Ranger GM: Wizard’s spell goes off as they’re mid swing.
are up against nine armed brigands. This example shows how
combat is typically handled in a game of For Gold & GloryTM . Wizard: I affect (rolls 2d4) 6 HD worth of creatures.
GM: (Secretly determines that the giant spider will attack Thief. GM: The two bandits before you collapse, as do the two on
The brigands recognize a wizard among the party and all rush Fighter and two of the three facing off against Ranger. The bandit
him). The giant spider snaps hungrily at Thief and the brigands leader is made of tougher stuff but his angry features immedi-
begin pointing at Wizard who, in his colorful robes, certainly ately soften at the loss of his men.
looks like a spell caster. GM: The spider is unable to track Thief so it wheels around and
Wizard: Oh great, single me out! charges Wizard. It bites wizard along the artery in his thigh for 4
points of damage!
Fighter: Do something, wizard!
Wizard: Urgh! I have 1 hit point left!
Wizard: Like what?!
GM: Wizard, roll a saving throw against poison.
Fighter: Cast a spell or something!
Wizard: Oh god, oh god. . . 19! Phew, I’m safe.
GM: Are you guys discussing your tactics out loud?
GM: Round 2. What do you guys do?
Wizard: Of course not. I pull a small cricket from my pouch,
toss it in the air, and cast sleep on the brigands. Thief: I’m coming to save you, Wizard! Move stealthily behind
the spider and backstab!
Ranger: Wizard’s a target, alright. I stand on the steps, blocking
them off, and engage anyone who gets near Wizard. Fighter: I’ll attack the brigand leader.

Fighter: I do the same. Ranger: I’ll keep fighting this guy.

Thief: Better part of valor, friends. I run behind a barrel and Wizard: I’m surrounded on both sides! I’ll fight the spider hop-
hide! ing the other guys handle the brigands.

GM: (Rolls initiative. Heroes roll 2, brigands roll 3, and the spi- GM: (Rolls initiative: heroes 4, spider 5, brigands 2). The brig-
der rolls 6. Because sleep has a casting time of 1, Wizard’s mod- and fighting Ranger is sweating profusely. (GM rolls a morale
ified initiative is 3 meaning he acts simultaneously with the ban- check for the brigand and applies a -2 penalty because he’s fight-
dits). Wizard begins casting his spell as the brigands rush him. ing a spell caster: he rolls a 17, which is way above the Brig-
Fighter and Ranger step in and engage three of them each (be- and’s modified 9 morale). The brigand fighting Ranger drops his
cause there are three front facings, the GM decides the warriors weapon and flat out runs.
can safely engage three brigands each). Roll your attacks.
Ranger: Cut ‘em down! I roll a 19 for attack and deal 9 points
Ranger: I rolled 11 plus my strength bonus of +2 for a total of of damage.
13 to hit.
GM: He takes a single step before you run him straight through
GM: (Ranger’s THACO is 20 and the brigand’s AC is 7: Ranger his heart. The brigand leader tosses aside his weapon and surren-
must score a 13 or higher to hit and he succeeds.) Ranger’s sword ders, begging and sobbing for mercy.
flashes out at the brigand. Roll damage.
Fighter: I attack the spider instead. Natural 1, damn!
Ranger: I rolled a 7 plus my strength bonus of +3 to damage for
GM: (A roll of 1 is automatic failure and usually something in-
a total of 10.
convenient happens). The ground is soggy and you step into a
GM: Ranger’s sword cuts deep into the brigand’s neck and he sinkhole as you charge the spider. You spend the entire round
falls to the ground choking on his blood. Fighter. trying to get your foot out.
Fighter: I rolled a total of 11 to attack and 6 damage if it hits. GM: (Rolls move stealthily for thief). Thief, you sneak up be-
hind the spider and whip a dagger out.
GM: (Fighter needed a score of 13 or more to hit the opponent
and he misses). Whiff! The brigand pulls back, dodging the blow. Thief: 21 to hit and 2 points of damage times my backstab mul-
tiplier of ×2, plus my strength of +1 for 5 points total.
GM: Thief. (GM secretly rolls hide in shadows for Thief and
notes a success although Thief doesn’t know it) You leap behind GM: The spider reels but it still lives. Wizard, this may be the
a stack of boxes and duck into the darkness. The spider actually roll that decides whether you live or die.
seems more concerned about the unarmored, chanting Wizard
than you. Wizard: Don’t remind me. Natural 20 to attack and 6 points of
damage with my staff!
Wizard: Oh, c’mon!
GM: (Natural 20 is an automatic hit and the description for it
GM: The two brigands on Ranger and the three on Fighter at- should be good and detailed). With speed and precision you
tack. (GM rolls for the brigands). Fighter is too heavily armored bring your quarterstaff down on the spider’s head, completely
for their pathetic swings to penetrate. Ranger dodges one attack smashing its eyes and getting spider goo all over your robe. The
but a flail crushes his forearm for 3 points of damage. spider flips around, its legs curling into its body.
Ranger: You’ll pay for that! Wizard: I need healing.

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FOR GOLD & GLORYTM CHAPTER 8. COMBAT

Thief: I loot the bodies! not reloaded. A rider has full ROF while his mount is stationary.
A moving mount reduces the rider’s ranged ROF by 1. Further-
Fighter: I grab the brigand leader by his armor. Now what
more, the distance moved while riding a mount applies a penalty
should we do with you, scumbag? I know one thousand ways
to torture a man! to attack.

Ranger: There will be no torture. Not while I’m the leader. Table 8.14: Mounted Missile Fire
Mount’s Movement Modifier
Fighter: C’mon! Just a little? Stationary 0
Ranger: No. Less than 1 /2 normal rate −1
1
/2 to 3 /4 normal rate −3
Wizard: Guys? Healing? Greater than 3 /4 normal rate −5
Thief: How much gold do I find? Any magical items?!
Killing the Mount: A rider whose mount dies is instantly dis-
Wizard: Healing, please! mounted. The rider falls prone and suffers 1d3 points of damage
unless he makes a wisdom check with a +3 bonus allowing him
Fighter: Can I take an ear? Or a tooth? to land on his feet.
Ranger: No means no and I’ll punch you if you try! Lassoing the Rider: An attacker can attempt to pull a rider off
GM: *sigh* (GM rolls on his random encounter chart as the his mount by roping him. If a lasso attack is successful while
party makes too much noise. . . ) You guys hear heavy footsteps the mount is moving, the rider must roll a wisdom check with
from the door opening. A low moan pierces the sky and is car- a +3 bonus causing the mount to immediately halt (ending its
ried off by the wind. The brigand leader chuckles softly. “Ah, it movement), or he gets pulled to the ground as the rope goes taut,
appears you roused our ogre friend. . . ” suffering 1d3 points of damage. If the rider isn’t moving but the
attack was successful, the attacker must succeed on a strength
check (+3 bonus for every size category larger than the rider
ADVANCED COMBAT RULES or −3 penalty for every size category smaller than the rider) to
pull the rider down. Failure indicates the rider pulls the attacker
The following rules cover advanced situations such as sieges and down instead.
mounted combat.
Weapon impact: When an attacking rider wielding a weapon
SIEGE DAMAGE of the same size category or larger as the defender rolls a natural
20 to attack, the defender must succeed on a wisdom check with
Siege weapons like catapults deal damage against structures a +3 bonus or fall off his mount suffering 1d3 points of damage.
based on their integrity. Match the structure’s material with the Attackers on foot wielding weapons larger than the rider have
siege weapon striking it and make a special saving throw. If the the same chance.
roll is lower than the given number, the structure gives way. For
each point below the target number, one cubic foot of material is Flying Tackle: Riders or attackers with high ground can dive at
destroyed. mounted opponents by making an attack roll. If the attack fails,
the attacker falls to the ground and suffers 1d3 points of damage
Table 8.13: Structural Saving Throws (more if he fell farther than 5’). If the attack succeeds, the tar-
get must roll a dexterity check to remain seated. If the dexterity
Siege Hard Soft Earth Thin Thick
Weapon Stone Stone Wood Wood check fails, both rider and attacker fall to the ground, suffering
1d3 points of damage.
Ballista 2 3 4 10 5
Giant’s fist 3 4 7 16 9 Overbearing: Attackers on foot can pull down a rider using the
Small cata- 4 8 5 17 9 rules for overbearing.
pult
Ram 5 9 3 20 17
Screw/drill 12 15 16 20 12
Large cata- 8 11 10 20 13 UNDERWATER COMBAT
pult
Due to the resistance of the water, only piercing or thrusting
MOUNTED COMBAT weapons can be used effectively underwater unless the weapon
is magically enchanted to allow free movement. Bows and hurled
Some mounts, such as intelligent animals and warhorses, are
weapons are also useless. Crossbows can be fired underwater,
bred for combat. All other mounts, unless specially trained, are
but their range is halved. Nets can be used underwater but their
skittish in battle. Fighting while riding an untrained mount re-
range is only 1’ for every point of the thrower’s strength.
sults in a −2 penalty to the rider’s attack rolls. If an untrained
mount takes damage or a startling event happens near it (such Even given the proper weaponry, surface dwellers and other
as a loud noise), the rider must make a wisdom check with a +3 creatures whose natural habitat isn’t aquatic cannot fight very ef-
bonus or the mount panics for 1d4 rounds. A panicking mount fectively underwater. When attacking with a melee weapon, they
bolts in a random direction at 1.5× its movement value (usually suffer a −4 penalty to attack rolls and a +4 penalty to initiative
in the direction it’s facing, unless that brings it closer to what star- rolls. This does not apply to ranged attacks or spell casting.
tled it). Each round, the rider can attempt to calm the mount by Unless otherwise stated, fire based spells or those requiring
making a wisdom check with a +3 bonus. oxygen have no effect underwater. Electrical spells affect all crea-
With melee weapons, mounted riders gain a +1 bonus to at- tures, including the caster, using the spell’s range as an effective
tack targets smaller than their mount and attackers smaller than area with the caster as a point of origin. Spells that affect forces
the mount suffer a −1 penalty to hit the rider. of nature not native to the water, such as call lightning, have no
Short bows, composite short bows, and light crossbows can effect (although the lightning may conduct if the target is close to
be fired while riding a mount. Heavy crossbows can be fired but the surface).

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CHAPTER 8. COMBAT FOR GOLD & GLORYTM

INJURY AND DEATH Falling: Falling creatures suffer 1d6 points of damage per 10’
fallen, up to a maximum of 20d6. The GM may reduce damage
Hit points represent a character’s health. When he takes dam- based on the type of ground or other factors.
age, he loses hit points. Hit points are an abstraction. A character
that takes 8 points of damage loses the same amount of hit points Table 8.15: Insanity
whether he was hit in the head or the arm. 1d6 Result
Damage is dealt based on the specific weapon, item, spell etc. 1 The creature drops to the ground and babbles un-
and is rolled when a successful (or sometimes partially success- controllably.
ful) attack is achieved. Bonuses to damage, such as from magic 2 The creature violently attacks the perceived cause
or high strength, are added after the dice are rolled. Penalties of their current stressful situation. It will smash
are likewise subtracted after the dice are rolled, but damage can objects or attack people with whatever weapons or
never be reduced below 1 point. Damage multipliers multiply other objects it has in hand. Once the cause of its
the total number of damage dice rolled. Modifiers are never mul- frustration is destroyed the creature drops to the
tiplied, and are only factored in after all of the damage dice are ground and babbles uncontrollably.
rolled. 3 The creature panics and flees as fast as possible.
If a method of egress is available, it will continue
SPECIAL CONDITIONS on that path regardless of danger. If no method of
escape is available, it drops to the ground and bab-
Weapon damage isn’t the only type of damage creatures can suf- bles uncontrollably.
fer from. 4 The creature acts normally, but the next time its in-
sanity manifests, the duration is doubled. If this
Blindness: Whenever a creature is blinded in any fashion, ei- result is rolled more than once consecutively, the
ther temporarily or permanently, it must accept the following duration is tripled, quadrupled, etc. when a differ-
penalties. A blinded creature suffers a −4 penalty to its attack ent result is finally rolled.
rolls and saving throws that provide a dexterity modifier, a +4 5 The creature becomes randomly violent and at-
penalty to its AC and a +2 penalty to its initiative rolls. Addition- tacks the closest other creature. If there are no other
ally, the creature loses any dexterity-based bonuses to these same creatures in sight, it will attempt to destroy any ob-
rolls, but penalties are not removed. jects in sight. When there is nothing else nearby, it
will systematically search for something to attack
Deafness: A creature that has been deafened by any means, ei- or destroy.
ther temporarily or permanently, can only react to what it can 6 The creature throws an uncontrollable tantrum,
feel, see, smell or taste. Unless these senses are unusually keen, screaming obscenities and curses at the perceived
the creature suffers a −1 penalty to surprise rolls and a +1 penalty cause of their current stressful situation. Even if
to initiative rolls. Deafened spell casters have a 20% chance of the cause is removed from its sight, the creature
spell failure when casting a spell with verbal components. will continue to yell and scream.
Energy Drain: When a character is hit by an energy-draining Insanity, Permanent: Some magical effects specify that they
attack, he suffers normal damage and loses one or more levels of cause permanent or long-lasting insanity. This usually takes the
experience. For each level lost, roll his class’s hit die plus consti- form of a more serious, yet subtle, form of mental illness. Gener-
tution modifier and subtract it from his maximum hit points. If ally speaking, insane creatures function normally until they en-
a level lost was one with a set amount of hit points, that amount counter a specific stressful situation. The insane creature must
is subtracted instead. A drained character’s experience points then roll a successful wisdom check to avoid having a psychotic
are dropped to the halfway mark between his new level and the break with reality. Stressful situations that can cause a creature’s
next level. Multi-class and dual-class characters lose their high- insanity to manifest include combat, being surprised, entering
est level first; if all levels are equal they lose a level in the class a social situation with new or unfamiliar people, or perform-
requiring the most experience points to gain the next level. ing a task where success or failure can have life-or-death con-
All powers granted by a drained level are immediately lost. sequences. The GM can choose one or more situations that may
Spell casters instantly forget spells in excess of those allowed at cause a creature’s insanity to manifest.
his new level. A wizard loses all understanding of spells in his A successful saving throw indicates the creature remains
spell book that are of higher level than he can currently cast. The functioning normally, but suffers a cumulative −1 penalty to
wizard must make new rolls to determine if he can relearn forgot- their wisdom score each time they encounter a stressful situation,
ten spells. If a character is drained to 0 level but is still alive, he until they eventually fail the check. A failed check indicates the
becomes a 0-level character. He cannot regain lost levels or use creature’s insanity manifests for 2 + 1d4 turns. This also resets
abilities from levels he once had. A 0-level character that takes the creature’s cumulative wisdom penalty to 0. The GM should
another energy drain attack, regardless of remaining hit points, roll a 1d6 to determine the creature’s actions. The GM may use
is slain instantly. A restoration or wish spell restores a 0-level char- this same result every time that the insane creature fails its save
acter back to 1st level in his original class. thereafter, or roll for a new result each time.
A character drained to less than 0 levels will typically rise in While their insanity manifests, insane creatures can still de-
2d4 days as a minion of the creature that slew him. A risen char- fend themselves if someone attacks or tries to subdue them, and
acter will have an intense hatred for living creatures and become they can cast whatever spells they would normally be able to cast.
an undead NPC, of the appropriate type, under the GM’s control. However, they do not act rationally, so an insane wizard may tele-
A risen character retains all the abilities of his former class(es) at port to the first random location that pops into his mind. Insane
one half the level of experience he had before encountering his creatures make truly illogical decisions and cannot perform in-
new master. He will follow his master’s orders until his master telligent tactics while their insanity manifests. Insane creatures
is killed. The minion is then freed and acquires the ability to gain gain a save vs. enchantment effects that ordinarily do not allow
one hit dice for each level he successfully drains. This persists for one and a +4 bonus to their saves vs. other enchantment ef-
until the risen character reaches full hit dice for the creature of fects while their insanity manifests.
his type, at which point he becomes powerful enough to create A well-known ally of the insane creature may be able to cause
his own risen minions. its insanity to subside. The insane creature is allowed another

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FOR GOLD & GLORYTM CHAPTER 8. COMBAT

wisdom check, modified by its last penalty (if any) and a +1 the damage dealt on a successful save. If an ingested poison is in-
bonus per round that the ally continuously makes the attempt. jected or an injected poison is ingested and the save is successful,
Thus, it may take several rounds before the insane creature finally no effect or damage is applied. However, if the save is failed in
makes its wisdom check, but when it does the insanity subsides such circumstances, damage and effects are applied as if the save
until another stressful situation causes it to manifest again. was made.
Paralytic poisons leave a character paralyzed and limp for 2d6
Insanity, Temporary: Some magical effects cause a short circuit hours. Debilitating poisons cause a character to treat all abilities
in the victim’s brain that is considered a temporary form of insan- at half score. In addition, an affected character can only move at
ity. If the insanity lasts for an hour or less, the GM may simply one-half his normal movement value and cannot heal by normal
treat the victim as if he is subject to the effects of a confusion spell. or magical means until the poison is neutralized or exits his body
Paralysis: A paralyzed creature is rendered completely immo- after 1d3 days.
bile, which causes him to drop all held items and negates any
and all dexterity bonuses. A paralyzed creature cannot move his DEATH
body, nor fly, swim or speak, but can still breathe, think, see, and
When a character reaches 0 hit points, he dies. The character is
hear. Abilities or items can be activated if they’re powered by
immediately dead and is incapable of any further actions barring
thought. Paralyzed creatures are otherwise considered helpless,
specialized magic.
and all melee attacks against them are automatic hits.
Stunned: Stunned creatures are staggered and unable to think DEATH FROM POISON
logically or take coherent actions like using abilities or fleeing
from or engaging in combat. In some cases, they may drop what- A character that dies while poisoned still has the venom active
ever they are holding, fall to the ground, or have other additional in their system. Poison remains effective in the bloodstream for
effects, but they are still vaguely aware of their surroundings. 2d6 hours after death. If the character is raised, he must roll a
Opponents gain a +4 bonus to hit a stunned creature. constitution—resurrection chance as normal followed by a save
vs. poison or suffer the effect of the poison still in his body.
POISON
DEATH THROUGH MASSIVE DAMAGE
There are several different types of poison, based on the method
used to introduce it to the victim and how it affects the victim. A character who suffers 50 points of damage or more must imme-
When affected by poison, a saving throw vs. poison is made to diately make a save vs. death or instantly drop to 0 hit points and
resist its effects. Some poisons are particularly potent and still af- die from shock. This rule applies only to damage applied from a
fect a character even if he makes his save. Most poisons require a single source or attack.
certain amount of time before they come into effect.
Items, spells, and creatures list the effects of their poisons in RAISING THE DEAD
their descriptions. Some spells and items can neutralize poison, but
they do not restore hit points lost to poison. Cure wound spells or Curative spells and abilities have no effect on a dead body. A
abilities that restore hit points do not neutralize poison. raise dead, resurrection, or similar spell can restore life to a dead
body. Each time a character is returned to life he must roll
Table 8.16: Poison Strength a constitution—resurrection chance, based on his constitution.
Class Method Onset Strength Failure indicates the character doesn’t survive the shock and is
permanently dead. Each time a character is restored to life he
A Injected 1d3 × 10 min- 15/0 permanently loses 1 point of constitution (this may reduce his
utes hit points based on his total hit dice). A character reduced to 0
B Injected 2d6 minutes 20/1–3
constitution can never be raised, and the character’s starting con-
C Injected 1d4 + 1 min- 25/2–8
utes stitution indicates the number of times he can be raised in his
D Injected 1d2 minutes 30/2–12 lifetime.
E Injected Immediate Death/20
F Injected Immediate Death/0 HEALING
G Ingested 2d6 hours 20/10
H Ingested 1d4 minutes 20/10 There are two means of healing; natural and magical. The only
I Ingested 2d6 minutes 30/15
limit to a character’s healing is his maximum hit points. A char-
J Ingested 1d4 minutes Death/20
K Contact 2d4 minutes 5/0 acter can never heal more than his hit point total.
L Contact 2d4 minutes 10/0
M Contact 1d4 minutes 20/5 NATURAL HEALING
N Contact 1 minute Death/25
O Injected 2d12 minutes Paralytic Characters heal naturally at a rate of 1 hit point per day of rest.
P Injected 1d3 hours Debilitative Rest is defined as simple activities no more strenuous than trav-
eling on foot or horseback. Physically demanding activities, such
Method: The way the poison enters the body. Injected poisons as labor of any kind, fighting, or running, prevents natural heal-
have to enter the bloodstream by piercing the skin. Ingested ing for the rest of the day. Complete bed rest (doing nothing for
poisons pass through the digestive system. Contact poisons are an entire day) increases the natural healing to 3 hit points for the
deadlier and can take effect simply through skin contact, inges- day. The character adds his constitution modifier to hit points
tion, or injection. regained after a week of complete bed rest (base 21 hit points re-
Onset: The time required to suffer the effects of the poison. stored).
Characters resting are assumed to receive food, water, and
Strength: The number before the slash is the amount of damage proper sleep. Extremely poor living conditions prevent healing
dealt on a failed saving throw vs. poison and the number after is through natural means.

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CHAPTER 8. COMBAT FOR GOLD & GLORYTM

Table 8.17: Diseases


Disease Cause Infection Incubation Duration Recovery Mortality
Cholera Filth* 2% 1d6 1d4 + 1 4d10 25%
Dysentery Filth 4% 1d6 + 1 1d4 weeks 1d4 1d12%**
Influenza Any 5% 1d6 1d10 + 1 1d3 2%
Lesion Heat 20% None 10d10 2d4 1%
Malaria Mosquitos 8% 1d8 1d4 weeks 1d4 1d10%
Plague Fleas* 1% 1d6 + 1 1d2 1d3 + 1 35%***
Small Pox Any 5% 3 weeks 2 weeks 4d4 + 20 30%
Spotted Fever Ticks 80% 3d4 10d4 1d6 + 4 30%***
Tuberculosis Any 2% 1d6 + 1 4d8 weeks 1d4 + 2 4d10 + 40%
Typhoid Fever Filth* 6% 1d2 weeks 1d3 + 1 weeks 8d6 10%
Typhus Lice* 4% 1d2 weeks 1d4 weeks 4 10d6%
Yellow Fever Mosquitos 4% 1d4 + 2 3d4 1d3 + 1 5%**
*During sieges, increase infection rate by 10% after the first week and +4% each week conditions remain.
**Ships at sea have a 5% chance per week of infection. After four weeks, infection is reduced to 0%.
*** Survivors gain immunity but not if cured magically as the body doesn’t have a chance to fight off the disease.

MAGICAL HEALING deaths occur because a minor disease (like the flu) weakens the
immune system and leads to more dangerous complications.
Cure wound and heal spells and potions of healing instantly restore
lost hit points. Healing cannot restore more hit points than the Table 8.18: Modified Recovery Times
target’s maximum (excess points are wasted). Magical healing Constitution Duration/Recovery
itself is neither a good or evil act and can be used by a caster
3-4 (sickly) Double time
regardless of alignment.
5-6 (weak) One-and-a-half times
16-17 (robust) Reduce time one-third
18+ (healthy) Reduce time one-half
DISEASES
Cholera: Bacterial infection resulting in diarrhea and vomiting.
There are two kinds of diseases; mundane and magical. Mun- Infection is caused by water or food contaminated by feces of in-
dane diseases can be spread as poisons and are treated through fected person. In a group with an infected member during the
bed rest, natural or magical healing. Magical diseases are fan- incubation stage, the chance of infection increases by 4% per day.
tastical in nature and usually cannot be treated short of magical An infected person when the disease occurs has a 60% infection
healing. Listed are some example diseases that may exist in a rate to anyone who comes in contact with them. The mortal-
fantasy world. ity rate is increased by 1–10% up or down based on conditions.
The disease’s environment is where it thrives. The infection Clean surroundings and quarantine reduces the mortality while
percentage is the chance a character will be inflicted with a partic- squalid conditions increase it.
ular disease when they contact an area or creature that could in-
flict it. In the case of diseases caused by filth, infection is checked Dysentery: Infection of the intestines caused by bacteria, virus,
the moment a character comes in contact with the area (in the or other contaminations as a result of infected water or food.
case of ruins, dungeons, or sewers) or every month they remain
in a city. The effects of diseases don’t appear until after an incu- Influenza: The flu is a common virus that can be spread in any
bation period which is represented in a number of days unless condition.
otherwise noted. Lesion: Lesions are painful rashes or dermal (skin) conditions
All diseases have a duration listed in days unless otherwise caused by parasites, fungus, or moisture. They can be minor like
noted. With the exception of lesions, a character’s strength and athletes foot or painful like jungle rot. Lesions have no incuba-
constitution are halved for the duration of the disease and they tion and aren’t actually debilitating but they can still be fatal as a
must remain at rest while infected. For each day a character re- result of infection.
mains out of bed while sick they lose 1 strength and constitution
point. Lost points cannot be recovered while the disease is in ef- Malaria: Mosquito-borne disease common in tropical environ-
fect. ments. Symptoms are varied but severe symptoms include hallu-
After a disease’s duration, the GM rolls a mortality check to cinations, loss of consciousness, muscle spasms, and shock. After
see if the character survives. If the character survives, they must recovery, there is a 10% chance of experiencing minor effects for
remain at rest until they fully recover their strength and constitu- 1d10 days.
tion (1 point per day) or until the recovery period ends at which
point they regain any lost points immediately. Plague: Infectious diseases carried by vermin and spread by
fleas that infect the lymph nodes, lungs, or blood vessels. The
If diseases are magically cured during incubation, they suffer
chance to actually catch the plague from fleas is minor however
no debilitating effects. If a disease is cured after it’s set in effect,
the plague is airborne and easily spread once a human-sized per-
they are immediately cured but must rest for 24 hours before they
son is infected via contact in the air, fluids, or food. Once a single
recover their lost ability scores.
person is infected, anyone contacting them or objects they han-
A character’s normal constitution score can reduce or increase dled have a 90% chance of infection. There’s a 10% chance a sur-
the duration and recovery rate of a disease. vivor is completely crippled by the plague.
Furthermore, the mortality rate is decreased by 1% for every
point of constitution after the disease has set in. If a character Small Pox: Airborne virus that occurs naturally and almost ex-
moves about or their constitution is reduced before the recovery clusively effects humans. Severe small pox covers a person’s
rate, they hurt their chances of surviving. body in painful and disfiguring boils. Small pox occurs rarely
It’s possible to be infected by multiple diseases at once. The in the environment but once contracted, anyone contacting an in-
mortality and infection rates are cumulative in this case. Often, fected person has a 70% chance of being infected. After recovery,

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FOR GOLD & GLORYTM CHAPTER 8. COMBAT

a person suffers permanent marks resulting in a permanent loss rate. In squalid conditions, mortality is increased to 20%.
of 1d3 charisma. There’s a 20% chance they’re severely disfig-
ured, resulting in an additional 1d6 permanent loss of charisma.
There’s a 2% chance that a survivor is permanently blind. LYCANTHROPY
Spotted Fever: Also known as Tick Typhus, this disease results True lycanthropy isn’t a disease (and thus cannot be cured), but
in fever, joint pain, and rash. 80% of ticks carry the disease. a curse inherent to certain creatures. Carriers that bite others ap-
There’s a 5% chance after recovery that an extremity (fingers or ply a chance to inflict lycanthropy with a 1% chance per hit point
toes) become gangrene and must be amputated. of damage dealt. The GM makes this check secretly, as the play-
Tuberculosis: Highly lethal bacterial infection of the lungs ers never know if they’ve contracted lycanthropy until their first
spread through the air. The chance to catch tuberculosis occurs change.
primarily in cities. Coming into contact with an infected person On the night of a full moon and the nights preceding and fol-
has a 10% infection rate. There’s a 45% chance after recovery that lowing, the character changes into a hybrid animal form based
the lungs are scarred resulting in a permanent 1d3 points of con- on the creature that inflicted him. His strength temporarily in-
stitution loss. creases to 19, ripping through clothing; his armor class, attacks,
movement, and immunities become identical to the creature that
Typhoid Fever: Bacterial infection caused by contaminated inflicted him. The player becomes an NPC controlled by the
food and water resulting in fever and delirium. An infected per- GM and has an insatiable bloodlust, stalking and slaying those
son has a 40% infection rate if contacting other people. The mor- who were once close to him. When the moon sets, the character
tality rate is reduced to 2% with good treatment. Typhoid fever changes back into his human form healing 1d6 × 10% of his hit
leads to complications with infections. A person suffering from points. He has no recollection of the previous night’s events.
another disease, even lesions, has a 40% mortality rate or 10% Cure disease has no effect on lycanthropy, but if a 12th level or
with good treatment. higher caster casts remove curse on an afflicted character’s animal
Typhus: Bacterial infection spread by lice and resulting in fever, form, the lycanthrope gains a saving throw vs. spell. A success
delirium, and chills. The mortality rate is reduced to 1% if a per- indicates that the curse is removed. If cast during the moment
son is moved to good conditions within 8 days after incubation. the change is occurring, the lycanthrope instead makes a save vs.
polymorph. If this save fails, the curse is removed. In either case,
Yellow Fever: Mosquito spread disease resulting in chills, fever, a failed attempt to remove the curse prevents the caster from at-
and nausea. Contact with an infected person has a 20% infection tempting again until he gains a caster level.

69
Chapter 9

ADVENTURING AND EXPLORATION

The player characters are typically pioneers and explorers OVERLAND MOVEMENT
struck with an insatiable wanderlust. This section covers the in-
evitable situation when characters decide to travel into unfamil- A day’s march lasts for 10 hours. Under normal conditions, a
iar territory. character can walk twice his movement value in miles within 10
hours. The slowest character sets the pace for the rest of the party.
Characters can force-march allowing them to cover two-and-a-
TIME half times their movement value in 10 hours, but at the end of
a forced march, all characters must roll a constitution check (or
The passage of time in the game is based on the GM’s choice. a save vs. death for monsters or creatures with no known con-
He decides how time flows and how it is calculated in his game stitution score). A −1 penalty to the check is applied for each
world. Usually time will function exactly like it does in the consecutive day of forced marching. Furthermore, forced march-
real world: sixty seconds in a minute, sixty minutes in an hour, ing applies a cumulative −1 penalty to attack rolls. If the check
twenty-four hours equals a day, seven days to a week, four weeks fails, the character or party cannot force-march without resting
to a month, and twelve months to a year. for half a day per day spent forced marching. Each half-day of
Precise time in the game is measured in rounds and turns. A rest also restores a lost point to attack rolls. Characters can still
round roughly equals a minute, although GMs can modify this. continue overland travel at their normal movement value.
A turn equals ten rounds or ten minutes. Long-term time in the
game, such as when days or weeks pass, can be skipped ahead if MOUNTED TRAVEL
no important events occur. Three weeks in game time can flash
by in a minute of real time. A mounted rider can move his mount’s movement value in miles
within a day’s march. The slowest mount sets the pace for the rest
of the group. Mounts can be pushed to move double their move-
MOVEMENT ment value but must make a save vs. death with a cumulative −1
penalty for each day it was pushed. On a failure, the mount can
The base movement values are listed by race. The movement only move it’s normal movement value until it receives at least
value represents the distance a character can move in a single one day of rest. A mount can be forced to triple its movement
round. There are four kinds of movement available to characters. value but must make a save vs. death at a −3 penalty or die from
Walking: The standard walk represents characters moving exhaustion. If successful, the mount is exhausted and cannot be
through wide-open terrain like city streets or the wilderness. ridden for 1d3 days.
Characters move at a brisk but steady pace and are readily aware A mount that fails its save doesn’t immediately collapse. The
of their surroundings. Characters can walk a number of yards GM decides where and when the mount becomes exhausted.
equal to their movement value multiplied by ten.
Cautious Walk: Cautious movement is used in confined or hos- TERRAIN AND VEHICLES
tile situations such as underground, in dungeons or buildings, or Vehicles with wheels, like a cart, are usually restricted to flat,
while fighting in combat. Characters move slowly and steadily, open terrain. However, a wheeled vehicle could travel through
watching for traps and enemies, and mentally mapping their rough terrain provided a good road is available. Mountains and
surroundings. Characters can cautiously walk a number of feet hills can be traversed slowly, but thick forests are impossible to
equal to their movement value multiplied by ten. navigate with a wheeled vehicle. Dog sleds can only traverse
Hustle: In situations where a cautious walk would be required, snow or icy terrains and suffer no penalty to movement on them.
it’s possible to hustle at the expense of awareness. Characters can
choose to move their standard walking movement value but suf- TERRAIN AND OVERLAND MOVEMENT
fer a −1 penalty to surprise rolls and a +1 bonus on opponent’s
surprise rolls. Hustling characters cannot spot traps, secret doors, Terrain can reduce or increase the distance traveled during over-
or other features that rely on careful study of the terrain. land movement. First, figure the distance a character travels in a
day’s march (normally this is twice a character’s movement value
Run: When being chased, characters can choose to run to es- in miles). This is the party’s travel points for that day. For each
cape from their pursuers. An initiative roll is made for the pur- mile traveled in a specific terrain, subtract the listed cost from
suers and escaping party. If the fleeing party wins, they increase their travel points. When travel points reach zero, the party has
the distance from their pursuers by ten times the difference in feet finished traveling for the day.
or yards (depending on terrain and circumstance, as above). The For example, a party with a movement value of 12 (24 miles
opposite is true if the pursuers win. Like hustling, running char- per day) travels across grasslands for eight miles (8 travel points),
acters suffer a penalty to surprise rolls and cannot spot hidden low mountains for two miles (8 travel points), steep hills for
features. one mile (4 travel points), and farmland for eight miles (4 travel

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CHAPTER 9. ADVENTURING AND EXPLORATION FOR GOLD & GLORYTM

points). The low mountains and steep hills reduce their travel OBSTACLES AND HINDRANCES
speed, but they pick up the pace on the farmlands for a total
Normal movement assumes favorable conditions, but sometimes
travel distance of 19 miles in that day’s march. obstacles or hindrances can reduce movement speed. Obstacles
add to the movement value of the terrain they appear in. Hin-
Table 9.1: Terrain Costs for Overland Movement drances increase the terrain’s movement value by the multiplier
Terrain Cost
listed.
Barren, wasteland 2 The modifiers for obstacles like chasms and cliffs assume
1
Clear, farmland /2 there’s a means to navigate around them. If the traveling party
Desert, rocky 2 doesn’t encounter the obstacle in their path, it doesn’t affect their
Desert, sand 3 movement value. Extreme temperatures only affect a traveler if
Forest, heavy 4 it’s beyond their capability to withstand (for example, sweltering
Forest, light 2 temperatures in a temperate region or a camel traveling in cold
Forest, medium 3 climes). Streams and rivers don’t modify movement if a bridge is
Glacier 2
Hills, rolling 2 available.
Hills, steep 4
Table 9.2: Obstacles and Hindrances
Jungle, heavy 8 Situation Modifier
Jungle, medium 6
Marsh, swamp 8 Chasm +3
Moor 4 Cliff +3
Mountains, high 8 Dust/Sandstorm ×3
Mountains, low 4 Freezing +1
Mountains, medium 6 Heavy wind +2
Grassland, plains 1 Heavy fog +1
Scrub, brush land 2 Ice storm +2
Tundra 3 Mud ×2
Rain, heavy ×2
Rain, light +1
Rain, torrential ×3
ROADS AND TRAILS Ravine +1 /2
Ridge +1
Vehicles cannot travel on terrain with a movement modifier River* +1
greater than 1 unless there’s a trail or road. A trail is a cleared Scorching +1
track, the result of natural movement normally along the path of Blizzard ×4
least resistance. Tracks reduce the movement modifier by half (1 Snow, normal ×2
becomes 1 /2 , 4 becomes 2, and so on). Clear plains or farmlands Stream +1 /2
cannot be improved by a trail. *This modifier does not apply if a bridge is present.
Roads are rare and costly, usually existing only in areas with
high traffic near cities or other centers of trade. Roads in areas of
level ground reduce the movement value to half-a-point per mile. WATER TRAVEL
Roads reduce movement in mountainous terrain as a trail does.
There are two methods of traveling on water. Each method as-
sumes the proper craft, gear, and crew.

RIVER
The type of boat and the flow of the current determine move-
ment value on a river. When traveling downstream, the speed
of the current is added to the speed of the boat. When traveling
upstream, the speed of the current is subtracted from the speed
of the boat.
Obstacles can be avoided when going upstream, but going
downstream requires a good map or knowledgeable guide. If
placed in a harmful situation, the character piloting the craft must
make a wisdom check to prevent capsizing. Capsized boats are
swept downstream and are destroyed by waterfalls or powerful
rapids.

Table 9.3: Boat Movement


Vessel Feet/ MPH Cargo Length
Round
Kayak 200 2 250 lbs. 8–10 ft.
Canoe, small 200 2 550 lbs. 10–15 ft.
Canoe, war 180 2 800 lbs. 25–35 ft.
Curragh 60 1* 600 lbs. 8–10 ft.
Keelboat, 60 1* 2,000 lbs. 15–20 ft.
raft
Barge 60 1* 4,000 lbs. 25–40 ft.
Rowboat 160 1.5* 600 lbs. 8–12 ft.
*These vessels can triple their movement when the sail is
raised and wind is favorable.

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FOR GOLD & GLORYTM CHAPTER 9. ADVENTURING AND EXPLORATION

OCEAN VOYAGE
Table 9.6: Random Wind
Ocean travel is primitive and dangerous. Deep-sea sailing re- 2d6 Spring/Fall Summer Winter
quires accurate instruments and an adequate crew. Ships typi- 2 Windless/calm Windless/calm Windless/calm
cally use sails but can be powered by oars. Ships are rated based 3 Windless/calm Windless/calm Light breeze
on their movement and seaworthiness. 4 Light breeze Windless/calm Light breeze
A base mile per hour (MPH) is the distance a boat moves per 5 Moderate Light breeze Moderate
hour. If the number is separated by a slash, the first number is winds winds
6 Moderate Light breeze Strong winds
the sail speed and the second is the rowing speed. Per round, a winds
ship moves a number of yards equal to its MPH multiplied by 10. 7 Strong winds Moderate Strong winds
Emergency move is the top speed a ship can move. Emergency winds
move strains the ship’s resources severely and can only be sus- 8 Storm Moderate Storm
tained for a short amount of time before it starts to cause damage winds
to the ship and her crew. Seaworthiness is the chance a ship may 9 Storm Strong winds Storm
sink during a dangerous situation like a storm, an extended voy- 10 Gale Storm Gale
age, being rammed, or an encounter with hidden obstacles. If a 11 Gale Gale Gale
d% roll is higher than the seaworthiness rating, the ship sinks. 12 Hurricane* Hurricane* Hurricane*
Anchored vessels have a +50% bonus to their seaworthiness. *Hurricanes occur only if the previous day’s weather was
gale. Otherwise, treat hurricane as gale.
Table 9.4: Ship Movement
Ship MPH Emergency Seaworthiness
Move AERIAL MOVEMENT
Caravel 4 5 70%
Coaster 3 4 50% Aerial movement is handled under normal movement rules.
Cog 3 4 65% Weather modifies aerial movement and is essentially the sky’s
Curragh 2/3 10 55% “terrain.” Clear skies, with no more than moderate winds, are
Drakkar 2/4 12 50% considered clear terrain for aerial movement. The GM may
Dromond 2/9 12 40% choose the weather or determine it randomly. To determine ran-
Galleon 3 6 75% domly, the GM rolls for wind conditions as above, using Table
Great galley 3/6 11 45% 9.6. If precipitation is not automatically indicated (such as storm,
Knarr 4/2 12 65% gale, etc.), the GM must roll 1d6. In summer and winter, a roll
Longship 5/2 13 60% of 6 on this die indicates rain or snow. In spring and fall, a roll
of 5 or 6 indicates rain. Drier regions need not be checked, while
wetter regions may have greater chance for precipitation.
WEATHER CONDITIONS Tiny flyers (the size of an eagle or smaller) are driven from
the sky in a strong wind. Man-sized flyers are buffeted out of
The weather can affect the movement value of ships. Use the
the skies in gale force winds and large flyers cannot fly in storms.
multipliers from the table to determine the final movement value
Nothing can fly in a hurricane without magical protection.
of the ship.
The modifiers from this table are cumulative. For example:
Weather is fairly consistent for the entire day. The GM can de-
gale force winds with rain applies a modifier of 1 /2 × 1 /4 = 1 /8 ,
cide the weather conditions for each day or roll for it randomly
based on the current season. and strong winds with rain applies a modifier of 1 /4 .
Generally winds are favorable but sometimes can be adverse.
If winds are determined then roll 1d6; on a 5 or 6, the winds are Table 9.7: Aerial Movement Modifiers
Condition Modifier
adverse. Adverse winds, storms and even worse weather blow a
ship off course by half its movement modified by the wind (×2 Hurricane Impossible
or more). Gale ×1 /4
A strong wind applies a −2 penalty to all ranged attacks and Storm ×1 /4
affects movement. Storms make it impossible to fire normal mis- Rain, snow ×1 /2
siles and can knock creatures back. Gale force winds make it im- Strong wind ×1 /2
possible to fire any missile, including siege missiles, can uproot
small trees, knock down weak structures, and endanger ships.
Hurricane force winds can destroy sturdier buildings and tear Aerial Combat
ships apart. For the most part, aerial combat is treated the same as ground
combat, with a few differences. Most flyers (flying creatures,
Table 9.5: Weather Movement Modifiers for Ships magical items and vehicles) cannot stop in place; they must keep
Weather Sailing Modifier Rowing Modifier moving forward to remain airborne, and since combat takes place
Adverse ×1 /2 ×1 in three dimensions, attacks can come from any direction, includ-
Windless/Calm ×0* ×1 ing above and below. Aerial combat takes more game time. Es-
Favorable wind sentially, aerial combat consists of combatants maneuvering into
Average ×2 ×1 position, taking dives and passes, and maneuvering back into a
Strong ×3 ×1** favorable position to attack again. Rounds go by where combat-
Gale ×4** ×1 /2 ** ants can do nothing except circle around, rolling initiative. Dur-
Hurricane ×5*** ×1 /2 *** ing these “pass” rounds, combatants can escape, climb or dive as
Light breeze ×1 ×1 part of their movement.
Storm ×3** ×1 /2 ** The GM may treat flying movement values the same as
*A ship cannot move using sails in calm winds or less. ground movement. However, in purely aerial combat scenarios,
**Seaworthiness check is required. precise distance measurements are not really necessary. If using
***Seaworthiness check at −45% penalty is required. scale figurines, the GM may change the scale of the aerial battles

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CHAPTER 9. ADVENTURING AND EXPLORATION FOR GOLD & GLORYTM

and use the flying movement value as analogous to actual inches


on a playing surface. It is important to modify all combatants’ Table 9.9: Maneuver Classes
Maneuver Turns Passes Hover Momentum
movement values by any applicable weather or other modifiers Class
before beginning the combat.
1—Perfect 12 Normal Yes None
Altitude: The GM must have a rough estimate of the number of 2—Good 6 1 per round Yes None
1
feet of altitude at which the combatants are flying (see also Dam- 3— 3 1 per 2 rounds No /2 Move
age, Stalling, and Crashing). It is assumed that most aerial com- Average
1
bat is conducted at the same relative altitude; however, a flyer 4—Poor 2 1 per 3 rounds No /2 Move
1
can attempt to change its altitude to gain a combat advantage. 5—Clumsy 1 1 per 6 rounds No /2 Move
For simplicity sake, while ascending (climbing) movement value Hover: Perfect and good flyers can hover. Flyers that can hover
is halved, and while descending (diving) movement value is dou- don’t have to maintain momentum each round. This allows them
bled. to maintain their altitude, or climb and dive without moving for-
A flyer above another can dive upon an opponent to gain ward.
a charge bonus to their attack. During a successful dive at-
tack, natural talons and claws as well as lances and spears cause Momentum: Indicates the minimum distance a flyer must
double damage. Flying creatures require natural weaponry and travel during a round. With the exception of perfect and good
mounted flyers (including those using a fly spell, device or vehi- flyers, all other creatures must maintain forward momentum or
cle) require a large weapon to attack a flyer directly below them. else they stall in the air and fall. Momentum can be maintained
Because of the difficult angle, attacks made against a flyer directly in any direction and a flyer can turn if they wish. For example, a
above a flying combatant suffer a −2 penalty. flyer with average maneuver class and a movement value of 12
must fly at least 6 and can make up to 3 turns while doing so.
Initiative: Flyers with better maneuver classes and better speed
classes receive distinct advantages (see tables below). At the be- Turns: Flyers are limited to the number of direction changes (or
ginning of combat, note the numerical values of the maneuver turns) they can make in a single round. In general, a single turn
classes and speed classes of all combatants (ranging from 1 to 5). is a 30-degree angle, and 12 turns equal 360 degrees (a full circle).
The more agile combatant receives a bonus to his initiative rolls,
Passes, Engagements and Dogfights: Aerial combat is con-
between 0 and −4, equal to the difference between their maneu-
cerned with two things: maneuver class and speed class. Unlike
ver class and the maneuver class of their opponent. A 1-point
ground combat, aerial combat is about positioning and maneu-
bonus is also awarded to the faster opponent for every 2 points
vering. Attackers position themselves to catch up with and strike
of difference between their speed classes, rounded up (maximum
their opponents who are likewise trying to evade attacks and in-
of −2 bonus when it’s fast or god-like vs. slow). Both bonuses
tercept them. Fast, agile flyers always have an advantage over
may go to the same combatant for a total possible bonus of −6,
slow, clumsier flyers.
or may be split between them. Initiative is rolled (and modified)
each round, whether any attacks occur during that round or not Passes represent the number of rounds it takes for a flyer
(Refer to Escaping, and see also Passes, Engagements and Dog- to perform one melee or non-magical ranged attack (such as a
fights). breath weapon) upon a relatively stationary opponent. Station-
ary opponents include those on the ground, those using a levitate
Speed Class: Flyers can be divided into 5 speed classes based spell (or hovering in place) and those flyers with the same speed
upon their flying movement value. A flyer can intentionally fly class as the attacker. Passes can also represent the nature of aerial
at a slower speed class, but unless this is expressly stated, speed combat where flyers must break off, reposition, and then prepare
class is always considered to be at the flyer’s normal movement for another attack, but this abstraction can be ignored if minia-
value. Movement modifiers from diving or climbing do not affect tures and scale measurements are used.
the flyer’s speed class. In aerial combat, the combatants will engage each other as
they do in ground combat and enter a dogfight. In addition to
Table 9.8: Speed Classes the initiative bonuses given to faster and more maneuverable fly-
Speed Class Movement Value ers, the number of rounds between attacks can be increased or
decreased based on the relative speed class. Add or subtract the
1—Slow 12 or less difference between the opponents’ speed classes to the number
2—Average 13–24 of rounds per attack. Only perfect flyers are able to treat aerial
3—Quick 25–36
4—Fast 37–48 combat the same as ground combat. They can attack their nor-
5—God-like* 49 or higher mal number of times each round, unless their opponent is faster.
*God-like may include some hasted flyers. All other maneuver classes are limited to 1 attack per round, re-
gardless of bonuses.
In the following examples, MC is Maneuver Class and SC is
Maneuver Class: Creatures, magical items and other vehicles
Speed Class.
that can fly will have a maneuver class listed alongside their
movement value. Among other things, this value describes how Example 1: A flyer with an MC5/SC3 (clumsy but quick) ver-
tight of a turn the creature or object can make, ranging from 1— sus a flyer with an MC3/SC1 (average and slow). If the speed
perfect (magical flight) to 5—clumsy (large, heavy fliers). A flyer classes had been equal, the flyer with MC5 would attack once ev-
can intentionally fly with less agility, but unless this is expressly ery six rounds, and the flyer with MC3 would attack once every
stated, maneuver class is always considered to be at the flyer’s two rounds, but there is a 2-point difference in speed class. So,
normal rating. the flyer with MC5 would attack once per four rounds (6 − 2 = 4),
and the flyer with MC3 would also attack once every four rounds
(2 + 2 = 4). The speed difference put them on even footing.
Example 2: MC5/SC1 (clumsy and slow) vs. MC3/SC3 (av-
erage and quick). MC5 would attack 1/8 rounds and the MC3
would attack once every round (the maximum).

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FOR GOLD & GLORYTM CHAPTER 9. ADVENTURING AND EXPLORATION

Example 3: MC5/SC1 (clumsy and slow) vs. MC2/SC5 (good prefer combat at altitudes in excess of 120 feet (48 ÷ 2 = 24 × 5
and godlike). There is now a 4-point difference, so MC5 would = 120’). Slower flyers (movement value of 12) often attempt to
attack 1/10 rounds and MC2 still attacks only once per round. conduct combat at lower altitudes of 30 feet (12 ÷ 2 = 6 × 5 = 30’)
or around tree top level, to discourage a faster opponent from
Example 4: MC5/SC5 (clumsy but godlike) vs. MC2/SC1 taking full advantage of its speed.
(good but slow). MC5 attacks 1/2 rounds, due to its god-like
speed, while MC2 is reduced to only 1/5 rounds.
Example 5: MC5/SC1 (clumsy and slow) vs. MC1/SC4 (per- BECOMING LOST
fect and fast). MC5 attacks 1/9 rounds and MC1 gets its normal
attacks each round (no change). It’s possible to become lost while traveling. Characters are either
lost or hopelessly lost.
Example 6: MC5/SC4 (clumsy but fast) vs. MC1/SC1 (perfect
but slow). MC5 attacks 1/3 rounds and MC1 is reduced to 1 nor-
mal attack every 4 rounds. LOST
Escaping: A flyer that is both faster and more maneuverable Becoming lost occurs when the travelers don’t know the route to
than its opponent can break off and escape during its initiative, their destination but know how to return to the starting point.
with no free attack against it. A flyer that is faster but equally or Finding the right direction or returning to the starting point is
less maneuverable can escape during their initiative, but suffers simply a matter of time. This generally occurs when following
the free attack against it. A flyer that is slower but more ma- unfamiliar paths or poorly marked trails, or when consulting
neuverable, must win the initiative roll to escape without a free poorly drawn maps or badly worded directions. Becoming lost
attack against it, but can escape during a lost initiative by accept- is a setback but is rarely dangerous.
ing a free attack against it. A flyer that is slower and equally or
less maneuverable than its opponent must win the initiative roll
to escape, but still suffers the free attack against it. Ground based HOPELESSLY LOST
opponents may attempt to escape normally.
Becoming hopelessly lost happens when characters don’t know
Breath Weapons & Spells: It’s easier to employ a breath where they are, which way to go, or how to get back where they
weapon or cast a spell with an effective area on the ground than started. A check should be made whenever the characters move
it is in the air. When using a breath weapon, a 60-degree arc in overland without following a road, river, or well-traveled trail,
front of the creature is the blast area. When a spell with an ef- and whenever a river they are following empties into a swamp,
fective area is cast, the blast area is half the size of the effective estuary, or delta. One check should be made each day these con-
area starting from the center. Creatures inside the blast area roll ditions persist. If the die roll is less than the modified percentage,
normal saving throws. Any creatures caught inside the effective the characters are hopelessly lost.
area, but outside the blast area, receive a +2 bonus to applicable If a party is hopelessly lost, they make no further checks un-
saves. til they find a way to regain their bearings (they get directions,
Missile Fire: Mounted flyers that are in motion (including find a road, etc.). The GM should refrain from telling players that
those using a fly spell, a device or vehicle), suffer the same their characters are lost. The GM should randomly determine the
penalty while firing a ranged weapon as if they were mounted general direction the party travels per day while they’re lost by
on the ground. A hovering creature, even if mounted or using a rolling 1d8; 1 is north, 2 is north-east, 3 is east, 4 is south-east, 5 is
fly spell, doesn’t suffer this penalty. south, 6 is south-west, 7 is west, 8 is north-west.

Damage, Stalling, and Crashing: With the exception of perfect Table 9.10: Chance of Becoming Hopelessly Lost
flyers, those that sustain damage equal to or greater than 50% of Surroundings % Chance
their maximum hit points are reduced to half movement value Level, open ground 10%
and must immediately land. These flyers can usually glide safely Rolling ground 20%
to the ground but cannot climb until healed to above 50%. Good Lightly wooded 30%
flyers also lose their ability to hover until healed to above 50%. Rough, wooded and hilly 40%
If the GM determines that no safe landing spot is available, the Swamp 60%
result is a crash landing. The GM must adjudicate crash landings Mountainous 50%
based on factors, such as the altitude and ground terrain, as well Open sea 20%
Thick forest 70%
as the speed, size and type of flyer, but the damage should be no Jungle 80%
less than 2d6 and no more than 10d6.
In general, the faster a flyer is moving when it crashes, the
more damage it takes. If a flyer strikes a solid object in mid-air, Table 9.11: Lost Modifiers
Condition Modifier
it crashes, suffering damage equal to 2d6 per its current speed
class (10d6 maximum). A flyer that has crashed into an obsta- No landmarks* +50%
Darkness +70%
cle immediately stalls and falls. Flyers that stall in mid-air (see Overcast +30%
also Momentum), or those whose fly spell suddenly ends, fall Navigator with group −30%
straight down a number of feet equal to five times their momen- Landmark sighted −15%
tum requirement. A flyer that hits the ground before the end of Local guide Variable**
the fall crashes; taking 1d6 damage per current speed class (1–5) Poor trail −10%
for every 10 feet of fall completed. The minimum damage is 2d6 Raining +10%
and the maximum damage is 20d6. A stalled flyer that doesn’t Directions, map, tools Variable**
crash by the end of its fall, assuming it is still conscious and less Fog or mist +30%
than 50% damaged, can regain its composure and begin to fly *Includes sailing out to sea beyond sight of land.
normally again. The faster the flyer is moving when it stalls the **GM decides usefulness of guide or directions. Generally,
farther it falls. For this reason, fast flyers (movement value of 48) more expensive guides or maps are more useful.

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CHAPTER 9. ADVENTURING AND EXPLORATION FOR GOLD & GLORYTM

capable of holding their breath for at least one round regardless


of circumstances. Holding one’s breath beyond this time requires
a constitution check each round. Each subsequent check suffers
a -2 cumulative penalty. On a failed check, the character must
breathe. If he cannot breathe then he drowns.
Diving: Regardless of movement, swimmers can swim down-
wards 20 feet in a single round. A brief run or jumping several
feet above the water adds 10 feet of depth to the initial dive. For
every 10 feet of height above the water an additional 5 feet of
depth can be added up to a maximum of 20 additional feet. By
contrast, if prepared for shallow water, a character can dive from
a height of up to 50 feet without being injured, as long as the
water is at least 3-feet deep per 10 feet of the height of the dive.
Surfacing: Regardless of movement, swimmers can rise at the
rate of 20 feet per round. Characters floating to the surface (such
as dead or unconscious characters) rise at a rate of 5 feet per
round.

SWIMMING
VISION UNDERWATER
Swimming is a skill that a character can learn. Characters are ca-
pable of swimming a number of yards in a single round equal Under normal conditions (bright sunlight), vision extends out to
to half their movement value multiplied by 10. Swimmers can 50’ in freshwater and 100’ in saltwater. For every 10’ below the
gain a burst of speed, thus moving their full movement value surface, vision is reduced by 10’ until it becomes pitch black. On
in a single round, by rolling a strength check against half their overcast days, normal vision underwater is reduced to half, and
strength score (exceptional strength counts as 9). Characters characters cannot see at all on moonless nights. Artificial light
wearing metal armor instantly sink to the bottom; however, they sources, such as magic, only illuminate half their normal area un-
derwater.
can walk along the bottom at 1 /3 their movement value.
A character can normally swim (at half speed) for a number
of hours equal to his constitution score. A constitution check
(or a save vs. death if no constitution score is known) must be
CLIMBING
made for each additional hour of swimming. If a swimmer fails
this constitution check, he must tread water for half an hour be- Climbing is a general skill anyone can learn. For most charac-
fore he can continue swimming (this time counts as time spent ters, climbing requires specialized equipment such as ropes and
swimming). Furthermore, additional hours spent swimming re- pitons. Only thieves can climb without the use of equipment.
duces constitution by 1 point temporarily and applies a cumula- A climb check is made whenever a character attempts to ascend
tive penalty of −1 to all attack rolls. A character drowns if his more than 10 feet. The base climb check is 40% modified by spe-
constitution score drops to 0 while swimming. cial conditions. Thieves use their climb walls rate to climb. The
Normal travel assumes swimming in calm waters. Choppy climb check is made before the character begins climbing. If the
water or swimming against the tide requires a constitution check check is successful, the character need not make a new check un-
less conditions worsen. If the character fails their initial climb
every hour of swimming. Rough water or swimming against a check they find no means of climbing and cannot even begin. A
heavy tide requires a constitution check every half hour. Stormy character may retry a failed climb check only if conditions would
water requires a constitution check every round. The GM may improve their check or they find a suitable location at least half-
modify the constitution points lost in rougher waters. a-mile away.
Characters can swim fast for longer distances but at an in-
creased risk. A swimmer can move at his full movement value
but he must make a constitution check every hour, his strength Table 9.12: Climbing Modifiers
and constitution are reduced by 1 point every hour, and a cumu- Situation Modifier
lative −2 penalty to his attack rolls is applied every hour. Char- Prominent handholds (branches, ledges) +40%
acters can swim twice their movement value but must roll a con- Rope and wall +55%
stitution check every turn, and the penalties are accrued every Sloped inward +25%
turn spent swimming. Drowning occurs when either strength or Armor
constitution reaches 0. Banded, splint -25%
Characters can recover lost ability score points and attack Plate -50%
Scale, chain -15%
penalties by resting. Each day of rest recovers 1d6 ability points Studded leather, padded -5%
(1d3 points for strength and constitution if swimming at a hustle) Character race*
and restores 2d6 points worth of attack penalties. Dwarf -10%
Gnome -15%
HOLDING A CHARACTER’S BREATH Halfling -15%
Encumbrance** -5%
If able to get a gulp of air in advance, characters can hold their Surface condition
breath for a number of rounds equal to 1 /3 their constitution Slightly slippery (wet/ crumbling) -25%
score (round up). If characters exert themselves (moving more Slippery (icy/ slimy) -40%
than half their movement value, fighting, or swimming in rough Climber 1 /2 HP or less -10%
water), this time is halved (rounded up). Characters in metal ar- *Same modifiers listed for thieves. Do not apply twice.
mor are considered to be exerting themselves. If unable to get **This penalty is cumulative for each point a character’s speed
a gulp of air, these times are reduced by half. All characters are is reduced below their base.

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FOR GOLD & GLORYTM CHAPTER 9. ADVENTURING AND EXPLORATION

CLIMB SPEED object has a discernable size, shape, and color, and the creature’s
type is distinguishable. Specific details cannot be made out un-
Climb speed is determined by the surface a character is climb-
less large and bold or distinct.
ing on. All characters are able to climb their movement value in
At 100 yards, general details can be made out such as a
feet, multiplied based on the type of surface, in one direction (up,
heraldic symbol or coat of arms. Most actions (such as who is
down, sideways, or diagonal) per round. Thieves climb at dou-
attacking whom) can be ascertained. At 10 yards, all details but
ble the speed of a normal character and their speed modifiers are
the minutest are clear. There are several conditions that can alter
listed in brackets [#]. the normal distance at which objects can be spotted.
Climbing characters cannot use items requiring two hands,
unless they find secure footing. If struck while climbing, re- “Movement” indicates the distance at which a moving object
gardless of damage, a climb check must be made immediately to can be seen. “Spotted” is the maximum distance a mobile or im-
maintain hold. If a roped character fails, he must spend a round mobile object can be seen. “Type” indicates the maximum range
to regain his handhold. An un-roped character falls on a failure. at which general details can be discerned; race, weapons, cloth-
ing, etc. “Ident.” is the range at which reasonably exact details
can be identified. “Detail” range means most actions can be seen
Table 9.13: Climbing Speed Modifiers
clearly.
Surface Dry Slightly Slippery
Slippery Size can affect the distance as well. When looking at a small
1
creature, all categories are reduced by one step per size category
Very smooth* /4 [1 /2 ] – [1 /4 ] –** except the “detail” range. When looking at large creatures, the
1 1
Smooth, cracked* /2 [1] /3 [2 /3 ] 1
/4 [1 /2 ] “movement,” “spotting,” and “type” ranges are doubled for each
1 2 1
Rough* 1 [2] /3 [ /3 ] /4 [1 /2 ] size category above medium.
1 1
Rough w/ledges 1 [2] /2 [1] /3 [2 /3 ]
1
Ice wall – – /4 [1 /2 ] Table 9.14: Visibility Ranges (In Yards)
Tree 4 [8] 3 [6] 2 [4] Condition Move- Spot- Type Ident. Detail
Sloping wall 3 [6] 2 [4] 1 [2] ment ted
1
Rope and wall 2 [4] 1 [2] /2 [1]
Clear sky 1,500 1,000 500 100 10
*Non-thieves require climbing gear to climb these surfaces.
Dense fog or 10 10 5 5 3
**It is impossible to climb very smooth, slippery surfaces with
blizzard
mundane tools.
Light fog or 500 200 100 30 10
snow
Mist, light 1,000 500 250 30 10
CLIMBING TOOLS rain
Night, full 100 50 30 10 5
The basic tools for climbing are pitons (spikes), ropes, and ice moon
axes. Tools do not actually aid in climbing; rather, they prevent Night, no 50 20 10 5 3
falling. A character can only fall as far as their rope or twice the moon
distance to the last piton they placed. Pitons have a 15% chance Twilight 500 300 150 30 10
of coming loose in the case of a fall. Characters still take normal
falling damage (1d6 per 10 feet) representing the jerking action of
the rope catching their fall. LIGHT
Characters roped together can prevent each other from
In a completely lightless situation, normal vision is impossible.
falling, but may pull down their allies. When a character falls,
Light sources vary in their effective area. Most light sources re-
the characters directly roped to him must make a climb check. A
quire fuel and the time per fuel unit is listed. Lanterns require oil,
−10% penalty is applied for each falling character after the first.
fires require wood or other fuel, candles rely on a tallow or wax
Success indicates the fall is prevented and no damage is taken.
and wick, torches have a one-time use unless wrapped with an
Failure indicates that character also falls and the process is re-
oil soaked rag, and magic has a duration.
peated until someone succeeds or everyone falls.
Table 9.15: Light Sources
RAPPEL Source Radius Time per Fuel Unit
1
Characters can rappel down the side of a surface provided a Bonfire 50 ft. /2 hour/armload
strand of rope is firmly attached to the top. Characters can safely Campfire 35 ft. 1 hour/armload
rappel a number of feet per round equal to their movement value Candle, tallow 5 ft. 10 minutes/inch
times ten. A climb check is made each round with a +50% bonus Candle, wax 6 ft. 20 minutes/inch
if someone is holding the rope at the bottom. Free rappelling Continual light 60 ft. Indefinite
(rappelling without someone at the bottom) provides a +30% Lantern
Beacon 240 ft.* 2 hours/pint
bonus to the climb check. Bull’s-eye 60 ft.* 6 hours/pint
Hooded 30 ft. 6 hours/pint
VISION AND LIGHT Light 20 ft. Variable
Torch 15 ft. 30 minutes
Assuming an Earth-sized world, the horizon is viewable from *Casts light in a cone-shaped beam. A beacon lantern’s far
about 12 miles away, and it’s possible to see tall mountains at end is 90 feet wide and a bull’s-eye lantern’s far end is 20 feet
least 60 miles away. In optimum conditions (clear day with no wide.
obstructions), it’s possible to see a moving, man-sized object at a
distance of 1,500 yards. Details cannot be made out at this dis-
tance, and an immobile creature cannot be seen.
At 1,000 yards, a man-sized object, whether stationary or mo-
bile, can be spotted. Size and shape can be determined but no
other details, unless they’re unique. At 500 yards, a man-sized

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CHAPTER 9. ADVENTURING AND EXPLORATION FOR GOLD & GLORYTM

INFRAVISION GM should make an immediate wandering monster check if a


door is forced within a dungeon.
Some creatures have the special ability to see in the dark. Infrav-
ision allows creatures to see in darkness as they would in normal
light. All details are recognizable, however, images are in black SECRET AND CONCEALED DOORS
and white and therefore colors are not discernable. Unless other-
wise noted, infravision extends to 60 feet. Secret doors are disguised as normal objects or walls, while con-
cealed doors are simply hidden from plain sight. For the average
DARKNESS character, it takes 10 minutes (10 rounds or 1 turn) to search a 20’
section of a wall. If a secret or concealed door is found, the player
Darkness is a condition applied when characters cannot see, ei- also usually finds a means of opening it. In cases of secret doors
ther because they have limited visibility or because they’ve been with no clear opening mechanism, one must be found. Charac-
blinded. Characters can safely move in the darkness at 1 /3 their ters that can detect secret doors receive a +1 bonus to their check
normal movement. Characters without adequate light also suffer to find the opening mechanism, if they know the door exists. Se-
a −4 penalty to attack rolls and saving throws and their armor cret doors can be forced open at half the normal force doors rat-
class is 4 points worse (maximum 10). ing.

USING A MIRROR INVISIBILITY


Characters can act using the guidance of a mirror or reflective
surface. Using a reflective surface to aid one’s actions requires a An invisible creature is invisible to everyone, including himself.
light source. All actions requiring an ability check, a proficiency This imposes a −3 (or 15%) penalty to complex actions, such as
check, or an attack roll suffer a −2 penalty. Characters using a picking locks. It is possible for moving creatures to collide with
mirror to fight an opponent lose their dexterity bonus to armor invisible creatures. The GM should remove invisible character’s
class against that opponent. miniatures from the map and keep track of the invisible charac-
ter’s position.
Invisible creatures are undetectable by normal sight or infrav-
HEARING ision. Detect magic signals a magical presence in the area but does
not pinpoint the creature’s location. They’re also undetectable in
It’s assumed that all characters can make out clear noises. When
hearing is difficult or when trying to pinpoint exact sounds (a sin- smoke or fog, and while submerged in liquids; however, some
gle voice among multiple people), a hearing check is necessary. objects, like flour, can stick revealing an invisible creature. In-
Each race has a chance to hear equal to a 1st level thief. A hear- visibility doesn’t mask sound or scent; therefore they can be pin-
ing check can either be a percentage roll or a 1d20 with the result pointed by noise or smell. Light isn’t hidden by invisibility, ei-
needing to be equal or lower than the number in parentheses to ther.
successfully hear. If an invisible creature gives away their position, alert char-
Hearing distinct sounds requires optimum conditions: hel- acters can make a save vs. spell to determine there’s an invisible
met removed, standing still, and at least one round. On a failed presence in the area. Such disturbances include a peculiar smell,
check, the character cannot discern the sound he was listening for noise, or an invisible creature physically touching someone. If the
until conditions improve. On a successful check, he can hear the save is made, the character can, if he chooses, attack the general
sound, although he may not necessarily know the source. Fur- location at a −4 penalty. If the save fails, the character doesn’t
ther checks can be made to determine exact details like direction, know there’s an invisible character until a new situation arises
the number of objects making the sound, how many people are that allows another check. An obvious disturbance, such as leav-
ing muddy tracks, practically pinpoints the invisible creature’s
speaking, etc.
location, although the penalty to attack is the same.
Table 9.16: Chance to Hear by Race
Race 1d100 (1d20) PLANES OF EXISTENCE
Dwarf 15% (3)
Elf 20% (4) The multi-verse is made of many planes connected together, each
Gnome 25% (5) governed by their own rules. Planes are sphere-shaped worlds,
Half-elf 15% (3)
Halfling 20% (4) infinite in size. Time in the planes is based on perception, so that
Human 15% (3) while one plane’s time may flow faster in relation to another, five
minutes while visiting a plane is always equal to five minutes to
the visitor.
DOORS The Prime Material Planes contain the most earth-like worlds
where the laws of gravity, the passage of time, and space func-
No check is necessary to open average doors. Stuck, damaged, or tion normally. Surrounding each Prime is the Ethereal Plane,
incredibly heavy doors must be bashed or rammed to open prop- a misty, intangible world of proto-matter where tangible, finite
erly. Each character has a chance to bash doors based on their demi-planes float about. The GM’s game world is located within
strength score. There is no limit to the amount of times a charac- one of these Primes.
ter can attempt to force open a door, but each attempt reduces his Surrounding the Prime and Ethereal planes are the Inner
chance by 1. Two characters (or if using a suitable ram, three or planes made up of the energy, elemental, para-elemental, and
more characters) can add half their force doors rating (rounded quasi-elemental planes. The elemental planes form the basic
up) together to determine the overall check. If they have enough building blocks of matter: Water, Earth, Fire, and Air. When
room to run at the door, their full force doors ratings are added the elemental planes touch, they form the para-elemental planes:
together. Smoke, Ice, Ooze, and Magma. The energy planes are made up
A forced open door is destroyed or knocked off its hinges, of Positive Energy (the source of life) and Negative Energy (the
making it impossible to properly close until repaired. Forcing source of death) planes. When the elemental planes touch the
doors is also noisy, alerting anyone in the immediate vicinity. The Positive Energy plane they form the quasi-elemental planes of

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FOR GOLD & GLORYTM CHAPTER 9. ADVENTURING AND EXPLORATION

Lightning, Steam, Minerals, and Radiance. When the elemen- other dimensional spaces where time passes, but the GM may
tal planes touch the Negative Energy plane they form the quasi- determine that time passes at different rates on different planes
elemental planes of Salt, Vacuum, Ash, and Dust. of existence or demi-planes, depending upon how the plane in-
Surrounding the inner planes is the Astral Plane, which also teracts with the Temporal Dimension. It is known that cer-
connects the Primes to each other and to the outer planes. The tain regions of Non-dimensional Space are timeless, indicating
Astral plane is an empty, weightless void of silver, with rare bits that the Temporal Dimension does not completely overlap Non-
of solid matter and swirling color pools that serve as one-way dimensional Space. Alternate Prime Dimensions may have sep-
gateways to the outer planes. The colors are randomized but sim- arate Temporal Dimensions. The GM may also determine that
ply peering through the portals will reveal the landscape on the temporal planes and/or demi-plane(s) exist within Temporal Di-
other side. Astral creatures can propel themselves via thought; mensional Space.
their base movement equal to 3× intelligence. Intra-dimensional Space does not exist as its own separate
Enveloping all the planes are the outer planes, also called the space. It occupies parts of two neighboring spaces. Accessing
Planes of Power. Each outer plane has its own unique rules on Intra-Dimensional Space is commonly known as being out-of-
the effects of gravity, magic, and terrain. Deities and other pow- phase. An out-of-phase creature exists on both the Prime Ma-
erful beings call these planes home, and they’re strongly aligned terial and Ethereal or other Plane of Existence, partially occupy-
to the creatures that inhabit them. The Outer Planes serve as the ing Prime Dimensional and Extra-dimensional Space simultane-
final resting spot of spirits and souls where they assimilate into ously. The GM may determine that similar Intra-dimensional
the plane itself. Space can be accessed between Extra-dimensional and Non-
Dimensional Space, and between the Temporal Dimension and
other dimensional spaces. Some incorporeal creatures and objects
DIMENSIONAL SPACE are simply out-of-phase while others are made of pure magical or
extra-dimensional energy.
Dimensional space is layered and complex. The relationship be-
tween dimensional spaces, the planes of existence and other di- Inter-dimensional Space exists within, amongst, and sur-
mensional spaces is not fully understood. It is generally believed, rounded by adjacent dimensional space. An inter-dimensional
however, that the various planes of existence share infinite lay- pocket dimension is usually temporary and formed between the
ers of dimensional space. Most knowledgeable sages divide di- layers of the dimensional space in which it is created. Pocket
mensional space into four major layers. These are called Prime dimensions like those created by a rope trick are also called
Dimensional, Extra-Dimensional, Non-Dimensional and Tempo- inter-dimensional spaces. The GM may determine that inter-
ral Dimensional Spaces. In addition to the four major layers dimensional spaces cannot be created on certain planes of exis-
of dimensional space, most sages believe that space can be ac- tence, such as the Astral Plane, or that other conditions at a spe-
cessed between these layers (Intra-dimensional Space) and cre- cific location may block their creation. A time stop spell creates an
ated within these layers (Inter-dimensional Space). inter-dimensional space in the Temporal Dimension where it in-
tersects with the caster’s location. The maze spell creates a demi-
Prime Dimensional Space is the center of the cosmos. The
plane inside an inter-dimensional space. The GM may determine
Prime Dimension contains all of the Alternate Prime Material
Planes that co-exist with the GM’s campaign world. Alternate that a pocket dimension formed in Inter-dimensional Space may
Prime Dimensions may exist that contain Alternate Prime Mate- be accessed by specific magical means, if its location is known.
rial Planes that do not co-exist with the GM’s campaign world. A Pocket dimensions are notoriously unstable when brought
teleport spell accesses Prime Dimensional Space when cast on the into contact with one another. In most cases, the outcome is noted
Prime Material Plane. Demi-planes are rare and generally tem- in the description of the spells or magical items involved. In
porary within Prime Dimensional Space. cases where the text is unclear, the GM can consult the following
Extra-dimensional Space exists outside, beyond or exceed- guidelines. Generally speaking, an inter-dimensional space can-
ing the limits of the Prime Dimension. Extra-dimensional Space not be created or opened inside another inter-dimensional space
contains all of the planes that exist beyond the borders of the or a non-planar space. Placing a non-planar space within another
Prime Material Plane, including all inner and outer planes (ethe- non-planar space or opening one inside of an inter-dimensional
real, astral, Demiplane of Shadow, etc.). Alternate Prime Dimen- space usually results in the destruction of both pocket dimen-
sions may or may not have a corresponding Extra-dimensional sions and the dumping of the contents into Extra-dimensional or
Space. Spells such as dimension door, duo-dimension and gate access Non-dimensional Space.
Extra-dimensional Space. Demi-planes become more common Example: Imagine you live in a house in the middle of a for-
and generally have longer durations within Extra-dimensional est. Your house is the Prime Dimension. The forest is Extra-
Space. Creatures that originate from Extra-dimensional Space are dimensional Space. You can move freely between your house and
commonly known as extra-planar creatures. The energy to power the forest by stepping through the door, out a window, through a
spells and other magical effects is thought to originate from extra- chimney, etc. and travel to different parts of the forest before re-
dimensional sources. turning to your house. If you stood with one foot in your house
Non-dimensional Space exists outside, beyond and exceeding and the other foot in the forest, you would be out-of-phase. You
the limits of Extra-dimensional Space. Non-dimensional Space would have access to and be able to move into either space nearly
exists outside the known multi-verse of the planes of existence. instantaneously. You can pitch a tent either inside the house or al-
If Alternate Prime Dimensions exist, Non-dimensional Space ex- most anywhere within the forest, but you have to close it and re-
ists between them. Permanent pocket dimensions within Non- open it when you move it. The tent is a pocket dimension within
dimensional Space, like those accessed by a bag of holding or a Inter-dimensional Space. It exists separately, but anyone in the
portable hole are also known as non-planar spaces. A non-planar same location (house or forest) can access it. The sky is Non-
space can only be accessed through its specific portal. Other- Dimensional Space. Assuming you cannot fly, it is very difficult
wise, only demi-planes exist in Non-dimensional Space, how- to reach the sky. Now imagine a helicopter flies in the sky over-
ever, demi-planes within Non-dimensional Space are most often head. The helicopter is a non-planar space (a pocket dimension
permanent constructs, and powerful deities have the ability, ei- within Non-dimensional Space). It exists outside the house and
ther individually or by working as a pantheon, to create Alternate the forest, but can land in either location. No one in the house
Prime Dimensions from Non-dimensional Space. or in the forest can access it until it lands in his location. The tent
Temporal Dimensional Space underpins and permeates all cannot be pitched inside another tent or inside the helicopter, and

79
CHAPTER 9. ADVENTURING AND EXPLORATION FOR GOLD & GLORYTM

if the helicopter lands inside the tent or another helicopter, both windows, chimneys, etc. Finally, time may flow at different rates
are destroyed and their contents scattered all over the forest or in different parts of the forest, different rooms of the house, in-
up into the sky (never to return). Most helicopter disasters occur- side the tent, up in the sky and even inside the helicopter, due to
ring inside the house expel the contents out the house’s doors, influences from the Temporal Dimension.

80
Chapter 10

ENCOUNTERS

An encounter is broadly defined as an interaction between as the trigger; it describes what can be found at what time and
player characters and GM controlled elements presenting the how the encounter reacts to the players.
possibility to bring meaningful changes, for good or ill, to the PCs
based on their decisions. A simple, mundane action, like pur- Giant’s Cave: This circular room, 80’ in circumference with a
chasing goods or setting up camp, isn’t an encounter. However, 30’ tall ceiling, is carved into the side of a hill. It’s musty and
if unknown variables are added (the merchant offers a cursed ar- damp with moss covered walls and poor ventilation. At the far
tifact, or assassins wait in the shadows), it becomes an encounter end is a makeshift bed made from dirty rags and animal skins.
to be played out. Player decision is always a major element in en- Boog, the hill giant, calls this cave his home. He always keeps
counters. Forcing PCs into an inescapable situation where they a dirty sack full of makeshift utensils, 100 gp, and a golden idol
cannot act isn’t an encounter (it is, however, poor game design), (worth 500 gp) under his bed.
and interaction between player characters isn’t considered an en- At night Boog is found passed out drunk in his bed (−1 to
counter either. Encounters don’t have to present an element of attack rolls and a penalty to wisdom checks). During the day
danger, although it’s usually a factor, even if only in some indi- Boog hunts and sets a simple snare trap at the cave entrance (the
rect manner. trap ensnares and dangles from the ceiling anyone who steps on
it). Boog prefers to take prisoners, whom he eats at a later date.
He grabs his hidden stash and runs when reduced to half his hit
PLANNED ENCOUNTERS points.

The GM prepares planned encounters before the session. The two


kinds of planned encounters are keys and triggers. RANDOM ENCOUNTERS
Key: The key describes the encounter, what is found there, and Random encounters add variety to the game. When appropri-
how it may react to the PCs. Keys include a description of crea- ate, the GM makes a check to determine if the party encounters
tures or NPCs that may be in the area, traps, treasure, and other something. Random encounters can include NPCs and monsters,
special conditions that may or may not affect the players. De- friendly or hostile, and special situations like observing a battle
scriptions such as sights, smells, and sounds may be included. in the distance or walking through a trapped field.
Keys are static; what the GM writes is what happens. This can The GM sets how often he checks a random encounter ta-
lead to illogical problems depending, for example, on the time of ble and the chance of a random encounter happening (5% every
day or events that happen in other areas. It’s impossible to plan hour, 10% every 24 hours, etc.). Creatures encountered should
for every situation, so the best way to avoid these problems is to be relative to the PCs power. Random encounters don’t have to
make general notes, not specific details. include creatures at all; a gust of wind that blows out torches,
clattering rocks, or howls in the distance help build tension and
Trigger: A trigger is a simple statement that serves as a reaction all make good additions to an encounter chart. GMs should not
to an action. It can be used as part of a key or by itself. Triggers feel restricted by random encounter charts; in some cases they
are broader than keys in that they cover actions the PCs might can be illogical or detract from the fun of the game.
take. When designing a trigger, think of the most important ac- Random encounter tables can be made from any combination
tions a character might do (investigating, searching, questioning of die rolls but the most common are the 2–20 and percentile ta-
people, etc.) and write up reactions to them. Triggers are more ble. Monster or events are added to the table based on their fre-
difficult than keys because they cover an even broader range of quency appearing.
possibilities. GMs are expected to improvise for situations they
may not have covered. Table 10.1: Encounter Frequency
Frequency 1d100
Common 01–70
COMBINING KEYS AND TRIGGERS Uncommon 71–90
The most dynamic (and challenging) method of writing planned Rare 91–97
Very rare 98–00
encounters is combining keys and triggers. The key includes the
basic description of the area and its inhabitants, while the trig-
ger describes how the key will react to the player’s intervention.
While no planned encounter can cover every situation, this sys-
tem provides the best setup but requires more work.
An example planned encounter can be seen below. The first
paragraph serves as the key; static information such as the loca-
tion, sights, and smells are listed. The second paragraph serves

81
CHAPTER 10. ENCOUNTERS FOR GOLD & GLORYTM

2–20 TABLE level, the creature’s frequency rating shifts up—weak creatures
will avoid high-level dungeons where strong creatures tend to
The 2–20 table presents a possible 19 different encounters. Be-
gather. Therefore, if an uncommon, rare or very rare encounter
gin by categorizing monsters by frequency (listed under their stat
is rolled, the GM could use a higher-level, equal-level, or lower-
blocks) and assign them to the table. When checking the chart,
level encounter.
roll 1d12 + 1d8 to generate a number between 2 and 20. Although a dungeon’s level should correspond with the PC’s
level, there’s never any guarantee that a dungeon will be safe or
Table 10.2: 2–20 Table easily conquered.
1d12 + 1d8 Creature Frequency
2 Very rare Table 10.4: Creature Level
3 Very rare XP Creature Level
4 Very rare/rare
5 Rare 1–20 1
6 Rare 21–50 2
7 Uncommon* 51–150 3
8 Uncommon* 151–250 4
9 Common** 251–500 5
10 Common** 501–1,000 6
11 Common** 1,001–3,000 7
12 Common** 3,001–5,500 8
13 Common** 5,501–10,000 9
14 Uncommon* 10,001+ 10
15 Uncommon*
16 Rare Table 10.5: Sample Dungeon Level 3
17 Rare 1d12 + 1d8 Creature Frequency Creature Level
18 Very rare/rare 2 Very rare 6
19 Very rare 3 Very rare 4
20 Very rare 4 Very rare/rare 3
*Or two very rare creatures, 50% chance for either 5 Rare 1
**Or two rare creatures, 50% chance for either 6 Rare 4
7 Uncommon 2
8 Uncommon 3
PERCENTILE TABLE 9 Common 3
10 Common 3
A percentile table is created when the GM divides the number of 11 Common 3
monsters in a frequency category by their frequency percentage 12 Common 3
to come up with a variable range. For example, in a percentile 13 Common 3
table with seven common monsters, each monster would have 14 Uncommon 4
a 10% chance of being encountered. The higher the percentile 15 Uncommon 2
rolled, the rarer the creature encountered. Percentile tables take 16 Rare 5
longer to set up but allow more customization of encounters. 17 Rare 1
18 Very rare/rare 6
19 Very rare 1
Table 10.3: Example Percentile Table 20 Very rare 6
1d100 Creature
Common
1–8 Creature 1 DUNGEON TRAPS AND TRICKS
9–16 Creature 2 Perhaps the most unique encounters in dungeons are tricks and
17–24 Creature 3 traps. These are obstacles that are hidden or require interaction
25–32 Creature 4
33–40 Creature 5 to overcome. They can be harmless but impeding or deadly. XP,
41–48 Creature 6 based on the difficulty, should be awarded for disabling or over-
49–56 Creature 7 coming traps and tricks but only if the party is aware and delib-
57–64 Creature 8 erate of their actions. Triggering a crossbow obviously ruins the
65–72 Creature 9 trap but if the PCs discover the hidden crossbow and cut the trip
Uncommon wire, they should be awarded XP for it.
73–78 Creature 10 GMs are encouraged to be flexible and creative when creat-
79–84 Creature 11 ing them. A trap or trick should have a logical way to overcome
85–91 Creature 12
Rare them. Instant-death and unavoidable traps are frustrating and
92–95 Creature 13 cumbersome to deal with. Likewise, logic puzzles and riddles
96–99 Creature 14 are usually so obscure that they should be used with caution if
Very Rare they’re the only means of players progressing. For example:
00 Creature 15
• Giant bubbles rove about. Contact with them envelopes
large-sized or smaller characters, inflicting 1d6 points of
DUNGEON ENCOUNTERS damage each round as they suffocate. A bubble can be
popped with at least 1 point of damage by a piercing
Dungeons are given a designated level, which represents the rel- weapon but there’s a 50% chance the person inside is dam-
ative power of creatures encountered. Although any creature can aged as well. There’s a 25% chance a bubble has a gem
populate a dungeon, creatures encountered shouldn’t be more inside.
than two levels above or below the dungeon level. Creatures en- • Statues animate when approached. Possible actions are
countered in a dungeon are grouped into levels based on their pointing towards treasure (or danger), reciting a poem,
experience value. For each level above or below the dungeon scream, or swing at anyone too close.

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FOR GOLD & GLORYTM CHAPTER 10. ENCOUNTERS

Table 10.6: Terrain Encounter Checks


Terrain Check 0300–0600 0700–1000 1100–1400 1500–1800 1900–2200 2300–0200
Plains 1 X – X – X –
Scrub/brush 1 X – X X – X
Forest 2 X X X X X X
Desert 1 X – – X – X
Hills 2 – X – X – X
Mountains 3 X – – X X –
Swamp 4 X X X X X X
Jungle 3 X X X X X –
Ocean 1 – X – – X –
Arctic 1 – – X X – –

• One-way doors, sliding fireplaces, a set of stairs that be- Encounter Check: If the result of a 1d10 is equal to or less than
come a flat slope, bookshelves that open when a book is the listed number, the GM rolls on a random encounter chart.
pulled, etc.
• Rooms that are actually elevators connecting multiple Time of Day: If an “X” is listed under the specified time, the
floors. The rooms will shift floors when people enter, po- GM rolls an encounter check.
tentially throwing off mappers. Populated Area Checks: The chart assumes an unpopulated
• Four-way passageways which slide imperceptibly around, wilderness. If the area is sparsely patrolled or populated by civ-
causing wanderers to get turned around. ilized creatures, the chance of an encounter increases by 1. If the
• Intelligent monsters that grow patches of screeching mush- area is densely populated or regularly patrolled, the chance of an
rooms. encounter increases by 2. Likewise, the PCs are much more likely
to encounter civilized creatures than monsters in these areas.
WILDERNESS ENCOUNTERS Dungeon Checks: Dungeon checks don’t follow the chart and
occur more frequently. Every hour, the GM rolls 1d10, and a ran-
Wilderness encounters are more dangerous than dungeon en- dom dungeon encounter occurs on a result of 1. This chance can
counters because there is no rating of power for monsters to increase in particularly dangerous areas. If the PCs make exces-
conform to. Hilly lowlands can contain anything ranging from sive noise or otherwise draw attention, a check should be made
goblins to trolls and dragons. Special consideration should be immediately.
made to ensure PCs don’t encounter higher-level creatures with-
out some means of escape. If a low-level party would normally
encounter a band of hill giants, they should instead stumble upon ENCOUNTER SIZE
them counting the bounty of a recent raid while safely hiding in
When an encounter is determined, the GM determines the num-
the bushes. If the PCs wish to risk their lives they can make that ber of creatures encountered. Monsters list a typical encounter
choice, but forcing them into an untenable fight is poor referee- size, but this guideline doesn’t have to be followed explicitly.
ing.
As a general rule, it’s better to have a small encounter than a
Wilderness encounters should be categorized by region and large one that can easily overwhelm the PCs. Large predators of-
other environmental factors. The farmlands of a civilized area ten hunt alone or in small packs, while smaller predators prefer
will contain more encounters with patrolling guards and mer-
larger packs. Herbivores and other normally docile animals form
chants than wild monsters, although bandits and other oppor-
into herds and may stampede wildly when disturbed. Intelligent
tunistic creatures might slip by. A dry, sandy desert will have
creatures can be encountered in any number, ranging from soli-
different encounters than a semi-arid desert. The creatures en-
countered in a freshwater lake likely wouldn’t be encountered in tary scouts to hunting parties and war bands.
a saltwater sea.
SURPRISE
SPECIAL ENCOUNTER TABLES
When one party has a chance of being caught off guard, they roll
Encounter tables don’t have to be limited to wilderness and dun- a surprise check. A surprise check is a roll of 1d10; on a 1, 2, or 3
geon. Towns and other areas of civilization can include their own the party is surprised. Surprise is based on party awareness. If a
encounters. These encounters could involve various events (run- party is aware of their opponents they likely won’t be surprised.
away donkey cart), encounters with diseased beggars asking for The GM decides when a party can be surprised or if individual
alms, friendly merchants peddling mysterious goods, question- characters roll surprise rolls. The following table shows possible
ing guards, or frustrated nobility. While towns and smaller civi- modifiers to the surprise roll of a specific party.
lizations can use the same table, most cities have distinctive dis- It’s possible to set up an ambush. If the opponents are un-
tricts and jurisdictions, each needing its own encounter table. aware, the ambushing party gets a free round to attack. The am-
bushed party must also roll a surprise check to determine if they
are surprised allowing the ambushing party to possibly get two
ENCOUNTER CHECKS free rounds of actions.
The GM is tasked with determining when a random encounter
might take place. The terrain type determines when an encounter THE SURPRISE ROUND
check is made. The time of day and other environmental factors
can also modify this roll. The following table is a generalized While a character is surprised, all unsurprised characters receive
chart designed to give GMs a basic idea of when they should free actions. These actions can include anything they’re capable
make an encounter check based on the time of day (24 hour clock) of in a normal combat round with the exception of spell casting.
and terrain. For example, using a wand of fireballs is allowed, but a wizard

83
CHAPTER 10. ENCOUNTERS FOR GOLD & GLORYTM

cannot cast a fireball spell. Surprised characters lose their dexter-


ity bonus to AC during the surprise round. Initiative is rolled if Table 10.8: Encounter Distance
Situation/Terrain Range in feet
opposing individuals are not surprised.
Unsurprised parties can use the surprise round to escape if Both groups surprised 3d6
they choose, but their success depends on their opponent’s move- One group surprised 4d6
No surprise
ment value. If neither or both parties are surprised, combat be- Smoke/heavy fog 6d6
gins normally by rolling initiative. Jungle/dense forest 1d10 × 10
Light forest 2d6 × 10
Table 10.7: Surprise Modifiers Scrub, brush/bush 2d12 × 10
Conditions Modifier Grassland/little cover 5d10 × 10
The opponent party is Night or dungeon Limit of sight
Magically silenced −2
Invisible −2 ENCOUNTER REACTION
Distinct odor +2
Per 10 members +1 Normally, creatures encountered have one of two reactions; hos-
Camouflaged −1 to −3 tile or passive. Hostile creatures are looking to attack the other
The party/individual is party regardless of the situation. Passive creatures, while not nec-
Fleeing −2 essarily friendly, are not looking to attack the other party (at least
In poor lighting −1 not at that exact moment). A band of cutthroat bandits demand-
In darkness −4 ing the PC’s gold in exchange for their lives is a passive party, as
Panicked −2 is a traveling merchant.
Anticipating attack* +2
In situations where the GM doesn’t have a group’s reaction
Suspicious* +2
Special Conditions planned, he can roll on the reaction chart. Roll 2d10, add any
Rain −1 modifiers, and cross reference the following table based on the
Heavy fog −2 player character’s disposition in relation to the opposing party.
Extremely still** +2 Apply modifiers in accordance to the morale table.
*Anticipating attack means the party has good reason to be-
Flight: Seeks to avoid the characters or surrenders to them.
lieve an attack will happen in a specific area or direction. It’s
not enough to simply anticipate an attack at all times. A sus- Friendly: Seeks to help the characters (within reason) or holds
picious party has reason to believe another group might try to no ill will.
make a hostile move.
** Assumes there’s no noise or other slight distractions such Indifferent: Is unconcerned with the characters and ignores
as ambient sound and wind. them unless approached. Will engage in small talk if pressed.
Cautious: Is untrusting and suspicious of the characters, fol-
lowing or watching them closely.
ENCOUNTER DISTANCE Threatening: Seeks to provoke or humiliate the characters but
not necessarily cause harm.
Although the distance at which creatures can be spotted and
identified is quite far, it is rarely the case that any party will no- Hostile: Seeks to actively harm the characters whether through
tice each other at these distances except on coverless terrain with combat, intimidation, or humiliation.
ideal conditions. The distance two groups may likely encounter Like morale, the reaction chart is an exception not a rule. The
each other normally is based on whether they’re surprised and GM is encouraged to use it only when he does not have an en-
the terrain type. In cases where there is no cover, the limit of counter planned. The table shouldn’t be relied on for every situ-
sight is used. ation as the randomness can lead to illogical reactions.

Table 10.9: Encounter Reactions


2d10 Friendly Indifferent Threatening Hostile
2 or less Friendly Friendly Friendly Flight
3 Friendly Friendly Friendly Flight
4 Friendly Friendly Cautious Flight
5 Friendly Friendly Cautious Flight
6 Friendly Friendly Cautious Cautious
7 Friendly Indifferent Cautious Cautious
8 Indifferent Indifferent Cautious Cautious
9 Indifferent Indifferent Cautious Threatening
10 Indifferent Indifferent Threatening Threatening
11 Indifferent Indifferent Threatening Threatening
12 Cautious Cautious Threatening Threatening
13 Cautious Cautious Threatening Hostile
14 Cautious Cautious Threatening Hostile
15 Cautious Threatening Threatening Hostile
16 Threatening Threatening Hostile Hostile
17 Threatening Threatening Hostile Hostile
18 Threatening Threatening Hostile Hostile
19 Hostile Hostile Hostile Hostile
20 Hostile Hostile Hostile Hostile

84
Chapter 11

EXPERIENCE

Experience is a measure of the characters’ improvement. The


GM is in charge of calculating experience points. Experience is Table 11.1: Creature Experience Awards
added up and divided evenly among all surviving players at the HD or Level XP Value
end of a session or adventure. Dead characters or recently resur- Less than 1 − 1 7
rected characters should receive experience for events that hap- 1 − 1 to 1 15
pened up to their death. When a character gains enough expe- 1 + 1 to 2 35
rience to level up, they gain all the benefits of their new level. 2 + 1 to 3 65
3 + 1 to 4 120
Experience points (XP) can be assigned for anything requiring 4 + 1 to 5 175
skill to overcome. While experience can be assigned for devising 5 + 1 to 6 270
a good plan to escape captors, it’s best calculated through over- 6 + 1 to 7 420
coming encounters and completing story related goals. 7 + 1 to 8 650
8 + 1 to 9 975
Overcoming encounters involves coming out the victor in a 9 + 1 to 10+ 1,400
dangerous situation. This is a broad ruling that can apply to 11 to 12+ 2,000
many scenarios, but as a rule, it requires the characters to be in 13+ 3,000 + 1,000 per HD over 13
danger (or to perceive that they are in danger). Defeating a band
of monsters is overcoming an encounter. Navigating through or Table 11.2: Hit Dice Value Modifiers
disabling a trap, successfully evading a pursuing band of orcs, Ability HD
or convincing a gang of bandits not to attack passing caravans Mod*
are other examples. Setting off a trap using a rock from afar, AC 0 or lower +1
however, is not, as the characters aren’t in any risk of danger. If Blood drain +1
they accidentally trigger a rolling rock that chases them through Breath weapon +2
a trap, then they’re suddenly pitted with an exceptionally tough Causes disease +1
encounter and should receive proportionately more experience Energy drain +3
points if they survive it. Flying +1
4+ attacks per round +1
Calculating experience for defeating enemies is based on their Above average HP +1
hit dice. Opponents with special abilities or strengths are consid- High intelligence +1
ered to have higher HD for the purpose of calculating experience Hurt only by magic/silver +1
points. Monsters use d8 hit dice and a number following the HD Spell immunity +1
is a modifier to their hit points (for example 1 + 1 means roll 1d8 Weapon immunity including 1 /2 damage +1
then add 1). This system can also be used to calculate experience Invisible at will +1
Up to level 2 spells +1
gained for traps or deadly situations. If a trap is sufficient to kill Level 3 or greater spells (not cumulative with above +2
the average 7th level character, then it should be considered a 7 bonus)
HD creature for the purpose of earning experience. Magic resistance +2
Missile weapons +1
Multiple attacks causing 30+ points of damage +2
Paralysis +2
Petrification +3
STORY RELATED EXPERIENCE Poison +2
Wields magical items +1
Regeneration +1
Story related experience points are awarded whenever a promi- Single attack causing 20+ points of damage +2
nent goal is completed. As a general rule, story related experi- Special defense not listed +1
ence points should never exceed the total experience awarded for Special magic attack not listed +2
overcoming encounters up to the completion of the goal. Char- Special non-magical attack not listed +1
acters may also set personal goals for themselves. These goals Swallows whole +2
should be sufficiently dangerous to warrant the awarding of ex- Weakness or fear +2
perience points, and everyone who participates should earn a fair *These modifiers are added to a creature’s HD, so that a 4 + 1
share. HD creature with AC 0 and poison is considered to have 7 + 1
HD when determining the experience point award.

85
Chapter 12

TREASURE, MAGICAL ITEMS, AND RESEARCH

Treasure is any item the characters acquire on their journey or giving away accursed items is unquestionably not a good act,
that has value. This includes, but is not limited to, portable trea- and doing so with particularly potent accursed items (especially
sures like coins and art, deeds to land, fine goods (such as silk or those that kill or maim) crosses into the realm of evil.
furs), magical items, titles, bonds, gems, etc. The vast majority There is little to no market in magical items; only the strongest
of treasure is not currently circulating in the common market. It and bravest explorers find them regularly, only the wealthiest pa-
may be the remnants of a lost golden age, half-forgotten rarities trons can afford them, and most people value them more than
commissioned by wealthy vassals, or the results of experimenta- any sum of money. A +1 sword could be passed down to the
tion by powerful wizards. The GM is ultimately responsible for strongest son of each generation, becoming an invaluable family
the creation and management of treasure in his game world. heirloom. A lord could be given a rod to symbolize his right to
Treasure is typically amassed in hordes. Unintelligent crea- rule and protect him from danger, the rod being a greater symbol
tures and those with animal-like intelligence rarely collect trea- of his right to rule than the crown jewels itself. Wizards spend
sure. Treasure found amongst these creatures might be the pos- months crafting magical items to gain advantage over their com-
sessions of their fallen prey. It will be scattered amongst the re- petition, making it foolish to sell or trade away their creations.
mains and tossed aside when they clean their lairs. Some crea- Merchants who deal in magical items would draw great atten-
tures, however, are naturally attracted to shiny objects and ac- tion, requiring great wealth to be spent on taxes and security,
tively collect them. Nesting animals may horde fine silks and thus minimizing profits. All these factors make the existence of
leathers for their nests, and voracious creatures with no fine ma- “magic shops” illogical in the average world.
nipulating digits (like sharks) may accidentally consume valu- The monetary value of magical items is therefore up to the
ables. Intelligent creatures have their own motives for hording GM. A good rule of thumb is the item’s XP value multiplied by
(or spending) treasure. As a general rule, intelligent creatures 100 gold pieces, but an item’s worth is based entirely on the per-
only carry what they need at the time, leaving the rest in homes ception of the owner and the potential buyer, and doesn’t always
or lairs. have to be represented in liquid cash. For example, a widower’s
Treasure can be found randomly, or its discovery can be late wife left him with a magic wand but massive debt; if the PCs
planned. When a GM rolls for a random encounter, he also rolls get the collectors off his back, he may give up the wand. As an-
for what treasure that creature might have. A monster’s listing other example, a powerful merchant lord may offer a magic suit
indicates treasure that’s carried with them, and what’s found in of armor for bringing back the pelt of a rare golden lion (which
their lairs (again, intelligent creatures will carry usable items and could also be made into magic leather armor). Likewise, the
leave behind burdensome wealth). Planned treasure is designed player characters shouldn’t expect to earn their weight in gold
by the GM to entice or reward the players. Random treasure coins for the sale of magical items, because few people have this
should rarely be worth more than planned treasure, as it creates kind of wealth. A vassal may give 500 acres of land and a small
a dependency on random encounters. If, however, the PCs enjoy keep in exchange for a particularly powerful magic item. The PCs
hunting or stalking monsters for their wealth, the GM is encour- can also choose to give their extra magical items to henchmen
aged to build an adventure around it. or hirelings, indirectly increasing their own power and inspiring
fierce loyalty in the followers in return.
MAGICAL ITEMS
USING MAGICAL ITEMS
Magical items almost always appear as mundane equipment. Activating a magic item’s power usually takes an entire round,
Bards, sages, and powerful divination magic can be employed whether it’s done through speaking a command or striking with
to fully understand an item’s functions, but very few items will a weapon. Some powers happen automatically when certain con-
demonstrate their powers until commands are spoken or special ditions are met. Wands, rods, staves, and miscellaneous magical
conditions are met. In many cases, discovering the power of a items will either confer their powers automatically or through the
magic item comes purely through experimentation, which may use of commands. Once the commands are known and the item’s
very well bring disastrous results to an unsuspecting party. powers are discovered, the owner can then activate the item at
Some magical items are cursed. Like normal magical items, will.
they almost always appear as normal equipment, and they do Magic weapons and armor will always confer their bonuses
not reveal their accursed nature even if divination magic is used. when used or worn, and a character will automatically realize
Some accursed items will function normally most of the time; this through combat. Special abilities contained within magical
their curse only activates when the user is in a dangerous or life weapons and armor must be discovered, sometimes through con-
threatening situation (usually combat). Once a curse is activated, stant use (as the case with attacking certain enemies or taking
the item thereafter remains with its owner, magically appearing damage) or through research. Once the weapon or armor’s spe-
in his possession if thrown away or discarded, until a remove curse cial power is known, the wielder can activate it at will.
or other spell is employed to break the curse. Knowingly selling There’s a limit to the number of magical items a person can

87
CHAPTER 12. TREASURE, MAGICAL ITEMS, AND RESEARCH FOR GOLD & GLORYTM

wear and benefit from. If this limit is exceeded, such as by wear- is needed for priests; however, scrolls can be scribed in any com-
ing more than two rings, all magic equipment worn on that part fortable, safe location.
of the body ceases to function until the excess is removed. If mag- Scribing scrolls is a simple task, taking only a few days, and
ical bracers are worn, a character cannot also wear a magical phy- the components shouldn’t be more expensive than if a wizard
lactery or talisman upon his arm, and only one pair of bracers were to scribe the spell into his spell book. Potions are about
can be worn at a time or neither will function. If magical armor double the cost of scrolls, but usually take less time to brew. Mag-
is worn, a magical robe cannot also be worn. A magical hat can- ical items require the most supervision, taking weeks or possi-
not be worn with a magical helm, etc. Unless otherwise stated, if bly months to create. They require rare and costly components
an item comes in pairs (such as boots or gloves), matching items (which may warrant additional adventuring to acquire) and cer-
must be worn to gain the desired effect. Mismatching magical tain high level spells (or scrolls containing such spells).
items (especially those worn on or over the eyes) may have un- The necessary components to craft a magical item can be
expected results. The following table lists all commonly known mundane or fantastical, but they should reflect the item being
types of magical items that must be worn to function. created. Easily crafted magical items, such as wands and potions,
should require more mundane components. A potion of invisibility
Arms: 1 pair of bracers, 1 phylactery or 1 talisman. might be brewed from the sweat of a high level thief, combined
Body: 1 suit of armor or 1 robe. with the tail of a chameleon. More powerful items, like weapons
and rings, should require fantastic or seemingly impossible to ac-
Clothing: 1 amulet, 1 brooch, 1 periapt, 1 scarab or 1 talisman. quire components. A mace of disruption might be forged from
smearing the ectoplasm of a good aligned ghost on a mace used
Face: 1 pair of eyes or 1 pair of lenses.
to destroy 99 undead. There could very well be a market in the
Feet: 1 pair of boots or 1 pair of slippers. more mundane components amongst alchemists and hedge wiz-
ards, but to locate the rare items that are needed for the more
Fingers: 2 rings (one on each hand). powerful magical items will almost always require dangerous
quests and journeys through previously unexplored territories.
Hands (combines with fingers): 1 pair of gauntlets or 1 pair of
gloves.
Head: 1 hat, 1 helm, 1 phylactery or 1 talisman. SCRIBING SCROLLS

Leg: 1 phylactery or 1 talisman. To scribe a scroll, the spell caster must know the spell. A wiz-
ard must have the spell in his spell book, and a priest must have
Neck: 1 amulet, 1 medallion, 1 necklace, 1 periapt, 1 scarab or 1 access to the spell’s sphere. Wizards can only scribe protection
talisman. scrolls featuring spells found in the schools they have access to
(protection from elementals, petrification, etc.), but priests can scribe
Shoulders (combines with body): 1 cloak. any type of protection scroll. Read magic is not required to un-
Waist: 2 girdles. derstand a scroll that a character has personally scribed. Three
materials are required when scribing scrolls: the quill, paper, and
The GM may allow any sort of magical items in his campaign ink.
world. The following table lists some of the possible new types
Quill: The quill used to scribe the scroll must be fresh and un-
and on what part of the body they are worn.
used. After scribing a scroll, the magic clings to the quill, making
Arms: 1 armband or pair of armbands, 1 bracelet. it useless for future scribing. Higher-level spells should require
more extraordinary quills, such as those from a giant eagle, roc,
Clothing: 1 badge, 1 medal. or cockatrice. Quills can be purchased at the GM’s discretion, but
handpicking a quill provides a +5% bonus to the chance of suc-
Face: 1 pair of goggles, 1 mask, 1 pair of spectacles.
cessfully scribing the scroll.
Feet: 1 pair of sandals, 1 pair of shoes.
Paper: The material to be used to hold the magic of the scroll
Head: 1 circlet, 1 crown, 1 headband. has an effect on the chance for successfully scribing it. Vellum
costs the most but is greatly prized for this purpose, providing
Neck: 1 collar, 1 medal, 1 pendant, 1 scarf, 1 torque. a +10% bonus to the chance of success. Paper is the next most
Shoulders (combines with body): 1 cape, 1 mantle, 1 shawl. valuable material to use, providing a +5% bonus. Parchment is
of average quality and offers no modifiers. Papyrus is the poor-
Torso (combines with body): 1 shirt, 1 tunic, 1 vest or set of est quality and applies a −5% penalty to the chance to success.
vestments.
Ink: The GM determines the components required to create the
Waist: 2 belts (interchangeable with girdles). ink, choosing those that reflect the spell being scribed and cost-
ing no more than if a spell caster was hired to cast the spell. The
RESEARCHING AND CRAFTING MAGICAL ITEMS ink to scribe one fireball spell to a scroll could require an ounce of
bat guano mixed with the splinters from the torch of the watch
Spell casters gain the ability to craft magical items. Wizards can captain. After the necessary components are gathered, the spell
scribe scrolls and brew potions at 7th level and craft magical items caster brews them into ink. The ink should be unique to each
at 11th level. Priests can scribe scrolls at 7th level, brew potions at transcription, and the caster cannot save the ink, even if it’s for
9th level, and create other magical items at 11th level. the same spell on the same scroll.
Like research, the crafting of a magical item is a shared activ- After the three materials are gathered, the scribing process
ity between player and GM. The player describes what item he can begin. Wizards must be in a comfortable, safe location with
sets out to create and the GM determines the components and their spell books on hand, and priests require an altar or holy
required cost. At no point should the player be aware of the nec- site. Scribing a scroll requires one full day per spell level or six
essary components; that’s an element saved for role-play. Usu- full days per protection scroll. Spell casters must remain unin-
ally, a laboratory is needed for wizards and a powerful holy site terrupted for the duration of the transcription, breaking only for

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FOR GOLD & GLORYTM CHAPTER 12. TREASURE, MAGICAL ITEMS, AND RESEARCH

the minimum requirements of food and sleep. Any prolonged in-


terruption causes the entire process to fail, and the materials are
wasted.
After each spell is scribed, the GM checks for success. The
base chance for any scroll is 80%, increased or decreased due to
materials. Additionally, when scribing spells onto scrolls, a −1%
penalty is applied for each spell level, and a +1% bonus is ap-
plied for each level of the spell caster. If the check is equal to or
lower than the chance of success, the scroll has been successfully
scribed. On a failed check, the scroll is cursed, usually resulting
in the opposite effect (harmful spells targeting allies and benefi-
cial spells targeting enemies), but the GM may assign any curse
to the scroll (Refer to Magical Items—Cursed Scrolls). The spell
caster should have no way to know that he failed the check. A
remove curse spell will destroy a faulty scroll.
The spell’s power is based on the level of the spell caster that
transcribed it, and should be noted. A single scroll can hold
2d4 − 1 spells, determined by the GM. The spell caster is never
aware of how much space he has left, as scribing a spell, even if
it’s being duplicated, is an imprecise art. Cursed spells as a result
of failures always occupy the remainder of the scroll. A cursed
spell doesn’t curse other spells on the scroll; only that particular
spell is cursed.

BREWING POTIONS
Spell casters can brew potions if they know the spell it supplants.
Because of their spell list, priests are limited in the potions they
can create, but unlike wizards, they can brew the ever-so-useful
potions of healing. Potions require mundane ingredients costing
between 200–1,000 gp, but like inks for scrolls, potions also re-
quire special components that match their function; the more
powerful the potion, the more expensive and rare the special in- CRAFTING MAGICAL ITEMS
gredients should be.
Wizards require a laboratory to brew potions. The labora- Wizards can craft most magical items including weapons, wands,
tory’s equipment, which includes but is not limited to alembics, staves, rods, rings, bracers, and cloaks. However, artifacts, relics,
flasks, retorts, mortar and pestle, beakers, distilling coils, fur- intelligent items, books (except spell books) and magical items
naces, and braziers, must cost at least 2,000 gp. This cost does with a racial connection, such as Elven cloaks or Dwarven war
hammers, can only be fashioned by NPCs. The GM can also
not include the space or building that actually houses the labora-
restrict the creation of any other magical items, based on his
tory. The laboratory must be enclosed to keep out the elements
campaign standards, but ultimately players should be allowed
and have a ventilation system to blow out noxious fumes. Fur-
to craft their own items provided they go through the compli-
thermore, the wizard must pay 10% of his lab’s cost each month
cated and time consuming process of doing so. Like researching
to replace broken and worn-out equipment.
original spells, creating new magical items is a process involving
Priests require a specially consecrated altar to brew their po- the player writing up what he expects and the GM adjudicating
tions. In order to consecrate the altar, the priest must offer a great it. The exact process for enchantment should be solved through
sacrifice or special service to his deity. Once he has completed role-playing: by seeking ancient lore, asking sages, and contact-
the ceremony, that priest (and that priest only) can use the al- ing otherworldly figures.
tar to brew potions with no additional upkeep, except for simple
prayers. Vessel: All magical items require a vessel to which the magic
The spell caster then requires a number of days equal to the will be bound. The vessel must be flawless, made from the finest
cost of the ingredients divided by 100 (2–10 days) to brew the materials and crafted by a master craftsman. The item might
potion. During this time, the spell caster must remain uninter- be embroidered with gold and platinum threads, encrusted with
rupted, breaking only for the minimum of food and sleep. Any gem dust, made from the strongest of metals, and/or engraved
prolonged interruption ruins the potion and materials. with magical symbols or runes. As a general rule, the cost of the
After the final day, the GM makes a check to determine suc- raw materials should not be less than 100 gp for the smallest and
cess. The base chance of success to brew a potion is 70%. A −1% most minor of items to be enchanted, but most vessels have a
penalty is applied for every 100 gp worth of ingredients used, market value of 1,000 to 10,000 gp. The most powerful magical
and a +1% bonus is applied for every two levels of the spell caster items require the most rare and hardest to find vessels. Magical
(rounded up). If the check is equal to or lower than the percent- arrows, darts and bolts are usually crafted a dozen or more at a
age, the brewing process was successful. If the check fails, the time, and once crafted as a matched set are treated as a single
resulting potion is unintentionally cursed, becoming poison or vessel.
other accursed potion, philter, oil, etc. (GM’s choice). The spell Laboratory: Once the wizard has procured the vessel, he must
caster doesn’t know if his potion has succeeded or failed, though find a suitably equipped laboratory or similar workspace to pre-
a detect poison spell may help in some instances. pare and enchant the vessel until it becomes a magical item. The
Potions should be labeled for future reference, as even equiv- lab must be at least 60 feet × 60 feet or otherwise protected from
alent potions have a random assortment of colors and odors. becoming contaminated from stray magical energy. Any extrane-

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CHAPTER 12. TREASURE, MAGICAL ITEMS, AND RESEARCH FOR GOLD & GLORYTM

ous magical items or spell casting to come within 30 feet of the that magical item. Roll 1d100 to determine if an archetype has
vessel after this stage of the items creation will contaminate the been created. An archetype magical item has a caster level and
enchantment. Also refer to enchant an item spell. spell intensity equal to the caster who created it +3 (it will always
be caster level 14 or higher). It may have additional properties
Prepare the Vessel: The next step requires material components not found in the standard description, at the GMs option. An
to prepare the specially crafted vessel. Magic weapons and ar- archetype magical item is found in treasure only 1% of the time
mor might need to be rubbed with rare oils to help absorb the (00 on 1d100), and even then, it is only found in the hands of the
magic during the enchantment process. A magic ring may need one who created it, or worse yet, something powerful enough to
to be sprinkled with the dust of a crushed emerald. Material com- take it from the one who did.
ponents should cost at least 500 gp, and more powerful items On a failed roll, the item is unknowingly cursed. An ac-
should require more expensive components. The preparation cursed item acts in a way opposite its intended manner (accursed
process should take a minimum of two weeks to a month and weapons lower chances to hit, wands blow up in the caster’s face,
could take much longer for the most powerful items. If this step etc.). The wizard doesn’t know the creation was unsuccessful. An
is ignored, the item will not hold the enchantment and becomes accursed item cannot be created by design. If this is attempted,
a non-magical failure. the item created is a completely non-magical failure, whether its
creation is successful or not.
Enchantment: Once the vessel has been created and prepared, Priests have an easier time crafting magical items, but the
any spell caster can cast enchant an item upon it; even a scroll may spheres allowed to the priest limit their nature. After acquiring
be used. Once enchant an item spell is successfully completed (re- a specially consecrated, exceptionally crafted vessel, the priest
fer to the spell’s description), the wizard crafting the magic item prays over it for two weeks. Another week is spent fasting and
has up to 24 hours to begin performing rituals and casting spells meditating followed by a single day of purifying the item. After
into the vessel, or the vessel loses its magical pathways and en- these rituals are completed, the priest places the vessel upon a
chant an item must be cast again. The wizard can cast the nec- specially prepared altar at a holy site and pleas to his deity and
essary spells from his memory or from scrolls, but not from any calls upon the divine might of his faith to enchant it.
other magical items.
There’s a cumulative 1% chance each day that the priest’s
The spells and/or rituals required to finalize a magical item
prayers will be heard, and the item enchanted. The GM rolls once
should reflect the item’s nature and are harmlessly absorbed by
each day, until the priest stops praying or the item is enchanted. If
it. Items with powers that have no spell equivalent require a
the item is one with charges, the appropriate spells must then be
new spell to be researched or must absorb rare magical essences
cast over it, within a 24-hour period. Once the item is enchanted,
or ephemeral materials that reflect its nature. A wand of fireballs
it is sanctified and consecrated to seal the magic within. If any
could involve casting fireballs into the wand; a sword of troll slay-
steps in the priest’s process are halted or disturbed for anything
ing could involve casting multiple enchanted weapon spells after
but a minimum of food and rest, a new vessel must be acquired,
the blade soaks in the blood of a troll king for a week.
and the entire process must be restarted.
Magical items that are described as having charges, such as
Because priests only require a vessel and their faith, the PC
wands, rods, staves, certain rings, etc. (refer to Appendix II) can
must be a true follower, and the GM should scrutinize the PC’s
never be made permanent. These magical items hold a number previous actions and current motives. Magical items enchanted
of charges equal to the number of spells cast onto them, up to the by priests should also have a direct relation to their faith or be
maximum number stated for their type of item. used to help the priest in a coming task. If the priest has acted
To complete each spell requires that the caster remain in con- against his beliefs or crafted an item that counteracts his tenants,
tact with the vessel for 2d4 hours per spell level. The caster does the GM can rule that the creation fails completely or the resulting
not know if these spells are successfully absorbed into the ves- item is cursed. Because of this, priests never craft magical items
sel or not, so the GM must make a secret save vs. spell for the for other people, unless they are also believers, or their actions
vessel as if it were the caster, modified by wisdom—mental de- beneficially influence the faith.
fense modifier. The casting of each spell must be begun within 24
hours of the previous spell’s completion, regardless of success or
failure. RECHARGING MAGICAL ITEMS
Spells cast onto a magical item will not operate more than
If an item has charges, it’s possible to recharge or add charges. To
once unless a permanency spell is cast on them. When a wizard
recharge an item, it must first be prepared by casting enchant an
casts permanency to finalize a magical item, he only runs a 5%
item spell or by having a priest pray and meditate over it as noted
risk of permanently reducing his constitution by 1 point. The
above. When casting enchant an item to prepare an item, the nor-
caster rolls an unmodified 1d20 and loses a point of Constitution
mal casting time of the spell is used. After the item is prepared
only on roll of a natural one. Permanency is used to create magical
for enchantment, the spell caster casts the appropriate spells or
items such as rings, armor, and weapons.
melds the proper components into the item.
After the enchantment is finalized, the GM rolls a check. The
base chance of success is 60%. A +1% bonus is added per level Each time an item is enchanted for a recharge, the spell caster
of the caster, and a −1% penalty is subtracted for each special must make a saving throw vs. spell with a −1 penalty. Failure
process, unusual spell or unique ingredient used. The GM is free indicates the item crumbles into dust.
to add bonuses if the PC takes precautions (such as buying spe-
cialized equipment) or follows well-known procedures, and to DESTROYING MAGICAL ITEMS
subtract penalties if the PC skips seemingly unimportant details
or is unprepared in some way. If the check is equal to or lower Destroying a magic item is as simple as breaking its vessel. At-
than the percentage, creation is successful. tacking a magic item held by an opponent is no more difficult
Over 90% of all successful magical items are standard and act than attacking a mundane item; however, it receives a bonus to
just as described in their magical item description (refer to Ap- its saving throw equal to the power of the item (+1 to +5). Some
pendix II, and to the dispel magic spell). Most wands are caster magical items have specific effects when destroyed, but GMs are
level 6, most staves are caster level 8, and most other items are encouraged to be creative with other items. A weak magic item
level 12, etc. However, when a magical item is finalized, the may create a visible flash of light or a strong, distinctive odor,
caster rolls 1d10. This is the percentage chance (1–10%) that the while more powerful items could explode in a burst of magical
caster has created a flawless ”archetype” or perfect specimen of energies.

90
Chapter 13

HIRELINGS AND HENCHMEN

HIRELINGS EXPERT HIRELINGS


Few characters are able to pursue a class. Those exceptional Experts are encountered considerably less frequently than com-
enough to become a true fighter or wizard are a vast minority moners and fall into four categories—assassins, spies, sages, and
in the world, and those who use their skill to become adventur- soldiers. PCs can seek their employ, but their fees tend to be ex-
ers are more rare still (only about 1% of the world’s population). orbitant and finding them can be an adventure in itself. Due to
On the other hand, due to lifelong training and expertise, the av- the unusual nature of their services, it is advisable to determine
erage NPC can be knowledgeable in an assortment of skills that their attributes in advance.
PCs generally lack. They can be hired for their services, and if
well treated, become loyal retainers to the PCs. Hirelings gener- ASSASSINS
ally refuse to go on adventures, but they’ll accompany PCs and
wait at safe locations, such as a camp outside a dungeon. An assassin isn’t necessarily an occupation but a mindset. In
game terms, an assassin refers to anybody who’s willing to kill
in exchange for money. In lawful and good aligned societies, as-
0-LEVEL CHARACTERS sassins are extremely difficult, if not impossible, to find. In cities
The average person is a 0-level (zero-level) character. They per- of ill repute, finding an assassin could be as easy as walking into
form their daily jobs, but due to the mundane nature of their vo- a seedy tavern, although finding reputable ones in such a place is
cations, do not gain experience. These average people make up much more difficult. Regardless of location, no assassin is foolish
the backbone of society. Normally, it is not necessary to know enough to advertise openly.
their attributes, but they can be calculated as needed. Hiring an assassin, regardless of the task, is neither a good
or lawful act. Assassins only target persons; they refuse to fight
Ability Scores: Ability scores range from 3–18. Racial modifiers monsters or go on adventures. The asking price is completely
to the six basic scores don’t apply, but racial modifiers to AC and up to the GM; the more powerful the target, the larger the ask-
combat do. ing price. An assassin will also ask for more pay if he’s expected
Skills: A 0-level character is skilled in the use of one weapon, to use his own resources. The PCs will explain how the assassin
usually a tool they use to perform their jobs (sickles for farm- is to perform his task and may attempt to negotiate the price by
ers, hammers for blacksmiths, etc.). Professional soldiers may be supplying critical information and/or special equipment.
trained in the use of multiple ranged and melee weapons. Skilled The chance for success of an assassination attempt is up to the
workers are skilled in whatever profession they might have. GM. In general, it’s best to allow an assassination to succeed if it
doesn’t slow down the game or result in the PCs easily overcom-
Hit Points: HP for 0-level characters varies based on profession. ing a planned adventure. If a target for assassination is an impor-
tant NPC, the assassination attempt should fail or be allowed to
THACO: A 0-level character’s THACO is always 20. succeed but with a reasonable downside. Perhaps the assassina-
Saving Throw: 0-level characters have the following saves. tion of the Lord Mayor was successful and has drawn the atten-
tion of smugglers that were bribing him—exactly what the PCs
Table 13.1: 0-Level Character Hit Points were hoping for. The assassination of a powerful priest could fail,
Profession Hit Points resulting in the clergy magically interrogating the assassin and
Manual Laborer 1d8 revealing the PCs involvement. Player characters should never
Soldier 1d8 + 1 be allowed to hire assassins against each other.
Craftsman 1d6 Overuse of assassins should come with additional drawbacks.
Scholar 1d3 More often than not, assassins are evil and dishonest. There’s lit-
Invalid 1d4 tle sense of client confidentiality and they have no qualms against
Child 1d2 accepting a better offer, even if it means targeting their former
Teenager 1d6 employers.

Table 13.2: 0-Level Character Saving Throws


Paralyzation, Poi-
Level Rod, Staff, or Wand Petrification
Polymorph
or Breath Weapon Spell
son, or Death
0 16 18 17 20 19

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CHAPTER 13. HIRELINGS AND HENCHMEN FOR GOLD & GLORYTM

SPIES Chance: the base percent chance that a particular sage is avail-
able. The GM may apply any bonuses (for such things as size
A spy is someone who purposefully befriends a group in order to and prominence of the city), or penalties (for such things as low
betray them through subterfuge, sabotage, theft, or selling infor- population or extended distance to established land or sea trade
mation. While usually less reprehensible than assassins, spying routes).
is a dishonest activity. As a result, a spy’s motives and credibility
is always questionable. Abilities/Limitations: Some sages have special abilities like
As with the assassin, hiring a spy could become an adventure brewing potions. Some sage’s knowledge is limited to a specific
in itself, as advertising goes against the nature of their profession. race, region, or culture. If nothing is listed, the sage’s knowledge
A spy’s asking price should reflect the spy’s reaction to the PCs, includes all closely related subjects and topics.
and the task at hand. The spy charges extra, if he’s expected to
use personal resources on his task. Again the PCs are expected to
haggle by offering critical information and/or special equipment. HANDLING SAGES
The success rate for attempting to spy is left to the GM’s dis- A sage’s ability should directly reflect the need to know of the
cretion and varies based on the task. In general, spying attempts players. If the PCs are completely stumped and hire a sage for
should be successful, unless they slow down the game or result help, the answer could be answered in full, but if the answer to
in a major adventure being completely bypassed. However, even a question would totally bypass or slow down an adventure, the
if a spy is successful, the information may not be wholly accurate, sage should only be able to gather bits and pieces of (still useful)
or task may not be complete. information.
Few spies have any sense of client confidentiality, and a cap- The GM can also roll randomly to determine if the sage knows
tured spy is likely to reveal his employers. Spies are not known the answer to a question in his field. A sage’s ability in his field
for their loyalty and will change sides if a better offer comes is equal to 14 + 1d6. Roll a 1d20 proficiency roll—if the check is
along. Double agents are common, and it’s possible that both equal to or less than the sage’s ability, the answer is known, oth-
the PCs and the target become victims of a spy’s double cross. erwise the sage fails to provide a useful answer. On a roll of 20,
the sage unknowingly gives out false or misleading information.
Table 13.3: Sage Knowledge Questions should be categorized as general (“What creatures
Study Chance Abilities/Limitations live in the forest?”), specific (“Do wood elves live in the forest?”),
Alchemy 10% Brew poisons and acids or exact (“Who’s the leader of the wood elves in the forest?”).
Architecture 5% Specific race or culture The type of question asked modifies the 1d20 proficiency roll to
Art 20% Specific race or culture answer the question.
Astrology 10% Knowledge in navigation As stated previously, sages require access to a library, univer-
and astrology sity, monastery, or church to conduct their research. If a personal
Astronomy 20% Knowledge in navigation library is used, it must be at least 200 square feet with rare and
and astronomy exotic manuscripts worth at least 1,000 gp per book. Institutions
Botany 25% Study of plants and private libraries commonly charge annual membership fees
Cartography 10% Study of maps (thousands of gold pieces) or charge per day of research (around
Chemistry 5% Brew poisons and acids 100 gp per day). The PCs are expected to pay this cost as part
Cryptography 5%
Engineering 30% of the sage’s expenses. Having poorly stocked resources or no
Folklore 25% Specific race/region resources at all applies penalties.
Genealogy 25% Specific race/region Sages require time to answer questions. PCs can rush the
Geography 10% sage’s work. Rushing a sage shifts the time required for re-
Geology 15% Knowledge of mining search to the next lower category (the time for general questions
Heraldry 30% is halved or 1d3 hours), but doing so applies a penalty to his roll.
History 30% Specific race/region
Languages 40% Specific language Table 13.4: Sage Proficiency Modifiers
Law 35% Type Modifier
Mathematics 20%
Medicine 10% Question Type:
Metaphysics 5% Specific plane of existence General –
Meteorology 20% Specific −2
Music 30% Specific race or culture Exact −4
Myconology 20% Knowledge of fungi Resources:
Oceanography 15% Complete –
Philosophy 25% Specific race or culture Partial −2
Physics 10% Nonexistent −6
Sociology 40% Specific race or region Sage is rushed −4
Theology 25% Specific region
Zoology 20% Table 13.5: Research Time
Type Time
General 1d6 hours
SAGES Specific 1d6 days
Exacting 3d10 days
Sages are professional scholars and professors who boast impres-
sive knowledge in a single field of study. Sages only reside in
large towns and cities, or other area where travelers are frequent; SOLDIERS
usually within the walls of a university, monastery or church,
where there’s access to research materials. If it’s not for certain Soldiers are experts trained in warfare, and unlike other hirelings,
whether a sage with specific knowledge the PCs need resides in they’re expected to fight and defend the PCs. Soldiers are 0-level
a particular town or city, a random roll can be made to determine characters, but participate on adventures. Soldiers provide their
if one’s available. equipment but require food and lodging. Like all hirelings, they

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FOR GOLD & GLORYTM CHAPTER 13. HIRELINGS AND HENCHMEN

expect prompt payment, fair treatment, and will abandon cruel Footman, irregular: These warriors are tribesmen or locals with
masters. combat experience, but little discipline or formation. They’re
usually unarmored and wield their weapon of choice. A tradi-
Table 13.6: Military Occupations tional barbarian, for example, is unarmored and wields a shield,
Title Monthly Wage battle axe, or sword.
Archer 4 gp
Arquebusier 6 gp Footman, light: These cheap foot soldiers are usually trained
Artillerist 4 gp soldiers with little actual experience. They’re usually unarmored,
Bowman, mounted 4 gp or only lightly so (padded and leather), and wield cheaply man-
Cavalry, heavy 10 gp ufactured weapons (usually pole arms and maces).
Cavalry, light 4 gp
Cavalry, medium 6 gp Footman, militia: These are conscripted townsfolk and peas-
Crossbowman, heavy 3 gp ants. They wield whatever equipment they might own, meaning
Crossbowman, light 2 gp they’re usually unarmored and fight with cheap weapons such as
Crossbowman, mounted 4 gp clubs, daggers, and pole arms.
Engineer 150 gp
Footman, heavy 2 gp Longbow man: These highly trained archers wear padded or
Footman, irregular 5 sp leather armor and fight with long bows, short swords, or dirks.
Footman, light 1 gp
Footman, militia 5 sp Marines: These are heavy footmen who serve aboard ships.
Longbow man 8 gp
Marine 3 gp Sapper: These light infantry soldiers work under engineers
Sapper 1 gp providing labor, fieldwork, and supporting siege operations.
Shield bearer 5 sp
Shield bearer: These light infantry soldiers wield tower shields
Archer: Foot soldier armed with short bow, arrows, short that they set up for stationary archers to use as cover. In the case
sword, and leather armor. of archers being attacked, the shield bearer is expected to cover
Arquebusier: An arquebusier is a ranged soldier who’s trained their retreat.
with the arquebus. Arquebusiers wear a wide variety of armors
and fight with short swords.
HIRING HIRELINGS
Artillerist: These specialists are rarely armed. Their task is to
direct and maintain siege weapons. In order to acquire hirelings, one must first find them. Common-
ers are plentiful, but in many cases, the average laymen might
Bowman, mounted: These warriors ride light warhorses and be considered the property of a local lord or ruler. A ruler may
wield short bows, long swords or scimitars, and wear leather ar- levy a tax or demand tribute, if someone else employs his work-
mor. Heavier soldiers ride heavy warhorses and wear chain mail. ers. Depopulating an area or creating a labor vacuum by taking
on too many hirelings won’t go unnoticed even by the kindest
Cavalry, heavy: These warriors are mounted on heavy rulers.
warhorses with barding, wield heavy lances, long swords, maces, Skilled laborers and trained soldiers are more difficult to find.
and wear plate or field plate armor and large shields. Because of their nature, spies, assassins, and sages are very rare
and more complicated to locate, requiring the PCs to have the
Cavalry, light: These warriors ride light warhorses, wear right connections or ask the right questions (which could lead
padded armor and small shields, and fight with javelins and to trouble). Trained soldiers are almost always in the employ of
swords. Some carry missile weapons, usually short bows, to fall someone’s private army, however, mercenary guild houses train
back on. and give shelter to new soldiers. Adventuring is a dangerous oc-
cupation, and soldiers, in particular, are less likely to work for
Calvary, medium: These warriors ride light warhorses, wield someone with a reputation of returning without the men they
lances, long swords, maces, and wear scale or banded armor and hired.
medium shields.
Crossbowman, heavy: These ranged attackers are usually used
for defensive positions or during sieges. They wield heavy cross- WEEKLY WAGE
bows, short swords, daggers, and wear chain mail. A shield
Hirelings demand fair payment. This amount doesn’t include
bearer is usually supplied to each man for extra defense while
room and board, food, or traveling expenses, which they expect
they reload.
to be equal to what they’re normally accustomed to. Hirelings
Crossbowman, light: These unarmored ranged warriors wield may demand more money if their prospective employers have a
light crossbows, short swords, and daggers. reputation for employees winding up dead.

Crossbowman, mounted: These unarmored warriors ride light Table 13.7: Common Wages
warhorses and wield light crossbows, short swords, and daggers. Weekly Monthly
Profession Wage Wage
Engineer: Engineers are specialists who don’t fight in battle. Clerk 2 gp 8 gp
Their job is to supervise siege operations, mine castle walls, fill Stonemason 1 gp 4 gp
or drain moats, repair damaged structures, construct and repair Laborer 1 sp 1 gp
siege engines, build bridges, or set up camps. Some engineers act Carpenter 1 gp 5 gp
as sappers or demolitionists. Groom 2 sp 1 gp
Huntsman 2 gp 10 gp
Footman, heavy: These warriors are armed with at least chain Ambassador/official 50–150 gp 200–600 gp
mail armor, large shields, and any weapons they prefer. Architect 50 gp 200 gp

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CHAPTER 13. HIRELINGS AND HENCHMEN FOR GOLD & GLORYTM

HENCHMEN
Table 13.8: Spell Caster Services
A henchman starts as a GM-run NPC with a character class. Spell Minimum Cost
They’re hired by the PCs or willingly join their group to partici- Astral spell 2,000 gp per person
pate on adventures. Henchmen ask for fair treatment and a share Atonement *
of any treasure found. Unlike hirelings, henchmen gain experi- Augury 200 gp
ence for their exploits and level up as PCs do. Because they’re Bless *
not PCs, henchmen only gain half experience for their efforts. Charm 1,000 gp
Clairvoyance 50 gp per caster level
If a PC befriends a henchman to the point where they regard Commune *
each other as close friends or allies, the GM can present an option Comprehend languages 50 gp
for the henchman to become a permanent PC for that player. If Contact other plane 5,000 gp + 1,000 gp per question
the player agrees, he assumes control of that henchman and plays Continual light 1,000 gp
it as he would his original PC. The GM hands over the charac- Control weather 20,000 gp
ter sheet and all relevant information, but some secrets or spe- Cure blindness 500 gp
cial abilities, can still be kept secret. A befriended henchman still Cure disease 10 gp per point healed
counts toward the PCs limit. This count is permanent, even if the Cure light wounds 10 gp per point healed
henchman dies. Cure serious wounds 20 gp per point healed
Although the PC controls the henchman, the character still Cure critical wounds 40 gp per point healed
Detection spells (any) 100 gp
has a mind of his own. Henchmen don’t give out their own trea- Dispel magic 100 gp per caster level
sure unless necessary, don’t like being cheated or lied to, and Divination 500 gp
don’t take the blame for something they didn’t do. The GM Earthquake *
has the right to step in and dictate what the henchman can or Enchant an Item 20,000 gp plus other spells
cannot do. Players abusing henchman or acting out of charac- ESP 500 gp
ter should be corrected or else the henchman leaves (and usually Explosive runes 1,000 gp
spreads bad news about the PC). Henchmen are still expected to Find the path 1,000 gp
be treated fairly and receive their share of treasure. If their friend Fire trap 500 gp
dies or is captured, the henchman will leave or stick around long Fools’ gold 100 gp
enough to raise or rescue the character. Henchman can also be Gate *
Glyph of warding 100 gp per caster level
used as replacement characters if a PC dies and the player doesn’t Heal 50 gp per point healed
want to make a new character. Identify 1,000 gp per item or function
Henchman should always be at least one level below the PC Invisible stalker 5,000 gp
they befriend. If a henchman ever meets or exceeds the PC’s level, Invisibility 500 gp
he temporarily leaves to seek his own fortune. He may return at Legend Lore 1,000 gp
a later time (when the PCs reach his level) or act as a major player Limited wish 20,000 gp**
in future events. The GM regains control and can play the hench- Magic mouth 300 gp
man as he sees fit, even returning the character back to the PC at Mass charm 5,000 gp
a later point. Neutralize poison 100 gp
Permanency 20,000 gp**
Plane shift *
Prayer *
HIRING SPELL CASTERS Protection from evil 20 gp per caster level
Raise dead *
There may come a time when the PCs require the services of spell Read magic 200 gp
casters. Like expert hirelings, finding a spell caster may be diffi- Regenerate 20,000 gp
cult. Wizards can be found all over from secluded hedge wiz- Reincarnate *
ards high in the mountains to court wizards in a king’s castle. Remove curse 100 gp per caster level
Restoration *
Priests are easier to find, however, they’re pickier than wizards. Slow poison 50 gp
A wizard or bard is satisfied with rare components or money, Speak with dead 100 gp per caster level
but priests require both a donation and devotion to their cause. Suggestion 600 gp
Neutral priests are usually satisfied with monetary donations but Symbol 1,000 gp per caster level
good or evil priests are likely to refuse service to PCs of the op- Teleport 2,000 gp per person
posite alignment. Tongues 100 gp
The cost of casting spells in the below table is a general price Wish 50,000 gp**
and the GM should feel free to change it. For wizards, these Wizard lock 50 gp per caster level
prices also reflect the chance to copy a spell from a spell book *This spell is normally cast only for those of like faith or align-
and can be used as an example of what a typical scroll might cost ment. A payment or service may still be required.
someone. **An exceptional service will also be required such as a favor
or magic item.

MORALE Table 13.9: Permanent Morale Modifiers


Factor Modifier
Henchmen and hirelings, like other NPCs, have a morale rating. NPC is lawful* +1
Even those loyal to the PCs are still free willed characters and NPC is good +1
in most cases, do not harbor suicidal devotion for their employ- NPC is evil −1
ers. The base morale for henchmen is 15 and for hirelings its 12. NPC is chaotic* −1
NPC is of different race −1
Several modifiers may affect the base morale. Also refer to the NPC has been with PC for 1 year or more +2
sections regarding morale at the end of chapter 7 for additional *These modifiers appear on table 8.12. Don’t apply them
modifiers, conditions that may force a morale check, etc. twice.

94
Appendix A

MAGIC OVERVIEW AND SPELLS

Spells are divided into two categories: wizard and priest. Divination is broken into two schools. Lesser divination
Wizard, or arcane, magic is derived through the study and ma- spells grant the wizard some minor knowledge. All wizards, re-
nipulation of phenomena and energy inherent to the universe. gardless of specialty, can cast lesser divination spells. Greater
Usually, a deity (or his representative) grants priest, or divine, divination spells grant more valuable knowledge, such as future
magic to a follower through belief and strong faith, however, events or lost secrets. Greater divination specialists are called di-
widely-practiced, non-deific faiths can also grant divine magic; viners.
so that any person, no matter his philosophy, can draw divine Illusions deceive the minds and/or senses of those viewing
magic through personal beliefs. them. Illusion specialists are called illusionists.
Evocation channels energy from another source or allows the
wizard to shape it to suit their will. An evocation specialist can
WIZARD SPELLS be called either an evoker or an invoker.
Necromancy is the manipulation of life or negative energy.
Wizard spells combine symbolic gestures, phrases, and materi- Specialists in the school of necromancy are called necromancers.
als (collectively called components) that tap into an otherworldly Transmutation transforms the recipient physically or changes
energy to create tangible effects. Wizards must keep a physical its properties subtly. A transmutation specialist is called a trans-
record of their spells, study them, and memorize their compli- muter.
cated formulae. Wizard spells are taxing on the mind, thus a wiz-
ard has a limited number of spells he can learn to cast. ILLUSIONS
Wizards must own a spell book, which typically falls into one
of three categories: standard (100 pages), scroll (25 pages), or the Illusions manipulate color, light, sound, and scent to create a
compact traveling (50 pages). Each spell takes up a number of false, but believable, representation. Higher-level illusions tap
pages equal to the spell level plus 1d6 − 1. A wizard can only into extra-planar energies to create visions with some substance.
enter spells into his spell book that he has learned and has the Phantasms are illusions that exist only in the subject’s mind, and
experience to cast. only the subject can see and react to them. The key to a success-
At each new experience level, a wizard automatically learns ful illusion is its credibility, which is established by gauging the
one new spell, which he can cast at his new level and he can add caster’s intent, the victim’s expectations, and the current situa-
to his spell book. A wizard can attempt to learn additional new tion. Creating an illusory forest in the middle of frozen tundra is
spells by copying them from someone else’s spell book or from a less credible than creating an oasis in a desert. Disbelieving an
scroll (which destroys the scroll). Copying from a spell book or illusion is a conscious mental process requiring a full round. Illu-
scroll requires expensive components costing 50 gp per page (or sions rely on the senses of the victims, which can provide modi-
100 gp per page for traveling spell books). Copying a single spell fiers to the saving throw to disbelieve. A blind creature is unaf-
requires an entire day and a comfortable setting. fected by an illusion that relies on sight, and a creature with ex-
To memorize a spell, a wizard first needs a full night’s rest traordinary sense of smell would receive a bonus to save against
without interruption. Upon awakening, he can memorize spells an illusion that carries a scent, etc. Characters who successfully
at a rate of 10 minutes per spell level. Once memorized, a spell disbelieve an illusion usually become immune to its effects. They
remains in the wizards mind. He cannot swap out or unlearn a can then warn allies about the illusion that was saved against,
spell; he must cast the spell thus wiping the spell from his mem- thus granting the allies a +4 bonus to their next save to disbelieve.
ory, rest, then study to memorize a new spell. Generally, an NPC should not roll a saving throw to disbelieve,
unless the illusion is obviously not credible, or someone who has
successfully disbelieved has warned him.
SCHOOLS OF MAGIC Damage caused by illusions isn’t real, but victims believe
it to be, so the GM must record it separately. If a victim dies
Wizard spells are subdivided into nine different “schools” or from illusory damage, he goes comatose from shock and makes
groups of related spells. a constitution—system shock roll. It’s possible to die from the
Abjuration is the manipulation of energy to protect against, constitution—system shock caused by an illusion, however, if
prevent, or banish magical energy or creatures. Abjuration spe- he succeeds the constitution—system shock roll, he regains con-
cialists are called abjurers. sciousness in 1d3 turns and is healed of all illusory damage.
Conjuration is the manipulation of matter to bring into ex- In an illusory situation of inescapable death (for example: an
istence something that already exists, like a creature or object. illusory crushing wall), those believing the illusion must roll
Conjuration specialists are called conjurers. constitution—system shock or die from illusory damage. If the
Enchantment is the manipulation of the quality of an item or constitution—system shock roll succeeds, they then roll a saving
attitude of a sentient creature. Enchantment specialists are called throw to disbelieve with a +4 bonus. If this save is successful,
enchanters. the characters disbelieve the illusion. If it fails, they faint for 1d3

95
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

turns. CASTING SPELLS


Illusions cannot defy the laws of physics. An illusory rope
won’t support weight, and an illusory crate won’t carry items Wizards and priests use the same rules for casting spells. To cast a
(although it can conceal them “inside it”, as long as the crate is spell it must first be memorized. Most of the time, the spell caster
not moved). Those who believe an illusion must react to it as must be able to speak clearly (most spells cannot be whispered)
convincingly as possible. They will drink water from an illusory and have both arms free (most spells cannot be cast covertly). If
oasis; move slowly over illusory ice (trying not to slip); and trip the spell has a target then it must be visible and identified by the
over illusory obstacles. caster; it’s not enough to cast a spell into the darkness or select an
Illusory creatures do not behave like the real creatures, nor invisible enemy (although he can target the space that he thinks
possess their powers. Creatures created through illusion fight us- the target may be standing in).
ing the caster’s abilities. They take damage and react to attacks Spell casters usually cannot move while casting spells, and
as the caster dictates. The illusions can use any power or abil- most spells cannot be cast from a mount or vehicle without first
ity the caster can form within the limits of the spell being cast. stabilizing the caster. In the round a spell is cast, the caster does
Again, believability depends on the victim’s expectations. A troll not benefit from his dexterity bonus to AC. If, during that round
isn’t likely to breath fire, but a creature that’s never encountered and before finishing the spell, he takes damage or fails a saving
a troll before may or may not know this. Likewise, a creature throw, his concentration is ruined. The spell fizzles and is erased
that never fought a medusa may not fear her gaze, but those that from the spell caster’s memory. During combat, a caster is only
do may die of constitution—system shock from looking into her able to cast one spell per round; however, outside of a combat sit-
eyes.
uation it is possible to cast spells consecutively more quickly. In
non-combat situations, a spell requires 6 seconds multiplied by
PRIEST SPELLS the spell’s casting time.
Spells are organized according to group (wizard or priest) and
Priests draw upon divine magic from their deity or collective level. Each spell level lists the spells in alphabetical order. Each
faith. Priests do not learn spells, rather they request spells spell is followed by special rules that apply to how spells work.
through prayer, and under normal circumstances the spells are
granted. Priests are required to remain faithful to the tenants of
their beliefs, and if they fail to do so, it results in punishment, WIZARD SPELLS BY LEVEL
ranging from no spells being granted for a length of time to be
determined by the GM (for minor or first time offenses) to divine Bolded italicized spells are reversible.
retribution (for serious or multiple offenses).
Priests are granted major or minor access to spheres that are
Table A.1: Wizard Spells By Level and School
associated with their faith, and no priest can freely cast spells
Level Spell School
from every sphere. A priest who is granted major access to a
sphere can request any spell of any level from that sphere, when 1 Affect Normal Fires Transmutation
granted minor access, they are restricted to third level spells or 1 Alarm Abjuration, Evocation
lower. 1 Armor Conjuration
To memorize a spell, the priest must have a good night’s rest 1 Audible Glamer Illusion
1 Burning Hands Transmutation
then immediately pray to be granted his requested spell. Each 1 Cantrip Universal
spell requires 10 minutes per spell level to devote to memory. 1 Change Self Illusion
Priests cannot unlearn or swap out spells. They must cast mem- 1 Charm Enchantment
orized spells and then rest before memorizing a new spell. 1 Chill Touch Necromancy
1 Color Spray Transmutation
1 Comprehend Languages Universal
RESEARCHING SPELLS 1 Dancing Lights Transmutation
1 Detect Magic Universal
Spell casters are capable of researching new spells, up to the max- 1 Detect Undead Lesser Divination,
imum spell level they have access to. The first act of researching Necromancy
a spell is for the player to write up a description, including the 1 Enlarge Transmutation
new spells school/sphere, duration, casting time, area, etc. The 1 Erase Transmutation
GM has final approval over researched spells. As a general rule, 1 Feather Fall Transmutation
GMs should balance new spells by comparing them to existing 1 Floating Disc Evocation
spells. Spells that go against the caster’s nature (for example, 1 Find Familiar Conjuration
1 Friends Enchantment
healing spells for wizards) are usually a level higher than the 1 Gaze Reflection Transmutation
spell they’re based on. Spells that are improvements upon ex- 1 Grease Conjuration
isting spells should be two levels higher. 1 Hold Portal Universal
Researching a spell requires a minimum of 2 weeks per spell 1 Hypnotism Enchantment
level and 1d10 times one hundred gold pieces per spell level, but 1 Identify Universal
the GM may opt for longer and/or more expensive research. Re- 1 Jump Transmutation
search requires a laboratory for wizards and a prominent place 1 Light Transmutation
of worship for priests. This location can be rented or created. Re- 1 Magical Aura Illusion
search can be halted and restarted where the caster left off. 1 Magic Missile Evocation
At the end of the research process, a wizard must make a 1 Mending Transmutation
1 Message Transmutation
check as if he were trying to learn the spell. If the check succeeds, 1 Mount Conjuration
the wizard immediately adds the new spell to his spell book at no 1 Phantasmal Force Illusion
additional cost. A priest must roll a successful wisdom check for 1 Protection From Evil Abjuration
his new spell to be added to his repertoire (thus allowed to pray 1 Read Magic Universal
for it). If the check fails, the research is wasted and must begin 1 Shield Evocation
again. continued on next page . . .

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. . . continued from previous page . . . continued from previous column


Level Spell School Level Spell School
1 Shocking Grasp Transmutation 3 Invisibility, 10’ Radius Illusion
1 Sleep Enchantment 3 Item Transmutation
1 Spider Climb Transmutation 3 Leprechaun’s Tiny Hut Transmutation
1 Spook Illusion 3 Lightning Bolt Evocation
1 Taunt Enchantment 3 Minute Meteors Evocation, Transmuta-
1 Unseen Servant Conjuration tion
1 Ventriloquism Illusion 3 Monster Summoning I Conjuration
1 Wall of Fog Evocation 3 Non-detection Abjuration
1 Wizard Mark Universal 3 Phantom Steed Conjuration, Illusion
2 Acid Arrow Conjuration 3 Protection From Evil, 10’ Abjuration
2 Alter Self Transmutation Radius
2 Bind Enchantment 3 Protection From Missiles Abjuration
2 Blindness Illusion 3 Secret Page Transmutation
2 Blur Illusion 3 Sepia Snake Sigil Conjuration
2 Continual Light Transmutation 3 Slow Transmutation
2 Darkness, 15’ Radius Transmutation 3 Spectral Force Illusion
2 Deafness Illusion 3 Suggestion Enchantment
2 Deep Pockets Transmutation, En- 3 Tongues Transmutation
chantment 3 Vampiric Touch Necromancy
2 Detect Evil Lesser Divination 3 Water Breathing Transmutation
2 Detect Invisibility Lesser Divination 3 Wind Wall Transmutation
2 ESP Lesser Divination 3 Wraith Form Transmutation, Illu-
2 Flaming Sphere Evocation sion
2 Fog Cloud Transmutation 4 Black Tentacles Conjuration
2 Fool’s Gold Transmutation, Illu- 4 Charm Monster Enchantment
sion 4 Confusion Enchantment
2 Forget Enchantment 4 Contagion Necromancy
2 Glitter Dust Conjuration 4 Detect Scrying Greater Divination
2 Hypnotic Pattern Illusion 4 Dig Evocation
2 Improved Phantasmal Force Illusion 4 Dimension Door Transmutation
2 Invisibility Illusion 4 Emotion Enchantment
2 Irritation Transmutation 4 Enchanted Weapon Enchantment
2 Knock Universal 4 Enervation Necromancy
2 Know Alignment Lesser Divination 4 Extension I Transmutation
2 Leprechaun’s Trap Illusion 4 Fear Illusion
2 Levitate Transmutation 4 Fire Charm Enchantment
2 Locate Object Lesser Divination 4 Fire Shield Transmutation, Evoca-
2 Magic Mouth Transmutation tion
2 Mirror Image Illusion 4 Fire Trap Abjuration, Evocation
2 Misdirection Illusion 4 Fumble Enchantment
2 Protection From Cantrips Universal 4 Hallucinatory Terrain Illusion
2 Pyrotechnics Transmutation 4 Ice Storm Evocation
2 Ray of Enfeeblement Enchantment 4 Illusory Wall Illusion
2 Rope Trick Transmutation 4 Improved Invisibility Illusion
2 Scare Enchantment 4 Leprechaun’s Secure Shelter Transmutation
2 Shatter Transmutation 4 Magic Mirror Enchantment, Greater
2 Spectral Hand Necromancy Divination
2 Stinking Cloud Evocation 4 Mass Morph Transmutation
2 Strength Transmutation 4 Minor Creation Illusion
2 Summon Swarm Conjuration 4 Minor Globe of Invulnerabil- Abjuration
2 Uncontrollable Hideous Enchantment ity
Laughter 4 Mnemonic Enhancer Transmutation
2 Web Evocation 4 Monster Summoning II Conjuration
2 Whispering Wind Transmutation, Illu- 4 Phantasmal Killer Illusion
sion 4 Plant Growth Transmutation
2 Wizard Lock Universal 4 Polymorph Other Transmutation
3 Blink Transmutation 4 Polymorph Self Transmutation
3 Clairaudience Lesser Divination 4 Rainbow Pattern Transmutation, Illu-
3 Clairvoyance Lesser Divination sion
3 Delude Transmutation 4 Remove Curse Universal
3 Dispel Magic Universal 4 Resilient Sphere Transmutation, Evoca-
3 Explosive Runes Transmutation tion
3 Feign Death Necromancy 4 Shadow Monsters Illusion
3 Fireball Evocation 4 Shout Evocation
3 Flame Arrow Conjuration 4 Solid Fog Transmutation
3 Fly Transmutation 4 Stone Skin Transmutation
3 Gust of Wind Transmutation 4 Vacancy Transmutation, Illu-
3 Haste Transmutation sion
3 Hold Person Enchantment 4 Wall of Fire Evocation
3 Hold Undead Necromancy 4 Wall of Ice Evocation
3 Illusory Script Illusion 4 Wizard Eye Transmutation
3 Infravision Transmutation continued on next page . . .
continued on next column . . .

97
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

. . . continued from previous page . . . continued from previous column


Level Spell School Level Spell School
5 Advanced Illusion Illusion 6 Glass See Transmutation
5 Airy Water Transmutation 6 Globe of Invulnerability Abjuration
5 Animal Growth Transmutation 6 Guards and Wards Transmutation, En-
5 Animate Dead Necromancy chantment, Evocation
5 Avoidance Abjuration, Transmu- 6 Intense Transformation Transmutation, Evoca-
tation tion
5 Big Interposing Hand Evocation 6 Invisible Stalker Conjuration
5 Chaos Enchantment 6 Legend Lore Greater Divination
5 Cloud Kill Evocation 6 Lower Water Transmutation
5 Cone of Cold Evocation 6 Mage’s Lucubration Transmutation
5 Conjure Elemental Conjuration 6 Mass Suggestion Enchantment
5 Contact Other Plane Greater Divination 6 Mirage Arcana Transmutation, Illu-
5 Demi-Shadow Monsters Illusion sion
5 Dismissal Abjuration 6 Mislead Illusion
5 Distance Distortion Transmutation 6 Monster Summoning IV Conjuration
5 Domination Enchantment 6 Move Earth Transmutation
5 Dream Illusion, Evocation 6 Part Water Transmutation
5 Extension II Transmutation 6 Permanent Illusion Illusion
5 Fabricate Transmutation, En- 6 Programmed Illusion Illusion
chantment 6 Project Image Transmutation, Illu-
5 False Vision Greater Divination sion
5 Feeble Mind Enchantment 6 Reincarnate Necromancy
5 Hold Monster Enchantment 6 Repulsion Abjuration
5 Leprechaun’s Lamentable Be- Enchantment, Evoca- 6 Shades Illusion
laborment tion 6 Stone to Flesh Transmutation
5 Domination Enchantment 6 Transmute Water to Dust Transmutation
5 Dream Illusion, Evocation 6 True Seeing Greater Divination
5 Extension II Transmutation 6 Veil Illusion
5 Fabricate Transmutation, En- 7 Banishment Abjuration
chantment 7 Big Grasping Hand Evocation
5 False Vision Greater Divination 7 Charm Plants Enchantment
5 Feeble Mind Enchantment 7 Control Undead Necromancy
5 Hold Monster Enchantment 7 Delayed Blast Fireball Evocation
5 Leprechaun’s Lamentable Be- Enchantment, Evoca- 7 Duo-Dimension Transmutation
laborment tion 7 Finger of Death Necromancy
5 Leprechaun’s Secret Chest Transmutation 7 Force Cage Evocation
5 Mage’s Faithful Hound Conjuration 7 Instant Summons Conjuration
5 Magic Jar Necromancy 7 Limited Wish Conjuration, Evocation
5 Major Creation Illusion 7 Mage’s Magnificent Mansion Transmutation, Conju-
5 Monster Summoning III Conjuration ration, Evocation
5 Pass Wall Transmutation 7 Mage’s Sword Evocation
5 Seeming Illusion 7 Mass Invisibility Illusion
5 Sending Evocation 7 Monster Summoning V Conjuration
5 Shadow Door Illusion 7 Phase Door Transmutation
5 Shadow Magic Illusion 7 Power Word, Stun Conjuration
5 Stone Shape Transmutation 7 Prismatic Spray Conjuration
5 Summon Shadow Conjuration, Necro- 7 Reverse Gravity Transmutation
mancy 7 Sequester Abjuration, Illusion
5 Telekinesis Transmutation 7 Shadow Walk Enchantment, Illusion
5 Teleport Universal 7 Simulacrum Illusion
5 Transmute Rock to Mud Transmutation 7 Spell Turning Abjuration
5 Wall of Force Evocation 7 Statue Transmutation
5 Wall of Iron Evocation 7 Teleport Without Error Universal
5 Wall of Stone Evocation 7 Vanish Transmutation
6 Anti-Magic Shell Abjuration 7 Vision Greater Divination
6 Big Forceful Hand Evocation 8 Antipathy-Sympathy Enchantment
6 Chain Lightning Evocation 8 Big Clenched Fist Evocation
6 Conjure Animals Conjuration 8 Binding Enchantment, Evoca-
6 Contingency Evocation tion
6 Control Weather Transmutation 8 Clone Necromancy
6 Death Fog Transmutation, Evoca- 8 Demand Enchantment
tion 8 Glass Steel Transmutation
6 Death Spell Necromancy 8 Incendiary Cloud Transmutation, Evoca-
6 Demi-Shadow Magic Illusion tion
6 Disintegrate Transmutation 8 Irresistible Dance Enchantment
6 Enchant an Item Universal 8 Mass Charm Enchantment
6 Ensnarement Conjuration 8 Maze Conjuration
6 Extension III Transmutation 8 Mind Blank Abjuration
6 Eye Bite Enchantment, Illusion 8 Monster Summoning VI Conjuration
6 Freezing Sphere Transmutation, Evoca- 8 Permanency Universal
tion 8 Polymorph Any Object Transmutation
6 Geas Enchantment continued on next page . . .
continued on next column . . .

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Level Spell School Level Spell Sphere
8 Power Word, Blind Conjuration 2 Charm Animal
8 Prismatic Wall Conjuration 2 Detect Charm Divination
8 Screen Illusion, Greater Div- 2 Dust Devil Elemental
ination 2 Enthrall Charm
8 Sink Transmutation, En- 2 Find Traps Divination
chantment 2 Fire Trap Elemental
8 Spell Immunity—Arcane Abjuration 2 Flame Blade Elemental
8 Symbol Conjuration 2 Good Berry Plant
8 Telekinetic Sphere Transmutation, Evoca- 2 Heat Metal Elemental
tion 2 Hold Person Charm
8 Trap the Soul Conjuration 2 Know Alignment Divination
9 Astral Spell Universal 2 Messenger Animal
9 Big Crushing Hand Evocation 2 Obscurement Weather
9 Crystal Brittle Transmutation 2 Produce Flame Elemental
9 Energy Drain Evocation, Necro- 2 Resist Fire/Resist Cold Protection
mancy 2 Silence, 15’ Radius Guardian
9 Foresight Greater Divination 2 Slow Poison Healing
9 Gate Conjuration 2 Snake Charm Animal
9 Imprisonment Abjuration 2 Speak With Animals Animal, Divination
9 Mage’s Disjunction Transmutation, En- 2 Spiritual Hammer Combat
chantment 2 Trip Plant
9 Meteor Swarm Evocation 2 Warp Wood Plant
9 Monster Summoning VII Conjuration 2 Withdraw Protection
9 Power Word, Kill Conjuration 2 Wyvern Watch Guardian
9 Prismatic Sphere Abjuration, Conjura- 3 Animate Dead Necromantic
tion 3 Call Lightning Weather
9 Shape Change Transmutation 3 Continual Light Sun
9 Succored Retreat Transmutation, En- 3 Create Food & Water Creation
chantment 3 Cure Blindness or Deafness Necromantic
9 Temporal Stasis Transmutation 3 Cure Disease Necromantic
9 Time Stop Transmutation 3 Dispel Magic All
9 Weird Illusion 3 Feign Death Necromantic
9 Wish Conjuration, Evocation 3 Flame Walk Elemental
3 Glyph of Warding Guardian
3 Hold Animal Animal
3 Locate Object Divination
PRIEST SPELLS BY LEVEL 3 Magical Vestment Protection
3 Meld Into Stone Elemental
Bolded italicized spells are reversible. 3 Negative Plane Protection Necromantic, Protec-
tion
3 Plant Growth Plant
Table A.2: Priest Spells By Level and Sphere 3 Prayer Combat
Level Spell Sphere 3 Protection From Fire Elemental, Protection
1 Animal Friendship Animal 3 Pyrotechnics Elemental
1 Bless All 3 Remove Curse All
1 Combine All 3 Remove Paralysis Protection
1 Command Charm 3 Snare Plant
1 Create Water Elemental 3 Speak With Dead Divination
1 Cure Light Wounds Healing 3 Spike Growth Plant
1 Detect Evil Divination 3 Star Shine Sun
1 Detect Magic All 3 Stone Shape Elemental
1 Detect Poison Divination 3 Summon Insects Animal
1 Detect Snares & Pits Divination 3 Tree Plant
1 Endure Heat/Endure Cold Protection 3 Water Breathing Elemental
1 Entangle Plant 3 Water Walk Elemental
1 Faerie Fire Weather 4 Abjure Summoning
1 Invisibility to Animals Animal 4 Animal Summoning I Animal, Summoning
1 Invisibility to Undead Necromantic 4 Call Woodland Beings Summoning, Animal
1 Light Sun 4 Cloak of Bravery Charm
1 Locate Animals or Plants Animal, Divination 4 Control Temperature, 10’ Ra- Weather
1 Magical Stone Combat dius
1 Pass Without Trace Plant 4 Cure Serious Wounds Healing
1 Protection From Evil Protection 4 Detect Lie Divination
1 Purify Food & Drink All 4 Divination Divination
1 Remove Fear Charm 4 Free Action Charm
1 Sanctuary Protection 4 Giant Insect Animal
1 Shillelagh Combat, Plant 4 Hallucinatory Forest Plant
2 Aid Necromantic 4 Hold Plant Plant
2 Augury Divination 4 Imbue With Spell Ability Charm
2 Bark Skin Plant, Protection 4 Lower Water Elemental
2 Chant All 4 Neutralize Poison Healing
continued on next column . . . 4 Plant Door Plant
continued on next page . . .

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Level Spell Sphere Level Spell Sphere
4 Produce Fire Elemental 7 Holy Word Combat
4 Protection From Evil, 10’ Protection 7 Regenerate Necromantic
Radius 7 Reincarnate Necromantic, Animal
4 Protection From Lightning Protection, Weather 7 Restoration Necromantic
4 Reflecting Pool Divination 7 Resurrection Necromantic
4 Repel Insects Animal, Protection 7 Succored Retreat Summoning
4 Speak With Plants Plant 7 Sunray Sun
4 Spell Immunity—Divine Protection 7 Symbol Guardian
4 Sticks to Snakes Plant 7 Transmute Metal to Wood Elemental
4 Tongues All 7 Wind Walk Elemental
5 Air Walk Elemental
5 Animal Growth Animal
5 Animal Summoning II Animal SPELL DESCRIPTIONS
5 Anti-Plant Shell Plant, Protection
5 Atonement All Name (School): The name by which the spell is commonly
5 Commune All known followed by its school or schools. Spells that belong to
5 Commune With Nature Divination, Elemental, multiple schools are available to practitioners of either school.
Animal, Plant
Schools do not affect a priest’s choice of spells. Some spells are re-
5 Control Winds Weather
5 Cure Critical Wounds Healing versible and are indicated as such. For wizards, reversible spells
5 Dispel Evil Protection, Summon- are recorded as a single spell (thus enlarge and reduce are writ-
ing ten as a single spell). For priests and wizards, the reversible spell
5 Flame Strike Combat must be memorized separately (cure light wounds would require
5 Insect Plague Combat, Animal a spell slot and cause light wounds would require another).
5 Magic Font Divination
5 Moonbeam Sun Caster/Level (Sphere): Identifies the type of caster who may
5 Pass Plant Plant have access to the spell, followed by the spell’s power level, and
5 Plane Shift Astral (if the type of spell caster is a Priest) sphere or spheres the spell
5 Quest All falls under. Spells that belong to multiple spheres are available to
5 Rainbow Sun, Weather priests with access to either sphere.
5 Raise Dead Necromantic
5 Spike Stones Elemental Range: Indicates the point at which the spell occurs. A range of
5 Transmute Rock to Mud Elemental “0” means the spell only affects the caster, or its effective area is
5 True Seeing All centered on the caster’s location. “Touch” means the caster has
5 Wall of Fire Elemental to touch the creature he wishes to affect. In all other cases, the
6 Aerial Servant Summoning spell affects a target (such as a specific location or creature) that
6 Animal Summoning III Animal, Summoning the wizard can visibly see or identify. Spells with an effective
6 Animate Object Creation, Summoning area start to affect creatures at the center of the area first, unless
6 Anti-Animal Shell Animal, Protection otherwise noted. Spell casters must have both a clear line of fire
6 Blade Barrier Creation, Guardian and clear line of sight to the target. A magic missile could be
6 Conjure Animals Summoning
cast through an arrow slit, because the caster can see the target
6 Conjure Fire Elemental Elemental
6 Find the Path Divination and nothing is in the way between them, but it could not be cast
6 Fire Seeds Elemental through a solid wall, even if the mage could magically see what
6 Forbiddance Protection was on the other side.
6 Heal Healing Components: Lists the components required to cast the spell.
6 Heroes’ Feast Creation
6 Live Oak Plant “V” stands for verbal, which means the caster has to speak firmly
6 Part Water Elemental and clearly. “S” stands for somatic, which means the caster must
6 Speak With Monsters All have both hands free to perform complex motions. “M” stands
6 Stone Tell Elemental for material, which are special materials that are destroyed or
6 Transmute Water to Dust Elemental consumed upon casting the spell (unless otherwise noted). If the
6 Transport Via Plants Plant spell has duration other than instantaneous, the material compo-
6 Turn Wood Plant nent is consumed when the effect ends. Premature destruction of
6 Wall of Thorns Creation, Plant, Sum- a spell component ends the spell immediately. A priest’s holy or
moning unholy symbol is never destroyed when used as a material com-
6 Weather Summoning Summoning, Weather ponent, unless otherwise stated.
6 Word of Recall Summoning
7 Animate Rock Elemental Duration: How long the spell lasts. Instantaneous spells begin
7 Astral Spell Astral and end immediately, although their effects may be long lasting.
7 Change Staff Creation, Plant Permanent spells last until a successful dispel magic is cast. The
7 Chariot of the Sun Creation, Elemental GM rolls for spells with a variable duration; the spell caster never
7 Confusion Charm
knows exactly when a variable spell will end. A spell caster can
7 Conjure Earth Elemental Elemental, Summon-
ing dispel his own spells by standing at the center of the effect, or
7 Control Weather Weather within range at which the spell can be cast, and clearly speak to
7 Creeping Doom Animal, Summoning dismiss it. Only the original caster can freely dispel his spells.
7 Earthquake Elemental
7 Exaction Charm, Summoning Casting Time: The amount of time required to cast the spell.
7 Fire Storm Elemental When casting time is less than 1 round, it is a penalty to the
7 Gate All spell caster’s initiative. Spells normally go into effect on the spell
continued on next column . . . caster’s modified initiative. In the case of an initiative tie between

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

spell casters, the spells go into effect simultaneously. If the spell’s The reverse, implore, allows the caster to request the presence
casting time is listed in rounds or turns then it goes into effect at of an extra-planar creature of the caster’s alignment and less than
the end of the stated time period, so that a spell with a 1 round demigod status. The creature’s type, name or true name and title
duration goes into effect at the end of the round it was cast. (if any) must be used. Unwilling creatures also gain magic resis-
tance and a roll of 1d20 + (caster level − creature’s HD) to ignore
Effective Area: Lists the dimensions of the spell. Spells with an the request. As with the spell, a modified roll greater than 11 is
effective area that can be shaped by the caster must have a min- required. Success does not insure the creature’s goodwill upon
imum dimension of 10 feet in any direction. In general, spells its arrival.
cannot differentiate between friend and foe, and those that are The reverse requires the caster’s holy or unholy symbol, holy
selective are based on perception. If the spell caster perceives a or unholy water, and some material that attracts or impresses the
creature to be an ally, then that creature is affected by a spell that creature that is to be summoned.
targets all allies, even if the creature is actually a traitor, a spy, or
even an enemy who has charmed him. Acid Arrow (Conjuration)
Caster/Level: Wizard/2
Saving Throw: Lists whether the spell allows a saving throw Range: 180 yards
and the effect of a successful save. “Negate” means the spell has Duration: Special
no effect on a successful save. “Half” means the target suffers half Effective Area: 1 creature
the normal effects. “None” means no save is allowed, and “Spe- Components: V, S and M
cial” saves are detailed in the spell description. Unless a spell Casting Time: 2
dictates otherwise, if a character successfully saves vs. a spell, Saving Throw: Special
his possessions automatically make successful saves. Many de- This spell creates a magical arrow that attacks with an un-
structive spells, especially those with an effective area like fire- modified THACO of a fighter equal to the caster’s level. The at-
ball, call for each exposed item to roll a saving throw, if the target tack receives no modifiers to its attack or damage rolls. A success-
fails theirs. Creatures can purposefully lower their spell resis- ful hit inflicts 2d4 points of acid damage. Exposed items that the
tance or automatically fail their saving throw. This is a voluntary, target wears or carries are subject to a saving throw versus acid to
conscious decision on the target’s part. avoid being damaged. The spell lasts one more round for every
3 caster levels, dealing an additional 2d4 points of damage each
Spell Description: A complete description of the spell’s func-
round to both the target and any items that failed their saves, un-
tion and effects. Spells with multiple functions allow the caster
less the acid is somehow neutralized (such as by pouring sodium
to select his desired function upon casting. Spells that grant sim-
bicarbonate on it).
ilar bonuses and penalties can cancel each other out, but do not The material components are a dart, powdered rhubarb leaf,
dispel or combine with each other. The spell with the strongest and an adder’s stomach.
effect merely takes precedence. Two strength spells cast on the
same creature would have the same result but possibly different Advanced Illusion (Illusion)
durations. Creatures affected by both bless and curse would feel Caster/Level: Wizard/5
no effect from either spell until the duration of one of them ended. Range: 60 yards + 10 yards/level
Duration: 1 round/level
Effective Area: One 40-foot cube + one 10-foot cube/level
ALPHABETICAL SPELL LIST Components: V, S and M
Casting Time: 1 round
Saving Throw: Special
This spell functions as a phantasmal force spell operating
A through a program determined by the caster, and does not re-
quire concentration to maintain for the spell’s duration. The illu-
Abjure (Abjuration)
sion has visual, auditory, olfactory and thermal components. If a
Caster/Level (Sphere): Priest/4 (Summoning)
viewer attempts to disbelieve, they must save vs. spell, modified
Range: 10 yards
by wisdom-mental defense modifier and appropriate believabil-
Duration: Special
ity modifiers.
Effective Area: 1 creature
Components: V, S and M The material components are a bit of fleece and a pinch of
Casting Time: 1 round sand.
Saving Throw: Special Aerial Servant (Conjuration)
This spell allows the caster to send extra-planar creatures, Caster/Level (Sphere): Priest/6 (Summoning)
other than deities or demigods, back to their plane of existence. Range: 10 yards
The caster must speak the name and type of creature to be sent Duration: 1 day/level
away, giving their true name and title, if they have such. The Effective Area: Special
caster must then overcome any innate magic resistance. If this is Components: V and S
successful, the player then rolls 1d20 + (caster level − creature’s Casting Time: 9
HD). If the caster level is higher than the creature’s HD, it is a Saving Throw: None
bonus, but if the caster level is lower, it is a penalty to the d20 This spell allows the caster to summon an invisible aerial ser-
roll. On a modified roll of 11 or more the spell works. vant.
If the spell is successful, the creature is hurled back to a ran- Aerial servants cannot be commanded to fight, only to locate
dom place on their home plane and must survive a constitution- and retrieve an object or creature described to it. The caster must
system shock check. If a constitution score is not known for the be under a protection from evil (or good) spell, be inside of a ward-
creature, the check is 70% + 2% per HD (or level). If the spell ing circle (Refer to ensnarement for details on Warding Circles) or
fails, the caster must gain a new level in his class in order to have use a special item to control the aerial servant, or it will attempt
a chance to affect the same creature again. to kill its summoner and return to the elemental plane of air.
The spell requires the caster’s holy or unholy symbol, holy An aerial servant must be able to physically bring back its
or unholy water, and some material that opposes or offends the objective and can carry up to 1,000 pounds. The aerial servant
creature that is to be sent away. returns to its home plane whenever its duty is fulfilled, the spell

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

duration expires, it is killed, a successful dispel magic is cast, or per 10 miles per hour of wind velocity. The caster may choose to
if the summoner releases it or himself is slain. The aerial servant be the recipient.
automatically gains surprise if its victim cannot see invisible crea- The material components for the spell are the priest’s holy or
tures or a −2 penalty to the surprise rolls of those who can. The unholy symbol and a bit of thistledown.
aerial servant uses a non-lethal attack, so a successful hit indi-
cates it grabs the victim. Airy Water (Transmutation)
Creatures can dodge an aerial servant’s grab by rolling a Caster/Level: Wizard/5
special evasion roll equal to twice its bend bars chance. If the Range: 0
grabbed creature doesn’t have a strength rating, roll 1d8 per HD Duration: 1 turn/level
for both the aerial servant and the grabbed creature. The creature Effective Area: 10-foot radius sphere or 15-foot radius hemi-
avoids capture if its roll is higher. sphere
Once grabbed, the creature cannot physically escape, al- Components: V, S and M
though magic may be able to free it. The aerial servant imme- Casting Time: 5
diately returns to its summoner with its objective. Saving Throw: None
This spell allows the caster to turn normal, water-based liq-
Affect Normal Fires (Transmutation) uids into a less dense, breathable substance but does not filter or
Caster/Level: Wizard/1 remove solid particles. The effective area forms a bubble, cen-
Range: 5 yards/level tered on and moving with the caster. If the sphere is on level
Duration: 2 rounds/level ground, half the sphere projects above ground and the other half
Effective Area: 10-foot radius below the ground. Creatures inside the bubble can move and
Components: V and S breathe as if the water were air. Water breathing creatures can-
Casting Time: 1 not breathe within the spell’s effective area. They naturally avoid
Saving Throw: None the bubble, but intelligent water breathers may enter if they wish.
This spell has two effects, one of which is chosen at the time of The verbal component is minimal, so the spell can be cast under-
casting. The spell does not affect magical fires or creatures made water.
from fire. The material components are a small handful of alkaline or
Adjust Lighting: This effect allows the caster to alter non- bromine salts.
magical fire, from as small as a torch to as large as the effective
area, making the flames as dim as smoldering coals or doubling Alarm (Abjuration, Evocation)
the illumination’s normal radius. The spell does not affect fuel Caster/Level: Wizard/1
consumption or damage caused by the fire. The caster affects any Range: 10 yards
or all fires in the spell’s effective area, and he can freely alter them Duration: 4 hours + 30 minutes/level
during the spell’s duration. The spell lasts until canceled, all fuel Effective Area: Up to 20-foot cube
is burned, or the duration expires. Components: V, S and M
Extinguish Flames: The caster can instead choose to extin- Casting Time: 1 round
Saving Throw: None
guish any, or all, mundane flames in the effective area, but doing
This spell wards the effective area against intrusion by any
so immediately ends the spell.
creature larger than six cubic inches in volume or more than three
Aid (Necromancy, Conjuration) pounds in weight. When any creature touches, enters, or contacts
Caster/Level (Sphere): Priest/2 (Necromantic) the warded area without speaking a password established by the
Range: Touch caster, the spell emits an audible ringing sound, which can be
Duration: 1 round + 1 round/level clearly heard within a 60-foot radius, minus 10 feet for each in-
Effective Area: 1 creature terposing door and 20 feet for each interposing wall. The alarm
Components: V, S and M lasts for one round. Ethereal, astral or astral-projected creatures
Casting Time: 5 do not trigger the alarm, but flying, levitating, invisible, incorpo-
Saving Throw: None real, and gaseous creatures do. The caster can dismiss the alarm
This spell allows the caster to provide assistance to the recip- with a single word.
ient in the form of a +1 bonus to attack rolls, saving throws, and The material components of this spell are a tiny bell and a
1d8 temporary hit points for the duration of the spell. The caster piece of fine silver wire.
may choose to be the recipient. The temporary hit points can in-
crease the recipient’s total to more than his normal maximum, Alter Self (Transmutation)
but are lost first during combat and cannot be cured or healed. Caster/Level: Wizard/2
The material components are a tiny strip of white cloth with Range: 0
a sticky substance on the ends and the priest’s holy or unholy Duration: 3d4 rounds + 2 rounds/level
symbol. Effective Area: The caster
Components: V and S
Casting Time: 2
Air Walk (Transmutation) Saving Throw: None
Caster/Level (Sphere): Priest/5 (Elemental (Air))
Range: Touch While under the effects of this spell, the caster can change
Duration: 1 hour + 1 turn/level his appearance and form, including clothing and equipment, to
Effective Area: 1 creature appear taller or shorter, thin, fat, humanoid, or any generally
Components: V, S and M human-shaped bipedal creature. The caster’s physical shape can
Casting Time: 8 differ in terms of height and weight as much as 50% of his orig-
Saving Throw: None inal form. If the new form has wings, the wizard can fly at one-
This spell allows a large-sized or smaller creature to walk on third movement value and two maneuver classes lower than the
air as if it were solid ground. The recipient can move skyward at original creature (minimum of 5). If the form has gills, the caster
a maximum angle of 45 degrees at half their normal movement can breathe underwater as long as the form lasts.
and descend at a 45-degree angle or less at normal movement. The caster’s attack rolls, AC, and saving throws don’t change.
Strong wind causes the creature to gain (if the wind is behind The caster doesn’t gain any additional attacks, damage bonuses
them) or lose (if the wind is against them) 10 feet of movement granted by the form, or special abilities of the form. The caster

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

cannot change shape after the initial casting of the spell. Revert- simple commands. Only natural, non-magical animals can be
ing back to his original form ends the spell. If the caster is killed, summoned.
he automatically reverts back to his original form.
Animal Summoning II (Conjuration)
Animal Friendship (Enchantment) Caster/Level (Sphere): Priest/5 (Summoning, Animal)
Caster/Level (Sphere): Priest/1 (Animal) Range: 1-mile radius
Range: 10 yards Duration: Special
Duration: Permanent Effective Area: Special
Effective Area: 1 animal Components: V and S
Components: V, S and M Casting Time: 8
Casting Time: 1 hour Saving Throw: None
Saving Throw: Negate This spell functions as animal summoning I, except the caster
This spell can only be cast on any neutrally aligned, mundane can call up to six animals of 8 HD or less, or 12 animals of 4 HD
animals with intelligence 1–4. If the animal fails an immediate or less.
saving throw vs. spell, it sits quietly until the caster finishes cast-
Animal Summoning III (Conjuration)
ing the spell. The caster must have pure intentions to befriend the
Caster/Level (Sphere): Priest/6 (Summoning, Animal)
animal. The animal immediately senses any ulterior or harmful
Range: 1-mile radius
motives during the casting, and the spell fails.
Duration: Special
Befriended animals are loyal to the caster and follow simple Effective Area: Special
commands. The caster can teach the animal three specific tricks Components: V and S
per point of intelligence. Tricks must be simple, one word com- Casting Time: 9
mands (attack, guard, fetch, etc.), each take a week to learn, and Saving Throw: None
all must be taught within 3 months of befriending the animal. This spell functions as animal summoning I, except the caster
The caster can befriend up to twice his level in HD of animals can call up to four animals of 16 HD or less, eight animals of 8
using this spell. If animals are left alone for more than a week, HD or less, or 16 creatures of 4 HD or less.
the spell’s effect ends and the animal reverts back to its natural
state. Animate Dead (Necromancy)
The material components are the caster’s holy or unholy sym- Caster/Level (Sphere): Priest/3 (Necromantic), Wizard/5
bol and a piece of food preferred by the animal to be befriended. Range: 10 yards
Duration: Permanent
Animal Growth (Transmutation) Effective Area: Special
Caster/Level (Sphere): Priest/1 (Animal), Wizard/5 Components: V, S and M
Range: 80 yards Casting Time: 5 rounds
Duration: Priest—2 rounds/level, Wizard—1 round/level Saving Throw: None
Effective Area: a 20-foot square This spell allows the caster to create the least of the undead
Components: V, S and M creatures, skeletons and zombies, usually from the bones or bod-
Casting Time: 8 ies of dead humans, humanoids, demi-humans, and giants. Op-
Saving Throw: None tionally, the caster can animate animal corpses. The animated
This spell causes up to eight animals within the effective area undead remains obey simple commands given to them by the
to grow twice their normal size. The animal’s HD, hit points caster. The undead remain animated until destroyed or turned—
and damage are doubled, improving their attack and save rolls. they are not affected by dispel magic.
Movement value and armor class are not affected. The animal’s The total HD of undead animated by this spell cannot exceed
weight and carrying capacity is multiplied by 8×. the caster’s level. Humans, demi-humans, and humanoids with
The reverse, shrink animal, reduces the animals’ size by one- only 1 HD in life become 1 HD skeletons or 2 HD zombies, re-
half, reducing HD, hit points, and damage by half and their gardless of class levels, experience or HD they once had. Crea-
chances to hit and make saves. Movement value and armor class tures and animals with less than 1 HD can be raised as 1 /2 HD
are not affected. Multiply their weight and carrying capacity by skeletons or 1 HD zombies, but clerics receive a +1 bonus to turn
0.125. checks against these monsters. A creature or animal with 1 HD
For priests, the material components are the caster’s holy or or more retains its HD when raised as a skeleton and gains one
unholy symbol and a scrap of food. Wizards require a pinch of HD when raised as a zombie. Undead have none of the special
powdered bone. abilities they had when alive.
While evil spell casters can use this spell whenever and how-
Animal Summoning I (Conjuration) ever they wish, the lesser undead created are always neutral in
Caster/Level (Sphere): Priest/4 (Summoning, Animal) alignment. Neutral spell casters can freely use the spell as long as
Range: 1-mile radius the body is that of a fallen enemy from a non-PC race. Good spell
Duration: Special casters prefer animating animals, and cast speak with dead on a hu-
Effective Area: Special manoid body to gain express permission. A neutral spell caster
Components: V and S may also cast speak with dead to gain permission to animate a PC
Casting Time: 7 or a member of a PC race. A neutral or good spell caster would
Saving Throw: None never animate a corpse being prepared for a raise dead spell, be-
This spell allows the caster to call up to eight specific animals cause a soul requires it’s original body to be raised. If the body
with 4 HD or fewer. Only animals within range of the caster, at were animated, the victim would then need a full resurrection,
the time the spell is cast, will answer the summons. The GM de- reincarnate or similar spell, such as wish, to be brought back to
termines the chances of the specified animals being in the vicinity life.
and how many are available. The caster can attempt three sum- Even though animating undead is not automatically an evil
monses for three different animals per casting, until he success- act, undead are perversions of life, and as such their mere pres-
fully summons eight animals or runs out of summons attempts. ence is disturbing to most creatures (animals avoid them entirely,
Summoned animals are loyal to the caster and remain in his ser- unless specially trained). The charnel smell, particularly of a
vice until some task is performed, such as combat or a series of zombie, is quite nauseating. Few, if any, hirelings will sign on

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

to a party that is known to travel with undead. Additionally, ponent’s legs (tripping them and preventing movement), or their
most civilizations have regulations regarding the creation of un- arms (preventing them from attacking or casting spells with so-
dead. Some cultures seek their immediate destruction, and even matic components). The opponent loses their dexterity bonus to
the most tolerant require undead servants to be tagged and reg- AC in either case. The opponent can break free with a successful
istered. Lawful spell casters must get a permit (if possible) or bend bars check. The object cannot attack while constricting an
simply avoid finding bodies in graveyards or battlefields, as lo- opponent.
cal governments claim them and grave robbing is punishable Trample: Animated objects of at least large size can trample
harshly (usually by death). opponents. The object can move and make an attack roll against
The spell requires the body or bones of the creature to be an- all creatures in its path. If the attack is successful, the object tram-
imated, and the remains must be reasonably intact. Undead de- ples the opponent, deals damage, and continues its movement.
stroyed in combat cannot be re-animated. The spell requires a On a failed attack roll the object’s movement ends.
pinch of bone powder or bone shard.
Animate Rock (Transmutation)
Animate Object (Transmutation) Caster/Level (Sphere): Priest/7 (Elemental (Earth))
Caster/Level (Sphere): Priest/6 (Creation, Summoning) Range: 40 yards
Range: 30 yards Duration: 1 round/level
Duration: 1 round/level Effective Area: 2 cubic feet/level
Effective Area: 1 cubic foot/level Components: V, S and M
Components: V and S Casting Time: 1 round
Casting Time: 9 Saving Throw: None
Saving Throw: None This spell allows the caster to instill life into a stone object.
This spell allows the caster to bring a number of non-magical, The stone must be unattached and not part of another object. The
inanimate objects, within the effective area, to life, whether the caster can provide the animated stone with instructions for a sin-
object(s) are of wood, stone, metal, cloth, etc., but not flesh or gle action in twelve words or fewer. The caster cannot provide
bone. At first level, the caster can animate 1 cubic foot of mate- another set of instructions unless the stone object finishes its first
rial, which is either 2 tiny items or one small item. At 2nd level, task within the duration of the spell.
he can animate one medium object, or two small objects, or four The stone fights using the caster’s THACO, but saves as a rock
tiny objects, or one small object and two tiny objects, etc. At 12th item. A man-sized object has a movement of 6. Smaller objects
level, the caster can animate about 12 cubic feet of objects roughly tend to move faster, and larger objects tend to move slower. They
equivalent to 24 tiny objects, 12 small objects, 6 medium objects, have AC of 5 or better, 1d3 hit points per cubic foot of volume
3 large objects, or 1 huge object plus 1 large object. Any equiv- and deals 1d2 points of damage per 2 cubic feet of volume. The
alent combinations should be allowed. The object(s) then obey stone can damage structures as a ram. Animated rocks generally
the commands of the caster that created them. Attempting to weigh 1d3 × 100 pounds per cubic foot.
animate object(s) in someone’s possession allows that creature a The material components are a stone and drop of the caster’s
saving throw to prevent the effect. blood.
An animated object always saves as a warrior, but its hit die, Anti-Animal Shell (Abjuration)
base movement, AC, and damage depend on its size. An ob- Caster/Level (Sphere): Priest/6 (Animal, Protection)
ject’s base movement assumes it lurches, rocks, slides, or slith- Range: 0
ers. Movement is modified by the object’s method of locomotion. Duration: 1 turn/level
Objects with two legs (statues, ladders) move with a +1 bonus, Effective Area: 10-foot radius
objects with multiple legs (tables, chairs) have a +2 bonus, and Components: V, S and M
wheeled objects have a +4 bonus to movement. A buoyant object Casting Time: 1 round
(such as wood) can float, swimming on the surface equal to half Saving Throw: None
its base speed. A rope or similar sinuous object can climb equal This spell creates a hemisphere-shaped force field that moves
to half its base speed. A sheet-like object can clumsily fly (class with the caster and blocks the entrance of any creature that’s
E) at a speed equal to half its base speed. wholly or partially a natural creature from the Prime Material
Plane, including fey, humanoids, monsters and giants, but not in-
Size HD Base AC Dmg.
Move cluding magically created, conjured, or extra-planar “animals”,
such as undead, aerial servants, elementals, demons, etc. The
Tiny (1 /2 cubic foot) 1
/2 4 6 1d2 spell functions against half-demons, half-devils, and other cross-
Small (1 cubic foot) 1+1 3 6 1d4 breeds, if such exist in your GM’s world, but does not function
Medium (2 cubic feet) 2+2 3 6 1d6 against purely plant-based life forms. Forcing the barrier against
Large (4 cubic feet) 4+3 2 5 2d4
Huge (8 cubic feet) 8+4 2 4 3d4 a creature collapses the field and ends the spell.
Gigantic (16 cubic feet or 14 + 6 1 2 4d4 The material components are the caster’s holy or unholy sym-
more) bol and a handful of pepper.
Animated objects may also have a special ability depending Anti-Magic Shell (Abjuration)
on their form. Caster/Level: Wizard/6
Blind: Sheet-like objects, such as carpets or tapestries, can Range: 0
grapple opponents up to three sizes larger than they are. On a Duration: 1 turn/level
successful attack, the object wraps around the opponent’s face, Effective Area: 1-foot diameter/level
blinding them. A successful strength check allows the opponent Components: V and S
to break free. The object cannot attack while blinding an oppo- Casting Time: 1
nent. Saving Throw: None
Constrict: A flexible animated object, such as a rope or vine, This spell surrounds the caster with an invisible barrier that
can grapple opponents up to one size larger than itself. Alter- moves with him. The barrier nullifies all magic within it and pre-
natively, the object can constrict a number of smaller opponents vents any from entering. Magical items lose their magical prop-
equal to two times the size difference between the object and op- erties while within its confines, and the barrier prevents breath
ponents. On a successful attack, the object either binds an op- weapons, gaze or sound attacks, and similar special attack forms.

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Charmed, summoned, or conjured creatures cannot enter the Armor (Conjuration)


field. Forcing the barrier against such creatures causes it to col- Caster/Level: Wizard/1
lapse and ends the spell. The barrier doesn’t affect extra-planar Range: Touch
creatures encountered on their home plane (unless they were Duration: Special
magically summoned to the area). Artifacts, relics, and deities Effective Area: 1 creature
Components: V, S and M
are also unaffected by the spell.
Casting Time: 1 round
Dispel magic has no effect on the barrier. The caster can end it Saving Throw: None
on command or wait until the duration expires. This spell creates a magical field of force with the strength of
conventional scale mail armor (AC 6). The caster may choose to
Antipathy-Sympathy (Enchantment) be the recipient. The spell does not affect a creature wearing ar-
Caster/Level: Wizard/8 mor better than AC 6 or with natural armor better than AC 6. It is
Range: 30 yards not cumulative with the shield spell, bracers of defense or cloaks
Duration: 2 hours/level of protection but is cumulative with AC bonus granted by dexter-
Effective Area: 10-foot cube or one item
Components: V, S and M ity modifiers, rings of protection and shields (including magical
Casting Time: 1 hour ones) to possibly provide better than AC 6. The magical field is
Saving Throw: Special weightless and does not hinder movement or spell casting. The
This spell causes an object or location to repel or attract a spe- effect lasts indefinitely until the wearer sustains cumulative dam-
cific type of creature (human, hill giant, gnoll, etc.) or those of age totaling greater than 8 points + 1 per caster level, or a success-
a specific alignment. The caster must decide before casting the ful dispel magic is cast.
spell which effect he wants to create. The spell cannot be cast The material component is a piece of finely cured leather,
upon living creatures. If an item is enchanted (rather than a loca- blessed by a priest.
tion), creatures suffer a -2 penalty to their saves.
Antipathy: This effect causes a specific creature type or crea- Astral Spell (Universal)
tures of a specific alignment to feel an overpowering urge to leave Caster/Level (Sphere): Priest/7 (Astral), Wizard/9
the effective area or not touch the affected item. If a save vs. Range: Touch
spell, modified by wisdom-mental defense modifier, is success- Duration: Special
ful, the creature can remain in the effective area or touch the ob- Effective Area: Special
ject, but doing so causes pain and the loss of 1 point of dexterity Components: V and S
per round, for the spell’s remaining duration, up to a maximum Casting Time: Priest-30 minutes, Wizard- 9
loss of 4 points or a minimum dexterity of 3. Lost dexterity points Saving Throw: None
return at a rate of 1 per round after the spell duration ends, the This spell allows the caster to project his life force into the As-
creature leaves the area or stops touching the object. A failed save tral Plane, leaving his physical body and possessions, in a state
indicates the subject leaves the effective area or shuns the object of suspended animation (Refer to Temporal Stasis), wherever he
completely for the duration of the spell. was when the spell was cast. While astral-projected, the caster
The material component is a lump of alum soaked in vinegar. can enter any plane touching the Astral Plane by creating a sec-
Sympathy: This effect causes a specific creature type or crea- ond physical body. Alternately, the caster can travel anywhere
tures of a specific alignment to feel an overwhelming urge to be in the plane where he cast the spell but cannot form a second
in the effective area or touch the affected object. Unless a saving body. Astral-projected creatures cannot affect material creatures
throw vs. spell, modified by wisdom-mental defense modifier, is and vice versa. Only astral or other astral-projected creatures can
made, affected creatures must stay in the effective area or handle see and attack the caster while astral-projected.
the object until the spell expires. Even if the save is successful, a The caster’s astral body is connected to his physical body by
new save must be made 1d6 turns later or the creature returns to a silvery cord. +5 weapons, creatures that can strike as such, or
the effective area or object. astral winds can sever the cord, instantly and completely killing
The material components are 1,000 gp worth of crushed the caster. If the original body is killed, the second body dies
pearls and a drop of honey. or the astral form vanishes. When a second body is formed, the
cord remains invisibly on the Astral Plane. If the second body
Anti-Plant Shell (Abjuration) or an astral projection is killed, the cord immediately returns to
Caster/Level (Sphere): Priest/5 (Plant, Protection) the caster’s physical body, awakening him and ending the spell.
Range: 0 The spell lasts until the caster’s original body is killed, the caster
Duration: 1 turn/level ends it, or it’s terminated by dispel magic. The caster can project
Effective Area: 15-foot diameter up to seven other creatures with him, provided they’re linked in
Components: V and S a circle with the caster. Guest travelers have silver cords but are
Casting Time: 8 dependent on the caster. If the caster is killed, or the spell is oth-
Saving Throw: None erwise ended, and they are not in contact with the caster, they
This spell creates an invisible, mobile barrier around the become stranded until they can be located and rescued, or their
caster that prevents all living plants or vegetable matter from en- astral-projections or second bodies are killed.
tering. Other creatures ignore the barrier completely.
Inanimate plants, such as grass and flowers, are harmlessly Atonement (Abjuration)
pushed around or uprooted. Attempting to force the barrier Caster/Level (Sphere): Priest/5 (All)
against an animated, attacking, or intelligent plant (such as a tre- Range: Touch
ant) causes the barrier to collapse and fail. Duration: Permanent
Effective Area: 1 creature
Components: V, S and M
Casting Time: 1 turn
Saving Throw: None
This spell removes the burden of unwilling or unknown
deeds and the effects of magical alignment changes from the sub-
ject. The creature seeking atonement must be willing, repentant

105
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

and unaffected by any magical compulsion or possession. Delib- B


erate misdeeds or willing acts cannot be atoned for with this spell
(see the quest spell). Refusing to accept atonement is automatically Banishment (Abjuration)
considered a willful misdeed. Caster/Level: Wizard/7
The material components are the caster’s holy or unholy sym- Range: 20 yards
bol, prayer wheel, beads or book, and incense to burn. Duration: Instantaneous
Effective Area: 60-foot radius
Audible Glamer (Illusion) Components: V, S and M
Caster/Level: Wizard/1 Casting Time: 7
Range: 60 yards + 10 yards/level Saving Throw: Special
Duration: 3 rounds/level
Effective Area: Hearing range This spell allows the caster to force one or more extra-planar
Components: V, S and M creatures back to their home plane. The effect is immediate, and
Casting Time: 1 the creature(s) cannot return short of divine intervention, some
Saving Throw: Special special means, such as a gate, or physical travel through the As-
This spell causes a volume of sound to rise, at whatever dis- tral Plane. The creatures(s) can be up to 2 HD or 2 levels per level
tance the caster chooses within range, and seem to recede, ap- of the caster. The caster must speak the name(s) and type(s) of
proach, or remain at a fixed place. The volume of sound can be creature(s) to be sent away, giving their true name(s) and title(s),
equivalent to four men per caster level running and shouting. For if they have such. If the creature(s) have magic resistance, it may
example, a horde of rats squeaking is equal to the same volume allow them to resist the spell. Those failing their magic resis-
as eight men, a roaring lion is equal to sixteen men, and a roar- tance can then attempt to resist the effects by successfully saving
ing dragon is equal to twenty-four men. If a character states he vs. spell. If one or more save is successful, a backlash hits the
does not believe the sound, he receives a saving throw, modified caster that deals 2d6 points of damage per creature that success-
by wisdom-mental defense modifier and appropriate believabil- fully saved, and the caster is stunned for one round.
ity modifiers, which, if successful, results in a faint, obviously The material components of the spell are one or more sub-
false sound emanating from the caster’s direction. This spell can stances that are dangerous, vile, or oppose the nature of the crea-
enhance the effectiveness of a phantasmal force spell. ture(s) to be sent away. For every different substance included,
The material component for this spell is a bit of wool or a the creatures loses 5% from its magic resistance and suffers a −2
small lump of wax. penalty to its save vs. spell. The GM may determine that certain
substances are particularly effective, providing additional penal-
Augury (Lesser Divination)
ties to the creature(s) saves (up to −4), and that certain substances
Caster/Level (Sphere): Priest/2 (Divination)
Range: 0 are not as effective, providing only a −1 penalty.
Duration: Special
Effective Area: Special Bark Skin (Transmutation)
Components: V, S and M Caster/Level (Sphere): Priest/2 (Protection, Plant)
Casting Time: 2 rounds Range: Touch
Saving Throw: None Duration: 4 rounds + 1 round/level
This spell allows the caster to seek divine aid; requesting to Effective Area: 1 creature
know whether an action performed in the next half hour will ben- Components: V, S and M
efit or harm the party. The base chance for receiving a helpful re- Casting Time: 5
ply is 70% + 1% per level of the caster. Helpful replies should be Saving Throw: None
short, simple answers or cryptic (but still insightful) riddles. This spell allows the recipient’s skin to become as tough as
The material component is a small set of fortune-teller’s to- bark, and provides a base armor class of 6 (with a −1 AC bonus
kens of some sort, worth at least 1,000 gp, which is not expended for every four levels of the caster) and a +1 saving throw bonus
in the casting of the spell. vs. all attack forms except magic. This spell does not function if
the recipient is wearing any sort of armor or magical protection,
Avoidance (Abjuration, Transmutation) but does combine with dexterity and shield bonuses. The caster
Caster/Level: Wizard/5 may choose to be the recipient.
Range: 10 yards
Duration: Permanent until dispelled The material components are the caster’s holy or unholy sym-
Effective Area: Up to a 3-foot cube bol and a handful of bark from an old oak tree.
Components: V, S and M
Casting Time: 5 Big Clenched Fist (Evocation)
Saving Throw: Special Caster/Level: Wizard/8
This spell creates a natural repulsion between a single object Range: 5 yards/level
and all other living creatures, except the caster. Creatures are un- Duration: 1 round/level
able to come within 1 foot of the object and are automatically Effective Area: Special
pushed back if they do. If the caster carries an object and tries to Components: V, S and M
force the field on another creature, it collapses. Casting the spell Casting Time: 8
upon possessions held by a living creature entitles the creature to Saving Throw: None
a save vs. spell, modified by dexterity—surprise modifier. This spell creates a huge, disembodied hand, balled into a fist.
The reverse, attraction, causes all creatures in the effective The fist follows the caster’s mental commands and can strike one
area, other than the caster, to adhere to the object. A success- opponent each round. Concentration is not required once the
ful bend bars/lift gates roll allows an affected creature to stop spell is cast, but the fist only strikes opponents as directed by
touching the enchanted object. the caster, and the caster must be able to see the opponent clearly.
The spell’s material component, whether for the normal or re- The fist rolls 1d20 each time it attacks to determine its effective-
verse form, is a magnetized needle. ness, but it never misses an opponent as long as it is truly there
(not a mirror image or similar).

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

1d20 Damage weighs up to 1,000 pounds, slow its base movement to 1 if the
1–12 Glancing blow—1d6 creature weighs between 1,000 and 4,000 pounds, or slow its
13–16 Solid punch—2d6 movement by 50% if it weighs up to 16,000 pounds. The hand
17–19 Hard punch*—3d6, stun until next round itself inflicts no damage and cannot directly attack creatures. The
20 Crushing blow*—4d6, stun for three rounds caster can release trapped victims or dismiss the hand on com-
*Add +4 to the fist’s attack rolls while stunned, as if the fist mand.
were any other opponent. The material component is a leather glove.
The fist makes its saves as if it was the caster, has AC 0 and hit
points equal to the caster’s maximum. The fist can be physically Big Interposing Hand (Evocation)
destroyed, ending the spell. Caster/Level: Wizard/5
The material components are a leather glove and a striking Range: 10 yards/level
device, similar to brass knuckles, fashioned from copper and Duration: 1 round/level
zinc. Effective Area: Special
Components: V, S and M
Big Crushing Hand (Evocation) Casting Time: 5
Caster/Level: Wizard/9 Saving Throw: None
Range: 5 yards/level This spell creates a giant, disembodied hand from 5 feet
Duration: 1 round/level (medium) to 21 feet (gigantic) in size that interposes itself be-
Effective Area: Special
tween the caster and a chosen opponent. The hand moves to
Components: V, S and M
Casting Time: 9 remain between the caster and the opponent, keeping him from
Saving Throw: None advancing. Once an opponent is chosen, no illusory or shape-
This spell creates a huge, disembodied hand. The hand is un- change effects can fool it. The hand only remains between the
der the mental control of the caster and can be used to grasp caster and the opponent, up to its range - it does not chase oppo-
and squeeze opponents. The hand automatically hits and con- nents.
stricts the opponent; dealing damage each round the caster con- The hand makes its saves as if it was the caster, has AC 0,
centrates. hit points equal to the caster’s maximum, and vanishes when de-
Round Damage stroyed. The hand will slow creatures by 50% if they weigh more
st than 2,000 pounds. The caster can designate a new opponent for
1 1d10
the hand once the original creature is defeated.
2nd & 3rd 2d10
The material component is a soft glove.
4th & beyond 4d10
The hand crushes items as a creature with strength 25. It Bind (Enchantment)
makes its saves as if it was the caster, has AC 0, and hit points Caster/Level: Wizard/2
equal to the caster’s maximum, and vanishes when destroyed. Range: 30 yards
If the hand is in the effective area of a spell and fails its saving Duration: 1 round/level
throw, any creature held automatically fails. The hand isn’t ef- Effective Area: 50 feet + 5 feet/level
fective against incorporeal or gaseous creatures but can prevent Components: V, S and M
creatures capable of slipping through small cracks from escaping. Casting Time: 2
The material components of the spell are a glove of snakeskin Saving Throw: None
and an eggshell. This spell allows the caster to command a nonliving, rope-like
object to neatly coil itself, coil and knot itself, form a loop, form a
Big Forceful Hand (Evocation) loop and knot, tie an object and knot, or uncoil itself. One com-
Caster/Level: Wizard/6 mand from those listed can be given each round. The spell’s ef-
Range: 10 yards/level fective area is for a 1-inch diameter line. A 1 /2 -inch thick line in-
Duration: 1 round/level creases the effective area by 50%. Each extra inch of thickness re-
Effective Area: Special duces the effective area by 50%. The line doesn’t magically move
Components: V, S and M beyond what it takes to perform the specified command (about
Casting Time: 6 1 ft.), but it can automatically bind or trip creatures within this
Saving Throw: None range unless they save vs. spell, modified by dexterity—surprise
This spell functions as big interposing hand, but the forceful modifier. The line itself is not made magical or strengthened be-
hand not only interposes itself, it can physically push creatures yond its mundane form by this spell, but any bindings or ties it
weighing 500 pounds or less, reduce a creature’s base movement makes as a result of the spell are perfect in construction.
to 1 if they weigh between 500 and 2,000 pounds, and slow move-
The material component is the rope-like object, but it is not
ment by 50% if the creature weighs up to 8,000 pounds.
destroyed. A typical 1-inch rope is AC 6 and requires inflicting 4
The opponent is pushed to the spell’s range limit or until
hit points of damage to cut through.
pressed against a hard surface, pinning them. The hand cannot
directly damage or crush opponents. The caster can cause the
Binding (Enchantment, Evocation)
hand to return to his side or dismiss it. Caster/Level: Wizard/8
The material component is a glove. Range: 10 yards
Duration: Special
Big Grasping Hand (Evocation)
Effective Area: 1 creature
Caster/Level: Wizard/7 Components: V, S and M
Range: 10 yards/level
Casting Time: Special
Duration: 1 round/level
Effective Area: Special Saving Throw: Special
Components: V, S and M This spell creates a magical restraint that binds a creature. A
Casting Time: 7 physical restraint must be used to bind the creature before cast-
Saving Throw: None ing the spell, and if the creature is extra-planar, a warding circle
This spell functions as big interposing hand, but the grasping (Refer to Ensnarement for details on Warding Circles) is also re-
hand can grasp a creature or object, holding it motionless if it quired. Up to six casters can assist—the casters’ level for the spell

107
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

is considered one higher per assistant between 4th and 8th level. effective area, including water. Each tentacle is 10 feet long, AC 4,
Casters of 9th level or higher add 1 /3 their level to the casters’ and has hit points equal to the caster’s maximum. Tentacles are
level. Magic resistance applies unless the creature’s true name not intelligent or controlled and have an equal chance to attack
and title (if any) is uttered. If magic resistance fails, but the com- living creatures as they do objects. Any creature within striking
bined casters’ level is less than twice that of the creature’s HD or distance can be struck automatically. If the victim makes a save
level, the creature may save vs. spell to avoid the effect. vs. spell, modified by dexterity-surprise modifier, he suffers 1d4
In addition to time required to create the warding circle(s) and points of damage, and the tentacle is destroyed. If the save fails,
physical restraint, the casting time should be between 1 turn and the victim suffers 2d4 points of damage, and the tentacle con-
1 hour per HD of the creature to be bound. stricts him, dealing 3d4 points of damage each round, until the
The specific effect is chosen at the time of the casting: tentacle is destroyed, a successful dispel magic is cast or the dura-
Chaining: The victim is constricted by restraints, preventing tion ends.
him from moving, attacking, or using special abilities. The re- The component for this spell is a piece of tentacle from a giant
straints also generate an antipathy effect as the spell, affecting all octopus or squid.
creatures that approach the victim, except the caster(s). The du-
ration is one year per combined casters’ level. Blade Barrier (Evocation)
The material components for chaining are miniature metal Caster/Level (Sphere): Priest/6 (Guardian, Creation)
chains (silver chains are required to bind lycanthropes). Range: 30 yards
Slumber: The victim falls into a comatose sleep for one year Duration: 3 rounds/level
per combined casters’ level. Saves against this effect are made Effective Area: 5 to 60 square feet
with a +1 bonus. Components: V and S
The material components for slumber are rare, soporific Casting Time: 9
herbs. Saving Throw: Special
Bound Slumber: The victim is affected by both chaining and This spell creates a wall of circling, sharp blades that spin
slumber effects for one month per combined casters’ level. Saves around a central point, to produce an immobile barrier. The
against this effect are made with a +2 bonus. blades can spin horizontally, vertically, or at an angle. Any crea-
The material components are the same as chaining and slum- ture attempting to pass through the barrier suffers 8d8 points of
ber. damage.
Hedged Prison: The victim is confined to an enclosed space
and a magical seal is placed on any portals leading into the area. Creatures in the effective area when the barrier is created
Each seal must be carved into solid wood or solid stone at a cost can avoid damage on a successful save vs. spell, modified by
of 1,000 gp per hit die of the creature to be bound. The seal ra- dexterity—surprise modifier, automatically dodging out of the
diates a faint magical aura. The creature cannot physically leave effective area just in time.
the prison. If the creature is extra-planar it must also be inside a
warding circle (Refer to Ensnarement), inside of its prison. The ef- Bless (Conjuration)
fect is permanent until the seal is broken. Saves against this effect Caster/Level (Sphere): Priest/1 (All)
are made with a +3 bonus, and a new save is granted each year. Range: 60 yards
The material component for hedged prison is a vellum depic- Duration: 6 rounds
tion of the subject. Effective Area: 50-foot cube
Metamorphosis: The victim becomes incorporeal, except for Components: V, S and M
its head or face until a prescribed act determined by the caster Casting Time: 1 round
frees the creature. Saves are made with a +4 bonus, and a new Saving Throw: None
save is granted each year. This spell raises morale, attack rolls, and saving throws
The material component for metamorphosis is a carved stat- against fear effects by +1 for all allies in range (PCs are not af-
uette of the subject. fected by this morale bonus). Allies already engaged in melee
Minimus Containment: The victim shrinks to a height of 1 combat are unaffected by the spell.
inch or less and is held within a diamond. The prison always ra- Optionally, a single item can be blessed, up to one pound
diates a faint aura of magic. Saves against this effect are made per caster level. The item remains blessed until the spell dura-
with a +5 bonus, and a new save is granted each year. tion ends. If detected for, this effect causes an item to radiate a
The material component for minimus containment is a dia- faint aura matching that of the caster. A blessed weapon is en-
mond worth at least 1,000 gp per HD of the victim. chanted to strike more effectively against evil foes. Specific ef-
Chaining, slumber, and bound slumber effects can be recast fects may be listed under an evil creature’s description. In all
on the same victim, and the duration from the previous casting is other cases, a blessed weapon can strike evil incorporeal crea-
replaced with the new. A creature under one of these effects does tures and is treated as having a +1 enchantment bonus for the
not get a new saving throw, unless something causes a weaken- purpose of bypassing an evil creature’s weapon immunity for
ing of the physical bonds or the warding circle, or attempts to the spell’s duration. However, the effect doesn’t grant actual en-
physically or magically contact the subject. These disruptions al- chantment bonuses. Hurled weapons and ammunition (arrows,
low a normal saving throw when the spell is recast. bolts, stones, etc.) can be blessed, but missile weapons (bows,
crossbows, or slings) do not transfer the magic to their ammuni-
Black Tentacles (Conjuration) tion. This effect does not apply to any weapon that already has a
Caster/Level: Wizard/3 magical effect upon it, whether permanent or temporary.
Range: 30 yards
Duration: 1 hour/level The reverse, curse, applies a −1 penalty to morale and attack
Effective Area: 30 square feet/level rolls of those opponents who are not already engaged in combat
Components: V, S and M (PCs are not affected by this morale penalty). An item cursed by
Casting Time: 1 round the reverse is similarly more effective against good aligned crea-
Saving Throw: Special tures.
This spell causes 1d4 black, rubbery tentacles, plus one per The material component is a vial of holy water for bless, or a
caster level, to spring from any surface in range and within the vial of unholy water for curse, which is sprinkled while casting.

108
FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Blindness (Illusion) zontal arc in the direction he is facing. Creatures caught in the
Caster/Level: Wizard/2 flames suffer 1d3 points of damage, plus an additional 2 points
Range: 30 yards + 10 yards/level
per caster level, up to a maximum of +20 points. Creatures that
Duration: Special
successfully save, modified by dexterity-surprise modifier, only
Effective Area: 1 creature
Components: V suffer half damage. Flammable material (paper, dry wood, cloth,
Casting Time: 2 etc.) within the effective area must save vs. magical fire or catch
Saving Throw: Negate fire. This spell cannot be cast underwater.
This spell causes the victim to believe they have been blinded,
unless they save vs. spell, modified by wisdom—mental de- C
fense modifier. Since the blindness is illusory, it cannot be cured
Call Lightning (Transmutation)
by healing magic, including “remove blindness”, and is perma-
Caster/Level (Sphere): Priest/3 (Weather)
nent unless either a successful dispel magic is cast or the effect is Range: 360 yards
ended by the caster. Duration: 1 turn/level
Effective Area: 10-foot radius
Blink (Transmutation) Components: V and S
Caster/Level: Wizard/3 Casting Time: 1 turn
Range: 0 Saving Throw: Half
Duration: 1 round/level
Effective Area: The caster This spell can only be cast outdoors when the weather is
Components: V and S stormy with a rain shower, heavy clouds, strong winds, or worse.
Casting Time: 1 The weather conditions can be natural or magically created, but
Saving Throw: None the spell will not function underground or underwater. The
This spell causes the caster to randomly “blink” from one lo- caster can call down one bolt of lightning, anywhere within
cation to another. range, per turn for the duration of the spell. Other actions can
Each round the caster rolls 2d8. This becomes his blink ini- be performed while the spell duration is in effect, even casting
tiative for that round. On this initiative, the caster blinks 10 other spells. Calling down a bolt only requires the caster to con-
feet from his original position in a random direction. Roll 1d8: centrate during the round in which he chooses to calls it.
1=right ahead, 2=right, 3=right behind, 4=behind, 5=left behind, Each bolt is a vertical stroke of lightning, inflicting 2d8 points
6=left, 7=left ahead, 8=ahead. The caster cannot blink into solid of damage + 1d8 per caster level to all creatures within the effec-
objects. If possible, man-sized or smaller objects are shoved aside; tive area. Damage is halved if a successful saving throw, mod-
otherwise roll again. If the caster has no other option than to ified by dexterity-surprise modifier, is rolled. All buildings, ve-
blink into a fixed, solid object, he becomes trapped on the Ethe- hicles, unattended items, trees, bodies of water, etc. within the
real Plane. effective area must save vs. lightning or be destroyed. Wooden
The caster can be directly targeted or attacked only if his op- structures or paper items that fail their save are usually destroyed
ponents beat his blink initiative. If the caster wishes to perform completely, but in the case of stone, glass or similar materials,
an action after blinking, he announces such, rolls a normal initia- only that part of the structure or item inside the effective area
tive roll and adds it to the blink initiative roll. If the caster wishes will be ruined, collapsing part of a wall or melting a section into
to attempt to act before blinking, he must announce this plan and
slag. Most liquids inside the effective area that fail will evaporate,
roll initiative. Compare the initiative roll to the blink initiative
or explode if volatile.
roll to see if he is successful. His action will happen on his normal
initiative, even if he blinks first and is facing the wrong direction.
Call Woodland Beings (Conjuration)
The caster cannot cast spells while under the effect of this spell.
Caster/Level (Sphere): Priest/4 (Summoning, Animal)
Range: 100 yards/level
Blur (Illusion)
Caster/Level: Wizard/2 Duration: Special
Range: 0 Effective Area: Special
Duration: 3 rounds + 1 round/level Components: V, S and M
Effective Area: The caster Casting Time: Special
Components: V and S Saving Throw: Negate
Casting Time: 2 This spell allows the caster to summon one type of woodland
Saving Throw: None creature, as named by the caster. The caster continues casting,
This spell causes the outline of the caster to become blurry naming up to three different types of creatures, for a maximum
and wavering. All missile and melee attacks against the caster of 2 turns, or until one type of creature answers the call.
suffer a −4 penalty on the first attempt and a -2 penalty on all suc- If the creatures hear the summons, they are allowed a sav-
cessive attacks. The caster also gains a +1 bonus to saving throws ing throw at −4 to avoid answering it. If they fail the save,
against spells targeting him directly. Detect invisibility does not they immediately go to the caster’s location and are friendly with
counter the spell, but true seeing or similar magic does. the caster, aiding him within reason. Unlike conjured monsters,
however, they make morale checks and refuse to perform tasks
Burning Hands (Transmutation) against their nature. If the caster, or any of his allies, is evil, the
Caster/Level: Wizard/1 creatures are allowed a new saving throw with a +4 bonus, when
Range: 0
Duration: Instantaneous they come within 10 yards of the caster or evil character. Crea-
Effective Area: Special tures will flee if they successfully make this saving throw.
Components: V and S The spell only functions in wilderness or outdoor settings,
Casting Time: 1 and the GM must determine whether the specified types of crea-
Saving Throw: Half tures are in range, and if so, how many. If it’s unknown whether
This spell blasts a fan-like sheet of searing flames from the a creature can be found in the vicinity, the GM can roll for it.
caster’s hands. While casting, the caster’s hands must be ex- If the percentage is not 0, druids and other nature-based priests
tended, his thumbs touching, and fingers spread. The flames add +1% per caster level. The GM can freely add neutral or good
extend 5 feet from the caster’s fingertips, in a 120-degree hori- woodland creatures to this list.

109
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Wilderness Type liquid), or there are no more creatures within range.


Creatures Light Moderate/ Dense/ If the length of any single arc must exceed the spell’s range to
Sylvan Virgin reach the next closest creature, the spell ends. Creatures immune
2d8 brownies 30% 20% 10% to lightning can be targeted and struck, even though no damage
1d4 centaurs 5% 30% 5% is dealt.
1d4 dryads 1% 25% 15% The material components are a bit of fur, a piece of amber,
1d8 pixies 10% 20% 10% glass, or crystal rod, and one silver pin per caster level.
1d4 satyrs 1% 30% 10%
1d6 sprites 0% 5% 25% Change Self (Illusion)
1 treant N/A 5% 25% Caster/Level: Wizard/1
1 unicorn N/A 15% 20% Range: 0
If the caster knows the true name (and title, if any) of one Duration: 2d6 rounds + 2 rounds/level
specific woodland creature, that particular creature can hear the Effective Area: The caster
summons from double the normal range, but no other creatures Components: V and S
(even of the same type) can be named in the spell. The GM must Casting Time: 1
then still determine whether the named creature is within the ex- Saving Throw: Special
tended range. This spell changes the caster’s appearance, including his pos-
The material components are a pinecone and eight holly sessions, to look like any other type of humanoid creature that
berries. he specifies, up to one foot shorter or taller than the caster.
The caster’s observable weight is also adjusted according to the
Cantrip (Universal) caster’s desires. The caster can employ this spell to disguise him-
Caster/Level: Wizard/1 self as a member of the specified race of creature, but he cannot
Duration: 1 hour/level or Special duplicate a specific individual. The spell does not provide abil-
Effective Area: Special ities or mannerisms of the new appearance, nor alter the physi-
Components: V and S cal properties of the caster or his equipment, so anyone who ob-
Casting Time: 1 serves the caster acting out of character, or touches the caster, may
Saving Throw: None be allowed a saving throw to disbelieve, modified by wisdom-
Sometimes called the “minor wish”, a cantrip is a minor trick mental defense modifier and appropriate believability modifiers.
or magical power, which all apprentice wizards learn in their
early studies. Change Staff (Evocation, Enchantment)
Every school of magic is represented. The caster can create Caster/Level (Sphere): Priest/7 (Plant, Creation)
minor magical effects that last up to the duration of the spell Range: Touch
(though the GM may determine that some effects are permanent Duration: Special
or have a shorter duration), such as a magical flame or spark Effective Area: Caster’s staff
of static electricity on the end of his finger, eerie music or other Components: V, S and M
haunting sounds, a dimly glowing light or star-like pattern, tiny Casting Time: 4
whirlwinds or other wind gusts, and two-dimensional visual illu- Saving Throw: None
sions. A cantrip can also be used to brighten faded colors, clean This spell allows the caster to change a specially prepared
or polish an object, spice up the aroma or flavor of food, sum- staff into a treant-like creature, 24-feet tall, with 12 HD (40 HP),
AC 0, movement of 12, and 2 attacks per round; delivering 4d6
mon tiny 1 HP vermin, or conjure tiny objects, however, a cantrip
points of damage per attack. The creature is loyal to the caster
cannot be used to exactly duplicate the effects of any other spell.
and obeys verbal commands, but it is not a true treant so does
It is possible to enchant another creature into mild sneezing or
not have any other special abilities. The spell lasts for 1 turn per
blinking more often than normal, but a saving throw is granted
caster level, until the caster commands the staff to return to nor-
and no effect can directly cause damage or disrupt another’s con- mal, or the treant-like creature is destroyed, which also destroys
centration. Solid objects conjured by a cantrip spell are too tiny, the staff. A specific staff can only be used for this spell once every
fragile and obviously magical to be used as tools or material com- 24 hours. If the treant-like creature was not killed, it regenerates
ponents. Summoned vermin are treated as a summoned animal. to full hit point strength between castings.
The staff must be made from a branch cut from an ash, oak,
Chain Lightning (Evocation) or yew tree that was struck by lightning no more than 24 hours
Caster/Level: Wizard/6 previously. The caster must take time away from adventuring
Range: 40 yards + 5 yards/level to relax and personally cure the limb for 28 days, then shape it,
Duration: Instantaneous
Effective Area: Special engrave it and polish it for an additional 28 days. The finished
Components: V, S and M staff is rubbed with holly berry juice and thrust into the ground
Casting Time: 5 while the caster casts speak with plant spell, requesting the staff
Saving Throw: Half to assist the caster, and permanently infusing it with magic to do
This spell allows the caster to discharge a bolt of electricity so.
The material components are the caster’s holy or unholy sym-
that strikes a chosen creature for 1d6 points of damage per caster
bol or leaves of the same sort of tree the staff is made from.
level (maximum 12d6). A successful saving throw vs. spell, mod-
ified by dexterity-surprise modifier, reduces the damage by half. Chant (Conjuration)
The electricity then instantaneously arcs to the next closest crea- Caster/Level (Sphere): Priest/2 (All)
ture (or unattended object of at least small size) and then the next, Range: 0
and the next. The caster cannot control the direction of the arcs, Duration: Time of chanting
so it is possible for the caster to be struck by this spell. Damage is Effective Area: 30-foot radius
reduced by 1d6 each time the bolt arcs. It cannot strike the same Components: V and S
creature twice. Each creature is allowed a save to reduce the dam- Casting Time: 2 rounds
age by half. Unattended items must save or be destroyed. The Saving Throw: None
bolt arcs until damage dice is reduced to zero, it strikes a ground- Casting this spell entails chanting passages memorized from
ing object (such as a large piece of solid ferrous metal or pool of a holy book. The spell increases all attack, damage, and saving

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

throw rolls for allies in the effective area by +1 and reduces op- touched by the caster during the casting.
ponents’ rolls in the effective area by −1. The caster must remain Other creatures that approach within 5 feet of the horses or
stationary and continuously chant to maintain the spell; if dam- chariot may suffer 2d4 points of fire damage, but a successful
aged or his concentration is interrupted, the spell ends. Multiple save vs. petrification, modified by dexterity-surprise modifier,
chants do not stack, but another caster of the same faith can cast allows the creature to avoid all damage.
prayer during a chant, increasing the chant’s effectiveness to +2 The horses respond to verbal commands and obey the caster
and −2, for as long as both spells are in effect. to fly, or land run or stop, speed up, slow down, or turn, etc., but
they cannot attack. The chariot and horses are only vulnerable to
Chaos (Enchantment) +1 or better weapons and water. Water inflicts 1 point of dam-
Caster/Level: Wizard/5 age per quart thrown on it. The chariot, horses, and passengers
Range: 5 yards/level
are immune to mundane fires, but magical fires can damage the
Duration: 1 round/level
Effective Area: Up to 40-foot cube passengers. The horses and chariots have AC 2 and 30 hit points
Components: V, S and M each, however, due to the magic of this spell the chariot and its
Casting Time: 5 horses act as one unit in combat and have a hit point pool of 90 hit
Saving Throw: Special points. All damage is subtracted from the hit point pool, no mat-
This spell functions exactly as the confusion spell, except that ter where the attack lands. When airborne, the chariot is treated
only fighters, enchanters, non-magic using creatures with intel- as any other flyer and will be forced to land (possibly crash land-
ligence of 4 or less, creatures with intelligence 21 or higher, and ing) when reduced to less than half its hit point pool (see also
creatures with more levels or HD than the caster, are allowed a Aerial Combat). The chariot and horses are extra-planar and can
saving throw, modified by wisdom—mental defense modifier. be affected by dispel magic, holy word or dismissal. The caster can
The material components are a small bronze disc and small cast the spell only once per week.
iron rod. The material components are a small piece of wood, two holly
berries, and a torch-sized or larger fire.

Charm Monster (Enchantment/Charm)


Caster/Level: Wizard/4
Range: 60 yards
Duration: Special
Effective Area: 1 or more creatures in 20-foot radius
Components: V and S
Casting Time: 4
Saving Throw: Negate
This spell functions in the same manner as the charm spell
within its effective area, except it is able to charm any living crea-
ture (elves and half-elves retain their normal resistance to charm).
The GM rolls 2d4 HD when the spell is cast. The caster may
choose to target either one living creature with any number of
levels or hit die, or may choose to target a group of creatures
each with less than 4 HD or levels and whose combined HD total
is less than or equal to the number that the GM rolled. The crea-
tures are allowed a saving throw, modified by wisdom-mental
defense modifier to avoid the effect. The spell duration may end,
freeing the charmed creatures, at any time based on the hit die or
level of the charmed creature. The GM secretly determines the
exact moment the check is made each week.
Level/HD % Chance Per Week
1st or up to 2 HD 5%
2nd or up to 3 + 2 HD 10%
3rd or up to 4 + 4 HD 15%
4th or up to 6 HD 25%
5th or up to 7 + 2 HD 35%
6th or up to 8 + 4 HD 45%
7th or up to 10 HD 60%
8th or up to 12 HD 75%
Chariot of the Sun (Evocation) 9th or over 12 HD 90%
Caster/Level (Sphere): Priest/7 (Elemental (Fire), Creation)
Range: 10 yards Charm (Enchantment)
Duration: 12 hours Caster/Level (Sphere): Priest/2 (Animal), Wizard/1
Effective Area: Special Range: Priest- 80 yards, Wizard- 120 yards,
Components: V, S and M Duration: Special
Casting Time: 1 turn Effective Area: Priest- 1 person or mammal, Wizard- 1 person
Saving Throw: None Components: V and S
This spell creates a flaming chariot from a cloud of thunder Casting Time: Priest—5, Wizard—1
and smoke. Two flaming horses from the Elemental Plane of Saving Throw: Negate
Fire draw the chariot with an overland movement of 24, and fly- This spell causes a creature to regard the caster (and only the
ing movement value of 48 (MC3/SC4—average and fast). It can caster) as a trusted friend and ally, unless a saving throw, mod-
carry, protected from the flames, the caster plus up to seven other ified by wisdom-mental defense modifier, is successful. If the
man-sized or smaller creatures, all of which must be intentionally creature suffers damage from the caster or his allies within the

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

same round as the spell’s casting, he receives a +1 bonus to his no harm from this spell but must save vs. spell or flee for 1d4
save per point of damage. rounds + 1 round per level of the caster.
If the saving throw fails, he will obey verbal commands from
the caster, within reason, provided the caster and charmed crea- Clairaudience (Lesser Divination)
ture speak a common language or can magically communicate. Caster/Level: Wizard/3
Charmed creatures still retain free will, so they refuse suicidal Range: Unlimited
demands or commands that are contrary to their nature and have Duration: 1 round/level
full memory of actions committed while under a charm. Effective Area: 60-foot radius
Components: V, S and M
The charmed creature is allowed a new saving throw at regu- Casting Time: 3
lar intervals based on its intelligence score. The spell is ended if Saving Throw: None
the caster or his allies openly harm or attempt to harm the sub- This spell allows the caster to concentrate on a known loca-
ject, or a new saving throw is successful. A successful dispel magic tion, anywhere within his current plane of existence, and hear,
can also end the spell. The GM secretly determines exactly when in his mind, any noise within a 60-foot radius of that point. Un-
the new save is rolled. known locations can be listened in on only if they are obvious
The wizards’ version of this spell only affects a humanoid and nearby. Only sounds that the caster is normally able to hear
creature under eight feet in height. are detected. Lead sheets or magical protections prevent the spell
The priests’ version of this spell functions as the wizards’ from functioning, and the caster receives a general warning that
spell, but additionally may be used to target any natural, non- the spell is being blocked. The spell creates an invisible sensor at
magical mammal with intelligence of 1–4. The priest can keep the spied upon location (refer to wizard eye), which is subject to a
the animal around for an extended period of time, if cast in con- successful dispel magic.
junction with an animal friendship spell. The caster may also wish The material component is a small horn worth at least 100 gp.
to cast a speak with animal spell.
Intelligence Time Between Checks Clairvoyance (Lesser Divination)
3 or less 3 months Caster/Level: Wizard/3
4–6 2 months Range: Unlimited
7–9 1 month Duration: 1 round/level
10–12 3 weeks Effective Area: Line of sight
13–14 2 weeks Components: V, S and M
15–16 1 week Casting Time: 3
17 3 days Saving Throw: None
18 2 days This spell allows the caster to concentrate on a known loca-
19+ 1 day
tion, within his current plane of existence, and see, in his mind,
everything within visual range of that point. Unknown locations
Charm Plants (Enchantment)
Caster/Level: Wizard/7 can be viewed only if they are obvious and nearby. The spell only
Range: 30 yards allows normal vision—if naturally dark, the caster can only see in
Duration: Permanent a 10-foot radius from his selected point. Lead sheets or magical
Effective Area: 10 × 30 feet protections prevent the spell from functioning, but the caster has
Components: V, S and M a general warning that the spell is being blocked. The spell cre-
Casting Time: 1 turn ates an invisible sensor at the spied upon location (refer to wizard
Saving Throw: Negate eye), which is subject to a successful dispel magic.
This spell allows the caster to communicate with and com- The material component is a pinch of powdered pineal gland.
mand all plant life in the effective area. Normal plants do not get
a saving throw and immediately obey the caster’s instructions
Cloak of Bravery (Conjuration)
to the best of their abilities. While unintelligent plants receive
Caster/Level (Sphere): Priest/4 (Charm)
no new abilities, they can be commanded to duplicate an entan-
Range: Touch
gle spell. Plants with special abilities can be commanded to use
Duration: Special
them, but intelligent, sentient plant creatures are allowed a sav-
Effective Area: 1–4 creatures
ing throw at a −4 penalty to avoid the charm and gain a new Components: V, S and M
saving throw to break the charm based on their intelligence score Casting Time: 6
(Refer to Charm). Saving Throw: Negate
The material components are a pinch of humus, a drop of wa- When cast on up to four, willing creatures, this spell grants a
ter, and a twig or leaf. bonus to saving throws against any form of fear. If one creature is
affected, the bonus is +4, +3 if two are affected, +2 if three, and +1
Chill Touch (Necromancy) if four creatures are affected. The magic only protects each indi-
Caster/Level: Wizard/1 vidual against the first fear attack, whether the save is successful
Range: 0 or not, and then the spell ends. If no fear attack is encountered
Duration: 3 rounds + 1 round/level within 8 hours, the spell ends.
Effective Area: The caster
Components: V and S The reverse, cloak of fear, empowers a single creature to radi-
Casting Time: 1 ate a magical aura of fear at will in a 3-foot radius. The fear aura
Saving Throw: Negate can only be activated once, but after the spell is cast, the recipient
This spell surrounds the caster’s hand with a blue glow that has 8 hours in which to activate it. As soon as it is activated, all
can drain some of the life force from a living creature. On a suc- creatures in the area (including allies) must save vs. spell, modi-
cessful touch attack, the victim must save vs. spell or suffer 1d4 fied by wisdom—mental defense modifier, or flee for 2d8 rounds
points of damage and lose 1 point of strength. Creatures with and have a 50% chance to drop held objects. The caster may be
no known strength score suffer a −1 penalty to attack rolls ev- the recipient. Cloak of fear cannot affect undead.
ery other successful touch, starting with the first, third, fifth etc. The material component is a feather of an eagle or hawk. The
Lost strength returns at a rate of 1 point per hour. Undead suffer reverse requires tail feathers from a vulture or chicken.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Clone (Necromancy) 2d4 rounds. Creatures who fail their save with levels or HD 1
Caster/Level: Wizard/8 or 2 greater than the caster’ level are blinded for 1d4 rounds, and
Range: Touch those who fail their save with HD or levels 3 or more greater than
Duration: Permanent the caster’s level are stunned for one round.
Effective Area: 1 clone
Components: V, S and M The material component is a pinch of each of red, yellow, and
Casting Time: 1 turn blue sand or powder.
Saving Throw: None
This spell creates an exact duplicate of a human, demi- Combine (Evocation)
human, or humanoid creature. The spell does not recreate the Caster/Level (Sphere): Priest/1 (All)
original’s possessions. The clone takes 2d4 months to grow after Range: Touch
the spell is cast. It is a physical and mental double, but its con- Duration: Special
stitution is always one less than the original (cloning fails if the Effective Area: Circle of 3–5 priests
constitution is reduced to 0). The clone possesses the knowledge Components: V and S
of the original, maintaining the exact memories, abilities, person- Casting Time: 1 round
Saving Throw: None
ality, and experience level of the original, at the time the piece
of flesh is taken. The clone has no knowledge of the original’s This spell allows multiple priests to combine their power so
experiences after that time. that one among them gains a boost in power. All priests involved
If the original still lives when the clone is completed, the clone must have memorized the spell. The priest with the highest level
and the original cannot bear the other’s existence. They will al- stands in the center of a circle of two to four other priests then
ways be aware of the other, and each will attempt to destroy the they all cast the combine spell simultaneously. The central priest
other. If both still live at the end of the clone’s first week of exis- can then affect undead and cast secondary spells from his memo-
tence, roll d100. There is a 90% (01–90) chance that the clone kills rized list as if he were one level higher per priest in the circle (2–4
itself, an 8% (91–98) chance that the original kills itself, and a 2% levels higher). The GM may require the priests working together
(99–00) chance that both creatures kill themselves. to be of the same faith, the same pantheon or the same alignment,
The material component is the small piece of flesh, taken fresh but it is usually sufficient for the priests to be closely associated
from a living creature to be cloned, and either used right away or allies of one another.
magically preserved. The priests in the circle must all concentrate on the spell each
round, losing shield and dexterity modifiers to their AC. The
Cloud Kill (Evocation) spell lasts as long as the additional priests concentrate, so if any
Caster/Level: Wizard/5 one of them is damaged, or their concentration is otherwise bro-
Range: 10 yards ken, the spell ends, but striking the central priest does not end it.
Duration: 1 round/level If the combine spell ends while the central priest is casting a sec-
Effective Area: 40 × 20 × 20-foot cloud ondary spell then the spell being cast is cancelled as if the central
Components: V and S
Casting Time: 5 priest had been struck. If the central priest casts a secondary spell
Saving Throw: Special while the combine spell is active, the enhanced effects of that spell
This spell creates a billowing mass of yellowish green vapors. are not lost if the combine spell later ends.
Heavier than air, they sink into burrows and other holes as they
writhe along the ground, but the cloud cannot be cast underwa- Command (Enchantment)
Caster/Level (Sphere): Priest/1 (Charm)
ter. The vapors move away from the caster at a rate of 10 feet per
Range: 30 yards
round. Even if victims try to hold their breaths, those caught in-
Duration: 1 round
side the cloud, with less than 4 + 1 HD or 4 levels, instantly die. Effective Area: 1 creature
All others suffer 1d10 damage each round they are in the cloud, Components: V
and those with 4 + 1 to 5 + 1 HD (4 to 5 levels) must save vs. poi- Casting Time: 1
son at −4, to survive each round in the cloud. Those with 6 HD Saving Throw: Special
or levels receive a normal save, while those with 7 HD or more This spell allows the caster to demand an action from a crea-
take damage but do not have to make saves. A moderate breeze ture. This must be stated as a single action word that the creature
alters the cloud’s course in a random direction, but it never blows is able to understand. The creature will obey the command for
back at the caster. Strong wind breaks up the cloud in 4 rounds,
1 round, provided it’s clearly intended to do something. Typical
while stronger winds dissipate the spell immediately, and very
commands are “back”, “halt”, “flee”, “run”, “stop”, “fall”, “go”,
thick vegetation breaks it up in 2 rounds.
“leave”, “surrender”, “sleep”, and “rest”. A command to “die”
Color Spray (Transmutation) causes the creature to fall into a catatonic state for 1 round.
Caster/Level: Wizard/1 Creatures with 13 or more intelligence, or 6 or more HD, are
Range: 0 allowed a saving throw, modified by wisdom—mental defense
Duration: Instantaneous modifier. This spell cannot affect the undead.
Effective Area: 5 × 20 × 20-foot wedge
Components: V, S and M Commune (Greater Divination)
Casting Time: 1 Caster/Level (Sphere): Priest/5 (All)
Saving Throw: Special Range: 0
This spell creates a fan-shaped spray of clashing colors that Duration: Special
shoot from the caster’s hands. 1d6 creatures within the effective Effective Area: Special
area are affected in order of increasing distance from the caster. Components: V, S and M
Creatures whose HD or levels exceed the caster’s level OR who Casting Time: 1 turn
have 6 or more HD or levels are entitled to a saving throw. Crea- Saving Throw: None
tures with less than 6 HD or levels AND less HD or levels than This spell contacts the caster’s deity (or agents thereof) to ask
the caster are automatically affected. Creatures who are blind or questions, one per caster level. The caster must ask all questions
do not have visual sensory organs are unaffected. hastily. If the caster can’t think of the next question within a few
If a creature gets no save, or fails its save with HD or lev- seconds, gets distracted, performs any actions, or discusses any
els less than or equal to the caster’s level, it falls unconscious for answers, the spell ends. The questions may be answered with

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

simply “yes”, “no”, or “I don’t know”, but if the answer is more The material components for the spell and its reverse are a
complicated it may be a short reply of no more than five words. pinch of soot and a few grains of salt.
The answers given will always be true within the scope of the de-
ity’s knowledge, however, deities are not always omniscient, and Cone of Cold (Evocation)
some may even manipulate the answers to suit their own ends. Caster/Level: Wizard/5
The GM should be advised to limit the use of this spell to once Range: 0
per adventure, once per week, or even only once per month. The Duration: Instantaneous
Effective Area: a cone, 5-feet long and 1-foot diameter/level
deities do not like to be interrupted frequently.
Components: V, S and M
The material components are the caster’s holy or unholy sym- Casting Time: 5
bol, holy or unholy water, and incense. If a particularly powerful Saving Throw: Half
commune is desired, a sacrifice is required, and it must be in pro-
This spell causes the caster’s hands to emit a blast of frigid
portion to the obscurity of the answers sought. If the deity deems
cold, which inflicts 1d4 + 1 points of cold damage per caster level.
the offering insufficient (GM discretion), no answers, or only par-
A successful saving throw vs. spell, modified by dexterity—
tial answers, are given.
surprise modifier, reduces the damage by half.
Commune With Nature (Greater Divination) The material component is a very small glass or crystal cone
Caster/Level (Sphere): Priest/5 (Divination, Elemental, Animal, that shatters upon the spell’s casting.
Plant)
Range: 0 Confusion (Enchantment)
Duration: Special Caster/Level (Sphere): Priest/7 (Charm), Wizard/4
Effective Area: Special Range: Priest—80 yards, Wizard—120 yards
Components: V and S Duration: Priest—1 round/level, Wizard—2 rounds + 1
Casting Time: 1 turn round/level
Saving Throw: None Effective Area: Priest- up to a 40-foot square, Wizard- up to 60-
This spell allows the caster to learn details, one per caster foot cube
level, about his natural surroundings. Outdoors, the range is Components: V, S and M
one-half mile per caster level, but in natural underground cav- Casting Time: Priest—1 round, Wizard—4
erns the range is reduced to 10 yards per caster level. The spell Saving Throw: Negate
does not function in wholly unnatural, artificial areas, such as a This spell causes confusion, affecting 1d4 creatures + 1 crea-
city or dungeon. ture per two caster levels, in the effective area. Victims of this
The caster asks for details regarding specific knowledge in a spell are allowed a save vs. spell, at a −2 penalty and modified
given direction. The requested knowledge can be anything re- by wisdom-mental defense modifier, to negate the effects. Those
lated to nature, such as the ecological health within the effective who fail are confused and react randomly as follows:
area, the properties of the ground, the presence of water or spe- 1d10 Action
cific minerals, the general types of plants, the presence of a spe- 1 Wander away for the remainder of the duration
cific type of plant or the population of specific animals, woodland 2–6 Stand confused for one round (then roll again)
creatures, humanoids, or even unnatural creatures in that direc- 7–9 Attack nearest creature for one round (then roll
tion. again)
As with commune, the GM is encouraged to limit the use 10 Act normally for one round (then roll again)
of this spell to once per adventure, once per week or once per The effects on each victim are checked at the beginning of
month. each round, until a 1 is rolled. Wandering creatures walk, swim
or fly as far away from the caster as possible. Confused creatures
Comprehend Languages (Universal) that are attacked perceive the attacker as a threat and fight back
Caster/Level: Wizard/1 according to their basic nature.
Range: Touch
Duration: 5 rounds/level The material component for both priests’ and wizards’ ver-
Effective Area: 1 speaking creature or 1 written item sions is a set of three nutshells.
Components: V, S and M
Casting Time: 1 round Conjure Animals (Conjuration)
Saving Throw: None Caster/Level (Sphere): Priest/6 (Summoning), Wizard/6
This spell allows the caster to understand an unknown spo- Range: Priest—30 yards, Wizard—Special
ken language or read a message written in an unknown language. Duration: Priest—2 rounds/level, Wizard—1 round/level
The caster must touch the creature whose language he wishes to Effective Area: Priest- Special, Wizard- 30-yard radius
understand or touch the message he wishes to read. The ability Components: V and S
to read doesn’t necessarily allow understanding of the content, Casting Time: Priest—9, Wizard—6
Saving Throw: None
nor can the caster actually speak or write the language. Written
material can be read one page or comparable amount per round. This spell allows the caster to conjure a number of HD of ran-
Magical writings cannot be read, but the caster knows it’s magi- dom animals up to twice the caster’s level, or a number of HD
cal writing. The spell may be useful to decode maps, but it will of a requested animal with no more HD than the caster’s level.
not reveal messages hidden in normal text. Warding magic (secret Creatures with bonuses to hit die count as 1 /4 a die per plus,
page, illusory script, etc.) can fool the spell. where 3 + 1 HD equals 31 /4 HD, and 5 + 5 HD equals 61 /4 HD.
The reverse, confuse languages, causes a written item or the The animals follow verbal commands to attack the caster’s op-
speech of a creature touched to be incomprehensible to every ponents; vanishing when the spell ends or they are killed. If the
other creature including the caster, for the spell’s duration. This caster attempts to command them to perform any non-combat re-
does not affect the casting of most spells unless the verbal com- lated actions, the animals will become angry. Depending on the
ponent specifically includes words that must be understood by circumstances and the animals’ temperament, they may refuse to
the target. do anything, run away, or even attack the caster.
It will cancel (and is cancelled by) a comprehend languages
spell.

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HD D100 Animal and each type can only be conjured with this spell once per day.
1 01–20 Dog, wild The caster must maintain concentration to control the elemental.
21–40 Jackal The elemental normally remains until the duration expires or it’s
41–60 Owl, common destroyed from physical damage, however, water elementals are
61–80 Rat, giant destroyed if they move more than 60 yards from their body of
81–00 Skunk water.
2 01–80 Animal, herd If his concentration is broken, by taking damage or otherwise,
81–00 Horse, wild the elemental is freed and turns on the caster as soon as it is able.
3 01–10 Boar, warthog The caster is able to mentally control the elemental up to 30 yards
11–20 Cattle, wild away per caster level; moving the elemental beyond this limit
21–30 Cheetah breaks control. Even if the caster is able to maintain concentra-
31–40 Dog, war tion, there remains a 5% chance, at the end of each round past the
41–50 Hyena, wild
51–60 Lion, mountain first, that the elemental will still go rogue. Protection from evil will
61–70 Lynx, giant protect the caster from rogue elementals. The caster has a 50%
71–80 Mule chance to send away a rogue elemental, and it is subject to dispel
81–90 Camel magic.
91–00 Wolf The material components required depend upon the type of
4 01–16 Bear, black elemental to be conjured. Air elementals require the burning of
17–33 Boar, wild incense in at least a large room full of normal air. Earth elemen-
34–50 Jaguar tals require soft clay and a large room sized plot of natural earth.
51–66 Leopard Fire elementals require sulphur and phosphorus and at least a
67–84 Owl, giant
bonfire-sized conflagration. Water elementals require water and
85–00 Wolf, dire
5 01–34 Hyena, giant sand and a sizable body of water.
35–67 Lion
68–00 Tiger Conjure Fire Elemental (Conjuration)
7 01–50 Boar, giant Caster/Level (Sphere): Priest/6 (Elemental (Fire))
51–00 Lion, spotted Range: 80 yards
8 01–50 Bear, cave Duration: 1 turn/level
51–00 Tiger, saber-tooth Effective Area: Special
9 – Oliphant Components: V and S
10 – Bear, polar Casting Time: 6 rounds
11 – Elephant Saving Throw: None
12 – Mastodon With this spell, the caster is 65% likely to conjure a 12 HD
13 – Mammoth fire elemental, 20% likely to conjure a 16 HD fire elemental, 9%
14+ – Whale
likely to conjure 2d2 salamanders, 4% likely to conjure an efreeti,
Conjure Earth Elemental (Conjuration) and 2% likely to conjure a huge fire elemental with 20 + 1d4 HD.
Caster/Level (Sphere): Priest/7 (Elemental (Earth), Summoning) The elemental obeys verbal commands and regards the caster as
Range: 40 yards a friend, remaining until destroyed, struck by a successful dispel
Duration: 1 turn/level magic, dismissal, or holy word spell, or the duration expires. The
Effective Area: Special reverse will dismiss a fire elemental without benefit of a save.
Components: V and S Contact Other Plane (Greater Divination)
Casting Time: 1 turn Caster/Level: Wizard/5
Saving Throw: None Range: 0
This spell allows the caster to conjure an earth elemental who Duration: Special
is 60% likely to have 12 HD, 35% likely to have 16 HD, and 5% Effective Area: Special
likely to have 20 + 1d4 HD. The elemental obeys verbal com- Components: V
mands from the caster and regards him as a friend, remaining Casting Time: 1 turn
until destroyed, struck by a successful dispel magic, dismissal, or Saving Throw: None
holy word spell, or the duration expires. The reverse will dismiss This spell allows the caster to seek knowledge or guidance
an earth elemental without benefit of a save. from a being on another plane by asking one question per two
caster levels. Extra-planar beings answer such questions with but
Conjure Elemental (Conjuration) simple, one-word answers (yes, no, maybe, never, unknown, un-
Caster/Level: Wizard/5 related, etc.), and they may not always be truthful. At times, a
Range: 60 yards
Duration: 1 turn/level deity or group of deities may block this spell from functioning.
Effective Area: Special Contacting an extra-planar being may bring long-term insan-
Components: V, S, and M ity or even death upon the caster. Roll the check when the first
Casting Time: 1 turn question is asked. If insanity occurs, a remove curse spell must
Saving Throw: None be cast upon the caster, or there is a 1% chance multiplied by the
This spell allows the caster to conjure an 8 HD elemental of number of weeks gone insane that the caster dies at some random
any one of the following types: air, earth, fire, or water. The time before recovering. When fully recovered, the caster remem-
type of elemental must be chosen when the spell is memorized, bers the answer to the question he asked.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Contact Other Plane


Plane Insanity Check* Insanity Duration Chance of Knowledge Chance of Veracity**
Elemental Plane 20% 1 week 55% (90%) 62% (75%)
Other Inner Plane 25% 2 weeks 60% 65%
Astral Plane 30% 3 weeks 65% 67%
Outer Plane, Int 19 35% 4 weeks 70% 70%
Outer Plane, Int 20 40% 5 weeks 75% 73%
Outer Plane, Int 21 45% 6 weeks 80% 75%
Outer Plane, Int 22 50% 7 weeks 85% 78%
Outer Plane, Int 23 55% 8 weeks 90% 81%
Outer Plane, Int 24 60% 9 weeks 95% 85%
Outer Plane, Int 25 65% 10 weeks 98% 90%
*This chance is reduced by 5% for every point of the caster’s intelligence above 15.
**If the being fails its knowledge check and so does not know the answer to a question, roll this check for veracity. On a failure,
the being convincingly answers falsely; on a success, the answer is simply “unknown”.

The caster may contact an Elemental Plane, other Inner Plane, The material components are 100 gp worth of quicksilver and
the Astral Plane, or an Outer Plane. Beings from the Elemental an eyelash of ogre mage or other magic-wielding creature, in ad-
Planes gain a 45% bonus to their chance of knowledge and a 13% dition to any needed for the secondary spell. The caster must
bonus to their chance of veracity when the question pertains to also carry a statuette of his person carved from elephant tusk for
their home plane, otherwise the caster improves his chances of contingency to take effect. This statuette is not destroyed upon
gaining a correct answer to general questions by contacting the casting, but is otherwise subject to damage as any other posses-
more distant and powerful planes. Doing so, however, also in- sion.
creases his risk of going insane. When contacting an Outer Plane,
the caster is allowed to choose to contact a being with any intelli- Continual Light (Transmutation)
gence between 19 and 25. Caster/Level (Sphere): Priest/3 (Sun), Wizard/2
Range: Priest—120 yards, Wizard—60 yards
Duration: Permanent
Contagion (Necromancy) Effective Area: 60-foot radius
Caster/Level: Wizard/4 Components: V and S
Range: 30 yards Casting Time: Priest—6, Wizard—2
Duration: Permanent
Effective Area: 1 creature Saving Throw: Special
Components: V and S This spell functions similarly to the light spell, however, the
Casting Time: 4 light it creates is as bright as daylight. Creatures who suffer
Saving Throw: Negate penalties from exposure to daylight or bright lights are subject to
This spell allows the caster to inflict a horrible disease upon those penalties while in the spell’s effective area. The spell lasts
the victim. On a failed save, the victim suffers painful and dis- until ended by dispel magic or the reverse is cast directly at the
tracting symptoms (boils, blotches, lesions, etc.), immediately re- effective area (immediately ending both spells). Casting contin-
ducing their strength, dexterity, charisma, and attack rolls by 2. ual light at the effects of its reverse, or weaker magical darkness,
The disease requires either a cure disease spell to be cast, or 1d3 likewise ends both spells, however, a continual light spell is only
weeks of complete bed rest, else the disease will continue to get temporarily nullified if it is carried into an already existing area
progressively worse, causing an additional −1 reduction to their of magical darkness (or vice versa). The light and darkness spells
strength, dexterity, charisma, and attack rolls every second day. cancel each other out, leaving the pre-existing lighting conditions
If any of the creature’s ability scores reach 0, the creature dies. unchanged in the overlapping effective areas.
The spell can be cast on a small object that is then placed in a
Contingency (Evocation) sealed container. The spell’s effects are blocked until the covering
Caster/Level: Wizard/6 is removed, thus creating a magical lantern (or source of instant
Range: 0 darkness) in whatever form the caster desires. The spell eventu-
Duration: 1 day/level ally consumes the object it was cast on, but this process usually
Effective Area: The caster takes hundreds or even thousands of years (GM’s discretion).
Components: V, S and M
Casting Time: 1 turn The reverse, continual darkness, otherwise functions as a dark-
Saving Throw: None ness spell.
This spell, when cast in combination with a secondary spell,
allows the caster to set a specific condition, which then trig- Control Temperature, 10’ Radius (Transmutation)
gers the automatic and instantaneous invoking of the secondary Caster/Level (Sphere): Priest/4 (Weather)
spell’s effect. The secondary spell must specifically and only af- Range: 0
fect the caster, and it’s spell level must be less than or equal to Duration: 4 turns + 1 turn/level
Effective Area: 10-foot radius centered on the caster
one-third the caster’s level (round down). In any case, the sec- Components: V, S and M
ondary spell can be no more than 6th level (18th level or higher Casting Time: 7
casters). Saving Throw: None
Only one contingency spell can be active per caster at a time; This spell allows the caster to raise or lower the temperature
a subsequent contingency spell cast while the first is still in effect, in the effective area surrounding his person by +/− 10 degrees
causes the first to end. Conditions for triggering the secondary Fahrenheit per caster level. While it does not prevent precip-
spell can be specific or general and of any length, but elaborate itation, wind, or other weather related effects; this allows the
and complex conditions should be taken literally and will likely caster and his companions to remain relatively comfortable while
fail. If the contingency spell is subject to a successful dispel magic, in extreme weather conditions, ignoring penalties such as addi-
the secondary spell (which was cast at the same time as the con- tional water consumption, heat stroke, or frostbite. See control
tingency) is also dispelled. the weather spell for the various temperature categories.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

This spell can also be used to reduce damage caused by drive all flying creatures from the skies, uproot small trees, knock
cold/ice or heat/fire-based attacks (by raising or lowering the down wooden structures, tear off roofs, and endanger ships.
temperature, respectively). It reduces the damage by 5 points per Winds of over 73 miles per hour are of hurricane force.
caster level. If a saving throw is allowed, the amount of the re- Category Wind Strength MPH
duction is the same, whether the save was successful or not. The 0 Windless 0
spell ends after the first such attack. 1 Calm Less than 2
The material component is a strip of willow bark to lower 2 Light breeze 2–7
temperatures or raspberry leaves to raise temperatures. 3 Moderate winds 8–18
4 Strong winds 19–31
Control Undead (Necromancy) 5 Gale-force winds 32–54
Caster/Level: Wizard/7 6 Storm 55–72
Range: 60 feet 7 Tornado, hurricane, or typhoon 73–176
Duration: 3d4 rounds + 1 round/level Category Precipitation
Effective Area: 1d6 undead 0 Very clear
Components: V, S and M 1 Clear
Casting Time: 1 round 2 Partly cloudy or hazy
Saving Throw: Special 3 Cloudy, misty, light rain, small hail, sleet, or light
This spell allows the caster to control 1d6 undead creatures. snow
While casting, the caster points to a spot within range, and all un- 4 Heavy clouds, fog, heavy rain, large hail, driving
dead closest to this spot are affected first, up to the maximum of sleet, or heavy snow
6 or a number, 6 or less, with cumulative HD equal to the caster’s Category Temperature
level. Undead with HD greater than 3 are allowed a save to avoid 0 Frigid 0◦ F–19◦ F
the effect. Creatures that successfully save still count towards the 1 Cold 20◦ F–45◦ F
maximum number of undead/HD limit. 2 Cool 46◦ F–65◦ F
The caster can issue verbal commands, in any language, but 3 Warm 66◦ F–79◦ F
no telepathic communication is possible. Under no circum- 4 Hot 80◦ F–99◦ F
stances will the undead attack the caster while affected by this 5 Sweltering 100◦ F–130◦ F
spell, but when the spell ends, they revert to their normal be-
havior. Intelligent undead remember everything that happened Control Winds (Transmutation)
while under the caster’s control, and act accordingly. Caster/Level (Sphere): Priest/5 (Weather)
The material component is a small piece of bone and raw Range: 0
meat. Duration: 1 turn/level
Effective Area: 40-foot radius/level
Control Weather (Transmutation) Components: V and S
Caster/Level (Sphere): Priest/7 (Weather), Wizard/6 Casting Time: 8
Range: 0 Saving Throw: None
Duration: Priest—4d12 hours, Wizard—4d6 hours This spell allows the caster to change the direction and cate-
Effective Area: 4d4 square miles gory of the wind strength within the effective area surrounding
Components: V, S and M his person. The caster can alter the wind by one category per
Casting Time: 1 turn 3 caster levels, or 3 categories at 9th level (Refer to the Control
Saving Throw: None
Weather spell for wind categories and wind effects). The wind
This spell allows the caster to temporarily change the weather speed increases or decreases by 3 mph per round, until the min-
conditions in the effective area surrounding his person. The GM imum or maximum speed of the desired category is reached.
must first determine the current weather conditions in the area. Winds cannot be decreased below category 0 or raised above cate-
The caster can control precipitation, temperature, wind speed,
gory 7. Any time during the spell’s duration, the caster can spend
and wind direction. The caster produces a one-category change
one round concentrating to either stabilize the wind at its current
in the desired direction for any or all of the three main weather
speed, or if already stabilized, cause the speed to increase or de-
conditions, 1d4 turns after the casting is completed. This spell
crease again. When the spell ends, the wind returns to its previ-
cannot reduce a weather category below 0 or above its stated
ous strength, increasing or decreasing by 3mph per round.
maximum category on the tables below. Common sense must
prevail when using these tables, and the GM should disallow Within a 40-foot radius around the caster, the winds are calm,
but if used underground or in a confined area, this calm area
major contradictions; light snow in hot weather isn’t possible
shrinks one foot for every foot the effective area is reduced be-
or would instead create rain. The spell can be cast in the effec-
tive area more than once with overlapping durations, either to low the minimum effective area for a 9th level caster (360-foot
radius), and if the calm area shrinks to 0 feet (when the effective
counter or enhance the effects of the previous spells, as a caster area is 320-foot radius or less), the caster becomes subject to wind
desires. effects, if any.
The priests’ version of this spell functions as the wizards’
A caster can use a control winds spell to attempt to counter the
spell of the same name, however, if Weather is a major sphere
effects of another caster’s control winds or similar spell.
for the caster, the duration and effective area are doubled, and
the caster can change the weather by two categories.
Create Food & Water (Transmutation)
The material components for the priests’ version are the Caster/Level (Sphere): Priest/3 (Creation)
caster’s holy or unholy symbol, incense, and prayer beads, and Range: 10 yards
for wizards’ version, they are incense and small bits of earth and Duration: Special
wood, mixed together with water. Effective Area: 1 cubic foot/level
Wind Effects: Winds of over 19 miles per hour drive small- Components: V and S
sized and smaller flying creatures from the skies, severely affect Casting Time: 1 turn
missile accuracy, and make sailing difficult. Winds of over 32 Saving Throw: None
miles per hour drive man-sized flying creatures from the skies This spell fills the effective area with tasteless, but highly nu-
and cause minor ship damage. Winds of over 55 miles per hour tritious, gruel and/or pure fresh water. The food keeps for 24

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

hours before spoiling, but a purify food and water spell can be used Crystal Brittle (Transmutation)
to freshen it for another day. The spell feeds three man-sized crea- Caster/Level: Wizard/9
tures or one large-sized creature per caster level for a full day, Range: Touch
Duration: Permanent
and can create cups, bowls and other utensils made from hard, Effective Area: 2 cubic feet/level
but edible, bread if desired by the caster. The food and water is Components: V and S
magical and can be affected by dispel magic in the first round of Casting Time: 9
its creation, after which it becomes normal, mundane food and Saving Throw: Special
water. The food and water cannot be created within a living or This spell allows the caster to touch any single source of any
undead creature of any sort. kind of metal (in the effective area) and turn it into a brittle
crystalline substance that can be shattered and permanently de-
stroyed easily by any heavy blow. If the item is a metal opponent
or is an opponent’s main armor, a successful touch attack roll is
required. If the item is smaller and in the possession of an oppo-
nent, a successful touch attack must be made with the called shot
penalty applied. Non-magical items are instantly affected when
touched, but magical equipment is allowed up to a 25% chance to
avoid the effect (5% per plus of the item, the relative power level
of items that do not grant bonuses, or in the case of metal oppo-
nents, the enchantment bonus required to hit it). The GM may
allow artifacts and/or relics, constructed of metal, to be subject
to this powerful spell, having at least a 50% chance of avoiding
the affect, but this is not advised. The effect is not subject to dispel
magic. Only a wish spell can restore an item that has been affected
by this spell.

Create Water (Transmutation) Cure Blindness or Deafness (Abjuration)


Caster/Level (Sphere): Priest/1 (Elemental (Water)) Caster/Level (Sphere): Priest/3 (Necromantic)
Range: 30 yards Range: Touch
Duration: Permanent Duration: Permanent
Effective Area: Up to 4 gallons/level, 200 gallons maximum Effective Area: 1 creature
Components: V, S and M Components: V and S
Casting Time: 1 round Casting Time: 1 round
Saving Throw: None Saving Throw: Special
This spell creates fresh, pure water within the effective area This spell reverses many forms of vision or hearing loss upon
(up to 27 cubic feet). Empty containers are required, or the water the creature touched, however, it cannot regenerate sensory or-
will simply flow to the lowest point and form puddles. The water gans lost to injury or disease. The spell must be cast twice to cure
is magical and can be affected by dispel magic in the first round of both.
its creation, after which it becomes normal, mundane water. The reverse, cause blindness or deafness, requires a successful
The reverse, destroy water, destroys a like amount of water, touch attack, and if touched, the creature is allowed a saving
within the same effective area, leaving no trace of its existence. throw to avoid the effects; on a failure, they’re struck magically
Water cannot be created or destroyed within a living or un- blind or deaf (caster’s choice upon casting).
dead creature of any sort. Water weighs about 8 pounds per gal-
lon. One cubic foot of water contains roughly 7.5 gallons and Cure Critical Wounds (Necromancy)
weighs about 60 pounds. Caster/Level (Sphere): Priest/5 (Healing)
The material component required to create water is a drop of Range: Touch
water, and a pinch of dust is required for the reverse. Duration: Permanent
Effective Area: 1 creature
Creeping Doom (Conjuration) Components: V and S
Caster/Level (Sphere): Priest/7 (Animal, Summoning) Casting Time: 8
Range: 80 yards Saving Throw: None
Duration: 4 rounds/level This spell functions as cure/cause light wounds, but re-
Effective Area: 20 square feet stores/inflicts 3d8 + 3 HP of damage.
Components: V and S
Casting Time: 1 round Cure Disease (Abjuration)
Saving Throw: None Caster/Level (Sphere): Priest/3 (Necromantic)
This spell creates a horde ((1d6 + 4) × 100) of venomous, bit- Range: Touch
ing, and stinging “bugs”, including arachnids, insects, and myr- Duration: Permanent
iapoda, in the effective area. This swarming, living mass can be Effective Area: 1 creature
commanded to move 10 feet per round toward any spot within Components: V and S
Casting Time: 1 round
the spell’s range. Any creature in the effective area that can be af-
Saving Throw: Special
fected by normal weapons, automatically suffers 1 point of dam-
age per bug, killing the bug and subtracting it from the swarm. With this spell, the caster is able to cure most parasites and
The entire swarm can attack the same creature, or the swarm can diseases by touching the afflicted creature. The GM determines
spread out to attack more than one creature in the effective area. how rapidly the symptoms disappear. The creature may be well
A swarm can be sent beyond the spell’s range to attack a creature, in as little as one turn, or the creature may have to rest for up
but 50 bugs die for every 10 additional yards the swarm is sent. to 10 days, depending on the type of disease and how far it had
The swarm can be damaged or kept at bay in the same ways that progressed before the spell is cast. A 12th , or higher, level caster
a normal swarm can be, but the exact results are left to the GM’s can cure lycanthropy, if he casts this spell on the victim within
discretion. 3 days of the infection. The spell only removes current parasites

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

and diseases; it does not prevent them from re-occurring in the False Elemental: This effect creates one faintly glowing,
future. vaguely humanoid shape resembling a small fire elemental.
The reverse is cause disease. The caster must make a successful The caster can cause the effect to move anywhere within
touch attack against the victim, and the victim is then allowed range at a movement value of 6, without maintaining concentra-
a saving throw to avoid the effect. The caster decides whether tion, but the spell ends if the range is exceeded. The lights cannot
the disease is debilitating or fatal while casting. The spell cannot blind creatures.
inflict lycanthropy. Cure disease will counter the effects of its re- The material component is either a bit of phosphorus, wych-
verse. The exact nature of the disease is up to GM discretion, but wood, or a glowworm.
some typical characteristics are shown:
Debilitating: Within 1d6 turns, this disease causes the crea- Darkness, 15’ Radius (Transmutation)
ture to begin losing 1 point of strength every hour thereafter, until Caster/Level: Wizard/2
strength is reduced to 2. The creature is then too weak to move Range: 10 yards/level
and nearly helpless. If the creature’s strength rating is unknown, Duration: 1 turn + 1 round/level
it begins losing 10% of its hit points every hour instead, until Effective Area: 15-foot radius
only 10% of its original hit points remain. Recovery requires 1d3 Components: V, S and M
weeks of complete rest. Casting Time: 2
Saving Throw: None
Fatal: This devastating disease infects a creature immediately,
but requires 1d6 months to kill a victim. The infected creature This spell creates a zone of completely impenetrable dark-
can no longer benefit from any of the spells that cure wounds, ness. All forms of vision, including infravision, are useless. Cast-
and heals naturally at only 10% of the normal rate. The creature ing light or continual light directly at the effective area ends both
also permanently loses 2 points of charisma each month. The dis- spells. Overlapping effective areas of light (or continual light) and
ease can only be cured magically. Lost points of charisma are not darkness spells temporarily cancel each other. No other normal
restored when the disease is cured. or magical light works within the effective area of magical dark-
ness. Light sources can be brought into the effective area without
Cure Light Wounds (Necromancy) being extinguished, but the darkness spell does not end, and the
Caster/Level (Sphere): Priest/1 (Healing) light cannot be seen. Darkness can emanate from thin air, rock,
Range: Touch metal, wood, or any other material (Refer to the Light spell).
Duration: Permanent The material components are a bit of bat fur and either a drop
Effective Area: 1 creature of pitch or a piece of coal.
Components: V and S
Casting Time: 5
Saving Throw: None Deafness (Illusion)
Caster/Level: Wizard/2
This spell allows the caster to restore 1d8 HP of damage to the Range: 60 yards
creature touched. The healing cannot affect creatures without a Duration: Special
corporeal body, the undead, non-living, or extra-planar creatures. Effective Area: 1 creature
Only current wounds are healed, and the spell does not prevent Components: V, S and M
future wounds. Casting Time: 2
The reverse, cause light wounds, requires a successful touch at- Saving Throw: Negate
tack to inflict 1d8 HP of damage to the victim. Treat wounds This spell causes the victim to believe they have been deaf-
caused by the reverse as any normal injury. ened unless they save vs. spell, modified by wisdom-mental de-
fense modifier. Since the deafness is illusory, it cannot be cured by
Cure Serious Wounds (Necromancy) healing magic, including cure blindness or deafness. The effects are
Caster/Level (Sphere): Priest/4 (Healing) permanent until ended by the caster, or a successful dispel magic
Range: Touch is cast.
Duration: Permanent The material component is beeswax.
Effective Area: 1 creature
Components: V and S
Casting Time: 7 Death Fog (Evocation)
Saving Throw: None Caster/Level: Wizard/6
This spell functions as cure/cause light wounds, but re- Range: 30 yards
stores/inflicts 2d8 + 1 HP of damage. Duration: 1d4 rounds + 1 round/level
Effective Area: Two 10-foot cubes/level
Components: V, S and M
Casting Time: 6
D Saving Throw: None
This spell allows the caster to create a fog, resembling the fog
Dancing Lights (Transmutation) bank effect of the fog cloud spell and with the same basic physi-
Caster/Level: Wizard/1 cal properties; however, the vapors in this fog are acidic. It kills
Range: 40 yards + 10 yards/level
grass and small plants in two rounds, bushes and shrubs die in
Duration: 2 rounds/level
Effective Area: Special four rounds, small trees survive for eight rounds, and large trees
Components: V, S and M are dead in 16 rounds. Those natural, living creatures that are not
Casting Time: 1 immune to acid suffer damage as long as they remain in the cloud
Saving Throw: None equal to 1 point of damage in the 1st round, 2 points in the 2nd , 4
This spell creates one of the following three effects, chosen at points in the 3rd , and 8 points in the 4th and each round thereafter.
the time of casting: Moving through the fog reduces a creature’s movement value to
Lamp Lights: This effect creates one to four lights resembling 1.
torches or hooded lanterns and giving off the same amount of The cloud is immune to the effects of a gust of wind spell.
light. Strong winds or more can slowly move but not disperse the
Swamp Gas: This effect creates one to four glowing spheres cloud, however, it is burnt away in a single round by fireball, flame
resembling swamp gas. strike, or wall of fire.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

The material components are a pinch of dried and powdered ets with a single command.
peas, powdered animal hoof, and strong acid prepared by an al- The material components are the garment (which is reusable),
chemist. a tiny golden needle, and a strip of fine cloth, half-twisted and
fastened at the ends.

Delayed Blast Fireball (Evocation)


Caster/Level: Wizard/7
Range: 100 yards + 10 yards/level
Duration: Special
Effective Area: 20-foot radius
Components: V, S and M
Casting Time: 7
Saving Throw: Half
This spell duplicates a fireball spell, but inflicts 1d6 + 1 points
of damage per caster level (up to a maximum of 10d6 + 10) and
can be commanded to explode instantly or up to five rounds later.
The material components are a tiny ball of bat guano and sul-
phur.

Delude (Transmutation)
Caster/Level: Wizard/3
Range: 0
Duration: 1 turn/level
Effective Area: 30-foot radius
Components: V and S
Death Spell (Necromancy) Casting Time: 3
Caster/Level: Wizard/6 Saving Throw: Negate
Range: 10 yards/level
Duration: Instantaneous This spell allows the caster to conceal his alignment by assum-
Effective Area: 30-foot cube/level ing that of another creature of higher than animal intelligence
Components: V, S and M within the effective area when the spell is cast. The other crea-
Casting Time: 6 ture’s alignment is not changed by this spell. The creature is al-
Saving Throw: None lowed a save vs. spell to avoid the effects; otherwise a know align-
This spell instantly snuffs the life force of a number of crea- ment spell (or in certain cases, a detect good/evil spell) targeting
tures within the effective area. The spell has no affect on crea- the caster only reveals the assumed alignment. The other crea-
tures with 9 or more HD or levels, lycanthropes, undead, or extra- ture radiates magic, but the caster only radiates magic if the other
planar creatures. Creatures have a death factor based on their hit creature is the one who casts detect magic.
dice or class level. Those with less death factor are killed first
followed by those with higher death factors in ascending order. Demand (Evocation, Enchantment)
Subtract each creature’s death factor from the results of a 4d20 Caster/Level: Wizard/8
roll. If a creature’s death factor exceeds the remaining points by Range: Unlimited
more than double, the spell ends and does not affect that crea- Duration: Special
ture. Creatures slain by this spell cannot be brought back to life Effective Area: 1 creature
except via a wish. Components: V, S and M
HD/Level Death Factor Casting Time: 1 turn
Under 2 1 Saving Throw: Special
2 to 4 2 This spell functions as a sending spell (including extra-planar
4 + 1 to 6 + 3 10 restrictions), but allows the message to include a suggestion (as
6 + 4 to 8 + 3 20 the suggestion spell). The demand is always understood, and if
The material component is a crushed black pearl worth at the subject fails a save, modified by his wisdom—mental defense
least 1,000 gp. modifier and a −2 penalty, he will make every effort to carry out
the suggested activity, as long as it is possible. Demigods and
Deep Pockets (Transmutation, Enchantment) those of higher status can hear the demand, but only respond as
Caster/Level: Wizard/2 desired.
Range: Touch
The material components are a pair of cylinders, each open
Duration: 12 hours + 1 hour/level
Effective Area: 1 garment at one end, connected by a thin piece of copper wire and a small
Components: V, S and M part of the subject, such as hair or a fingernail.
Casting Time: 1 turn
Saving Throw: None Demi-Shadow Magic (Illusion)
This spell allows a specially prepared, high quality gown or Caster/Level: Wizard/6
robe (of at least 50 gp value and fashioned with at least 10 pock- Range: 60 yards + 10 yards/level
ets) to hold a lot more than it could normally carry. When the Duration: Special
spell is cast, each pocket creates an inter-dimensional space, al- Effective Area: Special
lowing the garment to hold up to 100 pounds, or 5 cubic feet Components: V and S
in volume, evenly distributed among each pocket. The garment Casting Time: 6
weighs 1 pound per 10 pounds stored in the pockets. Saving Throw: Special
If the duration expires or a dispel magic spell is successfully This spell functions as shadow magic, but it can duplicate evo-
cast on the garment, all material in the pockets magically appears cation spells of 5th level or less. If disbelieved, the spell effects are
and falls to the ground. The caster can also empty all of the pock- only 40% effective.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Demi-Shadow Monsters (Illusion) Detect Invisibility (Lesser Divination)


Caster/Level: Wizard/5 Caster/Level: Wizard/2
Range: 30 yards Range: 0
Duration: 1 round/level Duration: 5 rounds/level
Effective Area: 20-foot cube Effective Area: 10 feet × 10 yards/level
Components: V and S Components: V, S and M
Casting Time: 5 Casting Time: 2
Saving Throw: Special Saving Throw: None
This spell functions as shadow monsters, except that the illu- This spell allows the caster to clearly see not only invisible
sory creatures only have 40% of the normal hit points. If disbe- creatures or objects, but also those that are astral, astral-projected,
lieved, they deal 40% damage and have AC 8. ethereal, out-of-phase, hidden (a thief hiding in shadows), or con-
cealed (a goblin sneaking in bushes). The spell usually doesn’t
Detect Charm (Lesser Divination) reveal the method used to hide the creature or object, but the sil-
Caster/Level (Sphere): Priest/2 (Divination) ver cord of the astral-projected is seen. The spell doesn’t see into
Range: 1 turn Inter-dimensional or Non-dimensional Space, reveal illusions or
Duration: 1 turn allow the caster to see through solid objects.
Effective Area: 1 creature/round The material components are a pinch of talc and a small sprin-
Components: V and S kling of powdered silver.
Casting Time: 1 round
Saving Throw: Negate
Detect Lie (Greater Divination)
This spell allows the caster to determine whether a creature Caster/Level (Sphere): Priest/4 (Divination)
is under the effect of a charm or other compulsion, like hypnosis, Range: 30 yards
suggestion, rod of beguiling, etc. The subject is granted a saving Duration: 1 round/level
throw, and if successful, the caster learns nothing about the sub- Effective Area: 1 creature
ject; otherwise, the caster knows the creature is under someone’s Components: V, S and M
influence and has a 5% chance per caster level to know the exact Casting Time: 7
Saving Throw: Negate
nature of the influence. If more than one type of charm has been
placed on a creature, it’s impossible to know their exact natures. This spell allows the caster to immediately determine if the
subject is intentionally and purposely speaking lies. The caster
The reverse, undetectable charm, masks the detection of charms does not learn the true answer, nor can he detect honest answers
on a creature for 24 hours or until a dispel magic spell is success- that are wrong or given in order to evade a question. The subject
fully cast. is allowed a saving throw when the spell is first cast, suffering
a penalty equal to the caster’s wisdom-mental defense modifier,
Detect Evil (Lesser Divination) to avoid the effect, but the caster doesn’t know if the save was
Caster/Level (Sphere): Priest/1 (All), Wizard/2 successful or not. If the save fails, the GM should state whether
Range: 0 the answer was truthful, totally dishonest, or a minor exaggera-
Duration: Priest—1 turn + 5 rounds/level, Wizard—5 tion. If the save succeeds or the subject is under the effects of the
rounds/level spell’s reverse, every answer will seem truthful.
Effective Area: Priest—10 feet × 120 yards, Wizard—10 feet × 60 The reverse, undetectable lie, prevents magical detection of a
feet subject’s intentional spoken untruths for 24 hours or until a suc-
Components: Priest—V, S and M, Wizard—V and S
Casting Time: Priest—1 round, Wizard—2 cessful dispel magic spell is cast. The caster can be the subject of
Saving Throw: None the reverse.
The material component is 1 gp worth of gold dust. The ma-
Within its effective area, this spell allows the caster to see evil terial component of the reverse is brass dust.
auras radiating from a creature, object or from a part of the area,
itself. The reverse detects good auras, but in all other aspects is Detect Magic (Universal)
identical. The caster knows whether the aura is dim, faint, mod- Caster/Level (Sphere): Priest/1 (Divination), Wizard/1
erate, strong or overwhelming, but he must stop and concentrate Range: 0
intensely for at least one round to detect an aura and determine Duration: Priest—1 turn, Wizard—2 rounds/level
its relative strength. A creature’s exact alignment is never re- Effective Area: Priest- 10 feet × 30 yards, Wizard- 10 feet × 60
vealed by this spell, and most creatures native to the Prime Mate- feet
rial Plane don’t radiate an aura, unless they have been completely Components: Priest—V, S and M, Wizard—V and S
unwavering in their devotion, have reached at least 9 HD or Casting Time: Priest—1 round, Wizard—1
9th level, and have appropriate intentions. Aligned extra-planar Saving Throw: None
creatures and intelligent undead radiate auras, regardless of their This spell allows the caster to detect magical auras within the
outward appearance, as does holy (or unholy) water. Some pow- effective area. The intensity of the aura can be determined (dim,
erful curses and blessings may radiate an aura of evil or good faint, moderate, strong, or overwhelming), and the caster has a
(based upon the caster’s alignment), however, most traps, and 10% chance per level to recognize the school of magic. The caster
unintelligent or neutral creatures usually do not. can scan a 60-degree arc per round. It requires at least 1 foot of
The priests’ version of the spell functions as the wizards’, but stone, 1 inch of metal, or 3 feet of solid wood or earth to block the
spell. Areas that give off magical auras, mixed school’s of magic
is more powerful. In addition to learning the strength of the aura
in the same effective area, and overwhelmingly powerful auras
(dim, faint, moderate, strong, or overwhelming), a vague, one-
are likely to cause the spell to reveal confusing, conflicting or in-
word impression of the source of the aura’s intentions (if any)
complete results. Not all extra-planar creatures emanate magical
can be learned (eager, hateful or loving, cruel or kind, etc.). If auras.
the aura is overwhelming, the priest has a 10% chance per caster The priests’ version functions as the wizards’, except that a
level to detect its leanings toward law, chaos or neutrality. priest has a 10% chance per caster level to detect a spell’s sphere
A priest requires his holy or unholy symbol, which he holds (if any), but not its school. The priest requires his holy or unholy
out before himself, to cast this spell. symbol, which he holds out before himself, to cast this spell.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Detect Poison (Lesser Divination) the effective area, in the direction he’s facing. Scanning the effec-
Caster/Level (Sphere): Priest/1 (Divination) tive area requires one round, during which time the caster must
Range: 0
stand motionless. The spell indicates direction but not specific
Duration: 1 turn + 1 round/level
Effective Area: Special location or distance. It requires at least 1 foot of stone, 1 inch of
Components: V, S and M metal, or 3 feet of solid wood or earth to block the spell. The spell
Casting Time: 4 doesn’t reveal the type of undead, only their presence.
Saving Throw: None The material component is a bit of earth from a grave.
This spell allows the caster to detect poisoned or poisonous
objects. One object or up to a 5 foot cubic mass can be checked Dig (Evocation)
per round. There’s a 5% chance per caster level to determine the Caster/Level: Wizard/4
exact kind of poison. Range: 30 yards
A strip of specially blessed vellum is required. It turns black Duration: 1 round/level
if poison is present. Effective Area: 5-foot cube/level
Components: V, S and M
Casting Time: 4
Detect Scrying (Greater Divination) Saving Throw: Special
Caster/Level: Wizard/4
Range: 0 This spell allows the caster to excavate an amount of earth,
Duration: 1d6 turns + 1 turn/level sand, or mud per round equal to the effective area. Each round
Effective Area: 120-foot radius the caster can choose to expand the current hole or dig a new one.
Components: V, S and M The material removed is scattered evenly around the pit. When
Casting Time: 3 a hole in more or less solid earth reaches a depth of 25 feet, and
Saving Throw: Special every 5 feet thereafter, roll a 15% chance the pit collapses. Check
This spell allows the caster to become instantly aware of any for collapses when digging in sand after 10 feet (and every 5 feet
attempt to scry upon him or the location that surrounds him thereafter), and check when digging in mud every 5 feet. The
within the effective area, including attempts by both spells and caster cannot successfully dig a hole in quicksand, as it immedi-
magical devices. If the spell detects someone attempting to scry, ately collapses.
the scryer must roll a successful saving throw, or the caster dis- Any creature within 1 foot of the edge of a pit must roll a dex-
covers the scryer’s identity and a very vague location. For in- terity check or fall in. Creatures running directly towards an un-
stance, a compass point and significant landmark might be given, foreseen pit must save vs. spell, modified by dexterity—surprise
“Aldera spies upon you from the North near the tall evergreens”, modifier, or fall in. Creatures caught in a pit might be able to
or even a well-known city, “Zeebulos is listening to our conver- climb out at a rate to be determined by the GM, however, those
sation from the city of Galesville”. caught in a pit that is collapsing must save vs. death or become
The material components are a small piece of mirror and a buried; a successful save means they keep their bodies above the
miniature, brass hearing-trumpet. rapidly filling earth.
This spell can allow the caster to make tunnels, rather than
Detect Snares & Pits (Lesser Divination) simply holes, but the caster must be prepared to remove the ex-
Caster/Level (Sphere): Priest/1 (Divination) cavated material as it piles up at the mouth of the tunnel. Also,
Range: 0 while tunneling, the chance for a collapse is 30%, and the check is
Duration: 4 rounds/level made at half the distances stated above, unless the tunnel is well
Effective Area: 10 feet × 40 feet braced and supported.
Components: V, S and M
Casting Time: 4 The spell damages creatures made from earth or clay, espe-
Saving Throw: None cially those from the Elemental Plane of Earth and certain magi-
This spell enables the caster to detect natural snares, pits, cal constructs, dealing 4d6 points of damage, but the creature is
deadfalls and similar hazards within the effective area, or those allowed a saving throw to reduce the damage by half.
of primitive construction (whether made by man or beast). This The material components are a miniature shovel and a tiny
includes quicksand (snares), sinkholes (pits), unsafe walls of nat- bucket. The caster must hold them during the spell duration, and
ural rock (deadfalls), but also these types of traps made of natu- they disappear afterward.
ral materials and set by carnivorous plants, animals and humans.
The spell only reveals a magical trap if it involves a snare, pit Dimension Door (Transmutation)
or deadfall. The caster faces the desired direction and receives Caster/Level: Wizard/4
a signal every round about the impending danger, which gets Range: 30 yards/level
stronger as the caster approaches the hazard. The caster learns Duration: Instantaneous
Effective Area: The caster
the trap’s location, general nature, and upon close examination, Components: V
can learn what actions will trigger it, but he does not learn exactly Casting Time: 1
how it works or how to avoid or disable it. The spell does not re- Saving Throw: None
veal unsafe construction, mechanically complex traps, poisonous This spell allows the caster to instantaneously teleport up to
plants and animals, or traps that are inactive. the spell’s range, in any direction, by tunneling through the As-
The material component is the caster’s holy or unholy sym- tral Plane. He is able to take up to 500 pounds of nonliving mate-
bol. rial or 250 pounds of living material with him. The caster can ei-
ther visualize an area or state the direction and distance of travel
Detect Undead (Lesser Divination, Necromancy) desired. Travel by this manner is without chance for error, but
Caster/Level: Wizard/1 if the caster accidentally arrives with no ground beneath him, he
Range: 0
Duration: 3 turns and any traveling with him immediately fall. If the caster arrives
Effective Area: 10 feet × (60 feet + 10 feet/level) in a place that is already occupied by a solid body, he and any
Components: V, S and M creature traveling with him become physically trapped and lost
Casting Time: 1 round on the Astral Plane. In this unlikely event, the caster and any who
Saving Throw: None traveled with him act as though they are stunned until sent back
This spell allows the caster to detect undead creatures within to their home plane by means of a dismissal spell or similar ef-

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

fect. In addition, the caster must recover from his dizzyingly fast Dispel Evil (Abjuration)
journey through the Astral Plane, preventing him from acting for Caster/Level (Sphere): Priest/5 (Protection, Summoning)
one round after arriving at his destination. Range: Touch
Duration: 1 round/level
Effects that block or hinder a plane shift spell also affects the Effective Area: 1 creature
use of this spell. Components: V, S and M
Casting Time: 8
Disintegrate (Transmutation) Saving Throw: Negate
Caster/Level: Wizard/6 If an enchantment magic cast by an evil creature is ordinarily
Range: 5 yards/level subject to dispel magic, this spell will automatically dispel it via
Duration: Instantaneous touch. With a successful touch attack, it can also be used to send
Effective Area: 1 creature or 10 × 10 × 10-foot cube an evil extra-planar creature, a summoned evil creature, or a crea-
Components: V, S and M ture summoned by an evil caster to return from whence it came.
Casting Time: 6 The creature is allowed a saving throw to avoid being sent away.
Saving Throw: Negate Any of the above uses ends the spell immediately, but while the
When this spell is cast, the caster sends forth a thin green ray duration of the spell is still in effect, those creatures subject to its
that destroys a single creature, whether living or undead, or a sin- effects (evil extra-planar creatures, summoned evil creatures, or
gle object, whether mundane or magical in nature, and even some creatures summoned by an evil caster) suffer a −7 penalty to at-
magical energy fields, such the various big hand spells, within tack the caster. The reverse, dispel good, provides the same effects
the effective area. This spell has no effect upon a globe of invul- and protections against enchantments cast by good creatures, and
nerability or anti-magic shell. The creature or object struck by the summoned or extra-planar good creatures.
ray glows and must make a saving throw vs. spell, modified by The material components are the caster’s holy or unholy sym-
dexterity—surprise modifier (if a creature). Those that fail imme- bol and holy or unholy water.
diately and permanently vanish, leaving only a trace of fine dust.
If a creature makes its save, its equipment is likewise unharmed, Dispel Magic (Universal)
but if it fails its save, all equipment it carries must also roll saves Caster/Level (Sphere): Priest/3 (All), Wizard/3
vs. disintegrate. Range: Priest—60 yards, Wizard—120 yards
The material components are a lodestone and a pinch of dust. Duration: Special, Instantaneous
Effective Area: 30-foot cube or 1 item or creature
Components: V and S
Dismissal (Abjuration) Casting Time: Priest—6, Wizard—3
Caster/Level: Wizard/5 Saving Throw: None
Range: 10 yards This spell may allow the caster to negate ongoing magical ef-
Duration: Permanent fects that have been cast on a creature or object, temporarily sup-
Effective Area: 1 creature
Components: V, S and M press magical abilities of a magic item, negate ongoing magical
Casting Time: 1 round effects within the effective area, or disrupt another caster’s spell.
Saving Throw: Negate A successfully negated spell ends as if its duration had expired.
Some spells, as detailed in their descriptions, can’t be negated by
This spell allows a caster on the Prime Material Plane to send
dispel magic. Dispel magic can negate magical effects from special
a creature, other than a deity or demigod, back to its home plane
abilities just as it does magical effects from spells, but it cannot
of existence. If the creature desires to return to its home plane,
disrupt their use. The effect of a spell with an instantaneous dura-
the spell is automatically successful. If the creature is unwilling
tion can’t be dispelled, because the magical effect is already over
to return to its home plane, then the creature’s magic resistance (if
before the dispel magic can take effect.
any) is checked. If the magic resistance fails, the creature’s level
or HD is compared to the caster’s level. If the caster’s level is To make a dispel check, the caster rolls 1d20, modified by the
higher, the difference is a penalty to the creature’s saving throw. difference between the caster’s level and the level or HD of the
caster, creature or device that created the effect. If the caster level
If the creature’s HD or level is higher, the difference is a bonus. is higher, the difference is a bonus to the caster’s roll, and if the
If the saving throw fails the creature vanishes, but there’s a 20% caster level is lower, the difference is a penalty to the caster’s
chance it is sent to a plane of existence other than its own. roll. If the modified roll is 11 or higher, the dispel check suc-
The material component is an item distasteful to the creature ceeds. A natural 20 always succeeds and a natural 1 always fails.
being sent away Commonly, wands are considered as 6th level casters, staves are
The reverse, beckon, attempts to call a creature, other than a considered as 8th level casters, and most other magical items (in-
deity or demigod, from its home plane. The caster must state cluding potions and rods) are considered as 12th level casters. As
the type of creature and its name, giving its true name and title, there are numerous exceptions, the GM is free to make magi-
if known. The creature must be completely extra-planar in ori- cal items more or less powerful than these guidelines. Artifacts,
gin. If the creature is unwilling to answer the summons and the relics, demigods and deities are unaffected by dispel magic.
caster does not know the creature’s true name, check the crea- Dispel magic is used in one of three ways: targeted, area, or
ture’s magic resistance. An unwilling creature is also granted a disruption. The caster states which is being used when casting
saving throw, modified in the same way as dismissal, above. If the spell:
the summons is successful, the creature appears in the caster’s Targeted: One single object, creature, or magical effect is the
vicinity immediately, but success does not insure the creature’s target of the spell. If the dispel check is successful, the targeted
goodwill upon its arrival. The creature, especially if he was un- effect is negated. If the caster targets an object or creature that is
willingly summoned, is not likely to be favorably disposed to the the effect of an ongoing spell (such as a monster summoned by
caster or his allies. Even with careful preparations, such as ward- monster summoning), the dispel check is made against the level or
ing circles, restraints, protective devices, appropriate bribes, sac- HD of the conjurer. If the target object is a magic item, the dis-
rifices, etc., the results can be unpredictable. pel check is made against the item’s caster level. If successful, a
The material component for the reverse is an item that pleases potion is completely ruined, most other items become mundane,
or is desired by the creature. and non-dimensional interfaces (such as a bag of holding) close, for

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

1d4 rounds. Divination (Greater Divination)


Caster/Level (Sphere): Priest/4 (Divination)
Dispel checks automatically succeed if targeted against the Range: 0
caster’s own magical effects. Duration: Special
Area: When dispel magic is used in this way the spell affects all Effective Area: Special
creatures and objects within the effective area. Permanent magi- Components: V, S and M
cal items, whether or not held by a creature, cannot be affected by Casting Time: 1 turn
an area dispel. Multiple dispel checks are made. For each crea- Saving Throw: None
ture within the effective area that is the subject of one or more This spell allows the caster to receive helpful guidance re-
magical effects, the caster makes a dispel check against the effect garding a specific goal, event, or activity that will occur within
with the highest caster level. If that check fails, the caster makes one-week of the casting. The base chance for success is 60% + 1%
dispel checks against progressively weaker spells until a check per caster level, and the GM applies modifiers based on the na-
is successful or until all checks fail. For each object within the ture of the question and other circumstances. The caster knows
area that is the subject of one or more magical effects, make pro- if the spell fails, unless magic is in effect that provides false read-
gressively easier dispel checks as above, so that only up to one ings. The reply is a specific piece of advice that takes the form
magical effect per creature or object is ended per casting of an of a short, clear phrase, a cryptic verse or even an omen, at the
area dispel. For ongoing magical effects whose point of origin is GM’s discretion. The GM decides what information is provided
within the effective area, the caster makes a dispel check to negate and whether additional divination spells will provide more. If the
it. For ongoing magical effects whose effective area overlaps that guidance is not acted upon within a week, events are likely to
of the dispel magic, the caster makes a dispel check to negate it, change significantly enough to render the advice no longer valid.
but only in the overlapping area. If an object or creature is the ef- The material components are a sacrificial offering, incense,
fect of an ongoing spell (such as a monster summoned by monster and the caster’s holy or unholy symbol. If particularly crucial
summoning), the caster makes dispel checks to attempt to dispel guidance is sought, valuable sacrifices, such as gems, jewelry or
magic that may be affecting the object or creature (if any), and magical items, may be required.
another dispel check to negate the spell that conjured it (return-
ing it whence it came). The caster must choose to automatically Domination (Enchantment)
succeed on dispel checks against his own magical effects in the Caster/Level: Wizard/5
effective area, or roll unmodified dispel checks against them. Range: 10 yards/level
Duration: Special
Disruption: When dispel magic is used in this way the spell Effective Area: 1 person
targets another spell caster. If the caster wins initiative, he may Components: V and S
cast this spell and then wait until an appropriate moment in that Casting Time: 5
round to activate the disruption effect, so as to catch the rival Saving Throw: Negate
spell caster unawares. If not activated in the round it was cast, This spell is similar to the charm spell, but it can only affect a
the disruption effect fails. If a dispel check is successful, any spell person. Elves and half-elves resist the effects normally, and the
that the targeted spell caster is in the process of casting when the subject’s intelligence determines how often he gets a new sav-
disruption effect is activated, or any spell that he casts in the same ing throw to break the caster’s control. The subject is initially al-
round after the disruption effect is activated fails. If the targeted lowed a saving throw, modified by wisdom-mental defense mod-
spell caster has finished casting his spell before the disruption ef- ifier and a −2 penalty, to avoid the effect. If the subject fails this
fect is activated, or waits to cast until the following round, the initial saving throw, the caster gains mental control over the sub-
disruption effect fails. ject’s actions, but cannot see through the person’s eyes or hear
through its ears, etc. Once the spell is in effect, mental commands
Distance Distortion (Transmutation) can be sent without range limitations, as long as the caster and
Caster/Level: Wizard/5 subject exist on the same plane. Mental commands must be in a
Range: 10 yards/level language the person understands, and the control is not absolute.
Duration: 2 turns/level The subject refuses commands to hurt himself or commit suicide,
Effective Area: 100-foot cube/level
Components: V, S and M and being commanded to perform actions that are against his na-
Casting Time: 5 ture prompts an immediate saving throw with a +1 to +4 bonus
Saving Throw: None (depending on what the action is). If this save succeeds, the com-
The caster must conjure an earth elemental, before casting this mand is refused; otherwise the subject obeys it completely. A pro-
spell. The elemental will serve voluntarily, provided the caster tection from evil/good spell prevents the caster from sending mental
begins to cast this spell in the following round. In addition, the commands while the protection is in effect, but it cannot block the
effective area for this spell must be completely surrounded or en- spell from initially affecting the subject.
closed by natural earth and/or rock. When this spell is cast, the
elemental becomes part of the magical effect, causing the effec- Dream (Invocation, Illusion)
Caster/Level: Wizard/5
tive area to physically become either twice as large or half its size, Range: Touch
so that crossing the effective area can either take half as long or Duration: Special
twice as long, as the caster wishes. A corridor that is normally 10- Effective Area: 1 creature
foot wide and 100-foot long could be made into a corridor that is Components: V and S
only 5-foot wide and 50-foot long or into one that is 20-foot wide Casting Time: 1 turn
and 200-foot long. The effect is virtually undetectable to creatures Saving Throw: Special
passing through it, but the area radiates a dim magical aura, and This spell grants the caster (or a creature designated by the
a true seeing spell will detect the earth elemental. When the spell caster’s touch) the ability to send a message in the guise of a
ends, the elemental returns to its own plane and the space re- dream. This spell cannot send a message to a creature that never
turns to its normal size. Creatures and objects inside an enlarged sleeps, such as undead or extra-planar creatures. When the spell
effective area when it reverts to its normal (smaller) size will be is cast, the caster must positively identify the creature that is to
harmlessly but randomly shunted to the nearest open spaces. receive the message by its name or a specific title only used by
The material component is a small lump of soft clay. that creature. At the conclusion of the casting, the caster (or his

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designated sender) falls into a deep coma-like trance, and unless dehydration, starvation, predation, etc. if not cared for while in
the creature is warded by magical protection, he immediately en- this state.
ters the creature’s dream and injects a message. If the creature is If a dispel evil spell can be cast on the creature while nightmare
awake when the spell is cast, the caster (or his designated sender) is being cast or within its (GM determined) duration, the caster of
can choose to remain in a trance or awaken (ending the spell). the nightmare receives all damage (based upon his own level) and
While in the trance, he is oblivious to what is going on around penalties meant for his victim, is stunned for one turn per level of
him and is mentally and physically unable to defend himself. the caster of the dispel evil and cannot cast another nightmare until
He automatically fails all saves, is automatically struck by melee 7 days pass.
weapons, etc. Any such disturbance awakens the caster and the
spell ends. Duo-Dimension (Transmutation)
The message can be of any length, and the creature remem- Caster/Level: Wizard/7
Range: 0
bers the message perfectly when he awakens. The creature can- Duration: 3 rounds + 1 round/level
not reply or ask questions during the dream, and the caster (or his Effective Area: The caster
designated sender) cannot spy upon the creature’s dream, learn Components: V, S and M
the creature’s location or any other details about the creature. The Casting Time: 7
GM will determine the duration of the spell by calculating the Saving Throw: None
amount of time required to enter the creature’s dream and send This spell flattens the caster so that he has only the two di-
the message. Between 1 and 10 rounds is generally appropriate, mensions of height and width, but no depth. When the caster is
depending on the length and complexity of the message, the in- viewed from either side, he cannot be seen unless a true seeing
telligence of the creature, its species, and other factors. Once the spell or similar magic is used, but when viewed from the front or
message is sent, the caster (or his designated sender) wakes up, rear, he looks normal. He can slip through paper-thin spaces and
and the spell ends. cracks that are big enough to accommodate his height and width.
He is otherwise able to move and act normally.
Due to the unusual nature of this spell, the GM and player
must, at all times, be aware of the direction the caster is facing
during the spell’s duration, especially while the caster is in com-
bat. The caster can turn to face any one direction each round,
as part of his normally allowed movement. From the flanks the
caster is invulnerable to attacks, including magical effects that
target the caster specifically. From the front and rear, however,
the caster incurs double damage from attacks. Magical effects
with an effective area affect the caster normally.
While this spell is in effect, part of the caster is shifted to the
Astral Plane, where creatures there may see him. Any successful
attack on the caster by an astral creature causes normal damage,
and the attack has a 25% chance to pull the caster completely into
the Astral Plane, ending the effects.
The material components are a strip of parchment wrapped
around a small, flat statue of the caster. This must be made of
enameled ivory with gold and platinum entwined filigrees, em-
bellished with gems, and crafted by a master craftsman, worth
at least 500gp. The statuette and parchment are destroyed dur-
ing the casting, but for every additional 100gp spent on the stat-
uette, up to 500gp extra, the GM may reduce the chances of being
pulled into the Astral Plane by 5%.

Dust Devil (Conjuration)


Caster/Level (Sphere): Priest/2 (Elemental (Air))
Range: 30 yards
Duration: 2 rounds/level
Effective Area: 5-foot × 4-foot cone
Components: V and S
Casting Time: 2 rounds
Saving Throw: None
The reverse, nightmare, functions as dream but sends horrific This spell conjures a weak air elemental, known as a dust
mental images to the creature. The creature is granted a saving devil. The dust devil will go wherever the caster verbally com-
throw, modified by wisdom—mental defense modifier. If the sav- mands it to go, but disperses if it moves more than 30 yards away
ing throw fails, the creature suffers damage equal to its level or from the caster. The caster is not immune to the effects of a dust
HD + 1, up to a maximum of 10 points, so that a 0 level charac- devil attack or its dust cloud.
ter or a creature with less than 1 HD receives 1 point of damage, The elemental summoned by a dust devil spell has an AC of
4, a movement rate of 18, and 2 HD. It may attack once each
while a 9th level or higher character (9 HD or greater creature) re-
turn with a THACO of 19, inflicts 1d4 damage, and may affect its
ceives 10 points of damage. The creature also becomes fatigued,
surroundings in minor ways such as by extinguishing torches or
and is unable to regain spells for the day. This damage cannot
blowing away scrolls. When in an area with significant amounts
kill a creature, but if reduced to 0 hit points or less, it does not
of dust and debris, a dust devil may kick up a cloud with a di-
awaken from its sleep and falls into a comatose state. It is im-
ameter of 10 feet centered upon itself. Creatures caught within
mune to further effects from a nightmare spell while in this state,
the cloud are blinded, and remain so for one round after leaving
and can only be awakened from its coma by healing the damage
the cloud, and spell casters so caught must successfully save vs.
(either naturally or magically). However, the creature may die of
spell to maintain concentration while casting spells.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Earthquake
Terrain Effect
Cave/Cavern/ Roof collapses. Creatures in the effective area take 8d6 points of damage and are pinned beneath the
Tunnel rubble*. A successful saving throw modified by dexterity-surprise modifier avoids being pinned and
reduces the damage by half. An earthquake cast on the roof of a very large cavern could also endanger
those outside the effective area but still below the falling debris.
Cliff/Wall Crumbles/Landslide. Cliffs crumble, creating a landslide that travels horizontally as far as it fell vertically.
Any creature in the path takes 8d6 points of damage and is pinned beneath the rubble*. A successful saving
throw modified by dexterity-surprise modifier avoids being pinned and reduces the damage by half.
Ground Shifts and cracks. Each creature standing in the effective area must make a saving throw modified by
dexterity-surprise modifier or fall down. Fissures open in the earth, and small-size or smaller creatures
roll 1d4, man-sized creatures roll 1d6, large-sized or larger creatures roll 1d8, while large immobile plants
roll 1d3. On a roll of 1, a creature falls into a fissure, and the plants are either uprooted or fall into a fissure
(50% chance of either). At the end of the duration, all fissures grind shut, killing any creatures still trapped
within.
River/Lake/ Drains and Floods. Fissures open underneath the water, draining away the water from the effective area
Marsh and forming muddy ground. Soggy marsh or swampland becomes quicksand for the spell’s duration,
sucking down creatures and structures. Each creature in the effective area must make a saving throw
modified by dexterity-surprise modifier or sink down in the mud and quicksand. At the end of the dura-
tion, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught
in the mud.
Above-ground Any structure standing on open ground takes 5d12 points of damage, enough to collapse a typical wooden
structures or masonry building. Structures with foundations built on solid bedrock suffer only 1 /2 damage or 1 /4
damage if they exceed their saving throw by at least 50%. Creatures caught inside a collapsing structure
take 8d6 points of damage and are pinned beneath the rubble*. A successful saving throw modified by
dexterity-surprise modifier avoids being pinned and reduces the damage by half.
*Any creature pinned beneath the rubble takes 1d6 points of damage per round thereafter, until freed or dead. The GM may
allow a 1d3 × 10% (10–30%) chance for the pinned creature to fall into a safe pocket, where they do not take additional damage
each round, yet are unable to free themselves.

The material components are a pinch of dirt, a piece of rock,


and a lump of clay.

Emotion (Enchantment)
Caster/Level: Wizard/4
Range: 10 yards/level
Duration: Special
Effective Area: 20-foot cube
Components: V and S
Casting Time: 4
Saving Throw: Negate
This spell produces a particular emotional response in every
creature within the effective area. Unwilling creatures are al-
lowed a saving throw, modified by wisdom-mental defense mod-
ifier, to avoid the effect. The spell remains in effect so long as the
caster concentrates. Typical emotional responses include the fol-
lowing:
E Courage: Affected creatures fight like wild-men, with little
Earthquake (Transmutation) regard to their safety, gaining a +1 bonus to attack, +3 bonus
Caster/Level (Sphere): Priest/7 (Elemental (Earth)) to damage, and 5 temporary hit points, but they also drop their
Range: 120 yards shields, never check morale, and fight only with melee weapons
Duration: 1 round or hand-to-hand. This effect counters and is countered by fear.
Effective Area: 5-foot diameter/level Fear: Affected creatures panic and run from the caster for 2d4
Components: V, S and M rounds. It counters and is countered by courage. Creatures who
Casting Time: 1 turn panic and run must roll a new save if they return to the effective
Saving Throw: Special area.
This spell allows the caster to create a powerful tremor that Friendship: Affected creatures’ reaction results improve by
ripples through a circular effective area. The quake can affect the one step. It counters and is countered by hate.
ground, large vegetation (such as trees), and structures (either Happiness: Affected creatures are highly unlikely to attack
above or below ground). For the duration of the spell, creatures first. This effect creates a feeling of joy, adding +4 to reaction
in the effective area can’t move, cast spells, attack, or perform any rolls. It counters and is countered by sadness.
other actions. Creatures in the effective area face injury and pos- Hate: Affected creatures react more negatively, reducing their
sible death from falling into fissures or falling debris. An earth reaction results by one step. It counters and is countered by
elemental in the effective area can negate up to 100% of its effect friendship.
(1d10 × 10%), and the GM may allow other magical protections Hope: Affected creatures gain a +2 bonus to saving throws,
to reduce or negate the effects. attack rolls, damage and morale (PCs are not affected by this
The specific effects depend on the nature of the terrain(s) morale bonus). It counters and is countered by hopelessness.
within the effective area. Hopelessness: Affected creatures are overcome with despair.

126
FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

They are 50% likely to lay down arms and surrender, 25% likely is cast. Crafting a magical item is a lengthy process, especially
to do nothing that round (roll again for the following round), and the more powerful +4 and +5 items. It is suggested that this spell
25% likely to retreat for 2d4 rounds. Creatures who retreat must may need to be cast 5 times for a permanent +1 item, 10 times
roll a new save if they return to the effective area. It counters and for a permanent +2 item, 20 times for a permanent +3 item, 40 to
is countered by hope. 50 times for a permanent +4 item, and up to 80 or 100 times for
Sadness: Affected creatures become depressed, applying a a permanent +5 item (Refer to Crafting Magical Items for special
−1 penalty to surprise rolls and a +1 penalty to initiative rolls. casting time).
It counters and is countered by happiness. The material components are powdered lime and carbon.

Enchant an Item (Universal) Endure Heat/Endure Cold (Transmutation)


Caster/Level: Wizard/6 Caster/Level (Sphere): Priest/1 (Protection)
Range: Touch Range: Touch
Duration: 2 days + 1d8 days Duration: 11 /2 hour/level
Effective Area: 1 item Effective Area: 1 creature
Components: V, S and M Components: V and S
Casting Time: Special Casting Time: 1 round
Saving Throw: Negate Saving Throw: None
This spell, which is almost always cast in a laboratory set- This spell protects a subject from the effects of normal cold
ting, opens magical pathways in a vessel and readies it for final or heat (chosen during the casting). The recipient (which may
its enchantments. As explained in the section “Crafting Magical be the caster) can withstand temperatures as low as −30◦ F (us-
Items”, the spell is cast after the vessel has been crafted and pre- ing endure cold) or as high as 130◦ F (using endure heat) without
pared. The caster crafting the magical item does not necessarily discomfort.
have to be the one who casts enchant an item. More extreme temperatures inflict 1 point of damage for ev-
The casting of the spell requires handling of the vessel for 8 ery hour the subject is exposed to them. If the recipient is struck
hours a day for the spell’s duration. Work must be continuous by magical heat or cold, it ignores the first 10 points of damage
and uninterrupted, and the vessel must remain within one foot (depending on the spell’s application), but the spell ends regard-
of the caster while he is resting. In addition, no magical items less of which extreme the subject is exposed to. Each version of
(except scrolls) can be brought within 30 feet of the vessel, and the spell cancels its opposite.
no spells except those related to the fabrication of the magical
Energy Drain (Evocation, Necromancy)
item may be cast, even during rest breaks. Failure to follow these
Caster/Level: Wizard/9
rules contaminates the enchantment and causes the spell to fail. Range: Touch
At the end of the spell’s duration, the caster makes a save vs. Duration: Permanent
spell, modified by wisdom—mental defense modifier. If success- Effective Area: 1 creature
ful, enchant an item spell is successful, a failed save means the Components: V, S and M
spell fails and must be begun again. A natural result of 1 on the Casting Time: 3
saving throw always fails. Once enchant an item spell is success- Saving Throw: None
fully completed, the caster has up to 24 hours to begin casting This spell allows the caster to channel negative energy for one
spells into the vessel. After 24 hours, the vessel loses its magic, round, permanently draining 2 levels or HD from a creature on
and enchant an item must be begun again. a successful touch attack. Hit points, saving throws, attacks and
The material components required to cast this spell are deter- other level/HD related abilities are permanently lost (until re-
mined by the GM and should be rare, wondrous, and reflect the gained by gaining experience or 2 restoration spells are cast on
nature of the magical item being crafted and the magic about to the victim). If the attack fails, the spell ends normally.
be cast upon it. Specific components must be investigated by the Human or humanoid creatures killed by this spell can be an-
character and learned through role-playing. imated as juju zombies under the caster’s control. The undead
cannot be negatively affected by this spell.
Any time the spell fails and must be begun again for any rea-
The material component is essence of specter or vampire dust.
son stated above, the material components must be replaced and
These are dangerous substances, and there’s a 5% chance that the
new spell duration must be determined.
caster loses one point of constitution while casting this spell, due
to contact with either of them. If the caster dies through this loss,
Enchanted Weapon (Enchantment)
he becomes a shade. The caster’s alignment instantly becomes
Caster/Level: Wizard/4
Range: Touch neutral evil, and he is then sucked into the Demiplane of Shadow.
Duration: 5 rounds/level
Effective Area: 1–2 Weapon(s) Enervation (Necromancy)
Components: V, S and M Caster/Level: Wizard/4
Casting Time: 1 turn Range: 10 yards/level
Saving Throw: None Duration: 1d4 hours + 1 hour/level
This spell enchants mundane weapon(s) to become magical Effective Area: 1 creature
Components: V and S
+1 weapon(s), offering a temporary bonus to attack and dam- Casting Time: 4
age rolls. One medium or large-sized weapon or two small-sized Saving Throw: Negate
weapons can be affected by the spell. Multiple spells cast on the This spell allows the caster to emit a crackling bolt of black
same weapon(s) can increase the bonus to a maximum of +3. The negative energy from his fingertip that suppresses the victim’s
spell can also improve a permanent magical weapon up to a com- life force, temporarily. The victim must save vs. spell, modified
bined maximum bonus of +3. A melee weapon or bow retains its by dexterity—surprise modifier, to avoid the bolt. If struck, the
enchantment for the duration of the spell, but ammunition and victim is drained one level or HD (see also Energy Drain spell)
hurled weapons lose all bonuses after their first successful hit. per four caster levels. If the bolt drains the creature to 0 levels or
In addition, this spell is used in the finalization process for HD, the creature must make a constitution-system shock roll or
crafting permanent magical weapons. It would be cast multiple die. Those that survive the shock are comatose. Comatose vic-
times into the vessel after enchant an item but before permanency tims awaken and lost levels return when the duration expires, or

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

after 6 hours of undisturbed rest. Most level dependent abilities The material component required to cast an enlarge spell or its
return, except for lost spells, which must be rememorized. The reverse is a pinch of powdered iron.
undead cannot be negatively affected by this spell.
Ensnarement (Conjuration)
Enlarge (Transmutation) Caster/Level: Wizard/6
Caster/Level: Wizard/1 Range: 10 yards
Range: 5 yards/level Duration: Special
Duration: 5 rounds/level Effective Area: Special
Effective Area: 1 creature or object (up to 10 cubic feet per level) Components: V, S and M
Components: V, S and M Casting Time: 1 turn
Casting Time: 1 Saving Throw: Negate
Saving Throw: Negate This spell allows the caster to lure an extra-planar creature
This spell allows the caster to increase the size of a creature through an extra-dimensional gate and into a warding circle
or object within range that he can see. Colonial or symbiotic life where the caster tries to convince it to perform one service in re-
forms are considered one creature. Unwilling creatures are en- turn for its freedom. If a warding circle is not within range when
titled to a saving throw. If the save fails, height and width are the spell is cast, the creature is able to move and act freely when it
increased by a maximum of 10% per caster level. Multiple cast- arrives, usually attacking the caster and/or escaping. The ward-
ings of the enlarge spell do not stack. Less growth may occur, as ing circle can be a temporary, hand drawn circle (requiring at
a creature cannot be harmed by this spell. If a space is too small least one turn and 1,000 gp) or a more permanent, intricately
to hold an enlarged creature or object, it bursts through weak en- carved and inlaid circle (requiring at least 3 days and 5,000 gp).
closures and grows to the maximum possible size. Its weight is The type of creature to be targeted by the spell must be spoken,
increased by the percentage increase in size, cubed. For instance, and if a specific creature is desired, the caster must also speak the
an increase of 30% in size (1.3 times larger) causes a 1.33 or 2.197 name of the creature, giving its true name and title, if it has such.
times increase in weight. A 60-inch (5’0”) tall elf of 100 lbs would The creature becomes aware of a gate nearby and must roll an
become 78 inches (6’6”) tall and 219.7 lbs with just a 30% increase intelligence check, modified by the difference between its intelli-
in overall size. A 100% increase (double-sized) would increase gence and the caster’s. If the creature has a higher intelligence, he
the creature’ weight by 23 or 8× the original weight, i.e. our elf gains a bonus, but if the caster’s intelligence is higher, the crea-
would now weigh 800 lbs. ture suffers a penalty. If the creature fails the intelligence check,
A creature’s HD, AC, and attack rolls don’t change, but the it is drawn into the gate and trapped. If the creature passes its
range of a hurled or missile weapon is increased proportionately. intelligence check, the spell fails.
A creature’s strength score is not directly modified, however, The GM secretly checks at the time the circle is created
base damage and the strength based abilities of force doors and whether it was created successfully or not by rolling it’s base
bend bars/lift portcullis, are increased proportionately (+10% per chance for failure modified by any extra time and materials spent
caster level), while the strength based ability of max weight is in- creating the circle. If this check fails, any creature trapped will al-
creased in the same manner as the subject’s weight (+10% cubed). ways be released immediately, and the circle must be abandoned.
In addition, the subject’s movement value increases by 1 for every The base chance for failure is 20% for a hand drawn circle and
20% of size increase. All equipment worn and carried (including 10% for a carved circle. A hand drawn circle’s chance for failure
potions) is enlarged by the spell, but magical properties of an ob- (including its initial chance) is reduced by 1% per extra turn spent
ject are never increased or altered. drawing the circle and 1,000 gp worth of extra materials used. A
carved and inlaid circle’s chance for failure is reduced by 1% per
The reverse, reduce, negates enlarge or allows the caster to re- extra 3 days spent carving and 5,000 gp worth of extra materials
duce a subject’s size. Multiple castings of reduce do not stack. used.
The object or creature (and its equipment) that fails its save loses When the circle is used to capture an extra-planar being, the
10% of its original size (height, width) per caster level, but only chance for failure is further modified by the difference between
until the subject reaches 10% of its original size. Reduction be- the caster’s intelligence and level/HD and the subject’s intelli-
yond 10% of the original size shrinks the subject by 1 foot per gence and level/HD. Subtract 1% per point the caster’s total is
caster level until they are below 1 foot tall. Further reductions higher and add 1% per point that the subject’s total is higher.
shrink them by 1 inch per caster level until they’re down to 1 inch
These modifiers can reduce the warding circle’s chance of fail-
tall, when even further reduction shrinks them by 1 /10 of an inch ure to 0% or (though not very likely) above 100%. However, any
per caster level down to the smallest possible size of 1 /10 of an imperfection in the circle, even a hair or strand of thread laid
inch tall. The subject can never be harmed by a reduce spell. The upon it, immediately frees the creature. A trapped creature can-
subject’s weight is decreased by the percentage decrease in size, not leave the circle, interfere with or affect it in any way, nor can
cubed. For instance, a decrease of 30% in size (0.7 times smaller) any of its attacks or powers extend outside the circle, but when-
causes a 0.73 or 0.343 times decrease in weight. Our same elf (5’ ever possible, it will always try to trick others into accidentally
tall and 100 lbs.) would become 42 inches (3’6”) and just 34.3 lbs breaking the circle and releasing it.
with a 30% decrease in overall size. At a 90% reduction, weight is Once ensnared in a warding circle, the creature is captured
0.001 times the original, so our 100 lb elf would be only 6 inches until it breaks free, is accidentally released, voluntarily returned
tall and weigh only 1 /10 of a pound. to its plane by the caster, or it agrees to perform one service for
A creature’s HD, AC, and attack rolls don’t change, but the the caster. The caster must be within spell range of the circle
range of a hurled or missile weapon is reduced proportionately. when making his request. The requested service can be broad or
A creature’s strength score is not directly modified, however, base specific and be accompanied by bribes, promises, or threats, but
damage and the strength based abilities of force doors and bend completely unreasonable requests will never be agreed to. The
bars/lift portcullis are decreased by a proportionate amount, GM assigns a persuasiveness penalty to the request from +0 to +6
while the strength based ability of max weight is decreased in (with +6 being the most persuasive or reasonable) and rolls an in-
the same manner as the subject’s weight. Its movement value de- telligence check for the creature, modified by the persuasiveness
creases by 1 for every 20% size decrease. When reduced to move- penalty. If this check succeeds, the creature refuses to perform
ment value of 1, further reductions decrease movement value by the service, and the circle is temporarily weakened long enough
0.1 until a minimum movement value of 0.1 is reached. to give the creature one chance to escape the warding circle on

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

its own. Roll the warding circle’s modified chance for failure to chantment then lasts for as long as the caster continues to speak,
determine if the circle holds or the creature escapes. If the circle up to one hour. Peacefully enthralled creatures stand nearly mo-
holds, the caster must wait at least 24 hours to ask again, possibly tionless, completely ignoring their surroundings, while the caster
offering new or better incentives. Each time the caster approaches speaks, and for 1d3 rounds thereafter they quietly discuss the
the creature; the GM reassesses the caster’s request to determine caster’s speech. Part of the crowd will also likely be hostilely
the new persuasiveness penalty. In addition, the creature gains enthralled, booing and heckling, while a third part will likely not
a +1 cumulative penalty to its intelligence check, and the ward- be affected by the caster’s words at all, and will be able to act
ing circle gains a +2% cumulative higher chance to fail for each normally.
day of confinement. If the caster waits 48 hours to approach the Creatures in the effective area or who enter it any time during
creature, the creature suffers a +2 penalty, but the circle is also its duration, with 3 or fewer levels/HD or wisdom lower than 16,
weakened by 4%. must save vs. spell, modified by wisdom-mental defense modi-
Once a service has been agreed upon, the creature is freed fier, or become peacefully enthralled. Creatures from a hostile
from the circle to perform the service, returns to tell the caster non-PC race or those following an opposing religion gain a +4
when it is completed, and is automatically sent home. The crea- bonus on their save. Half of those who make the save are allowed
ture is not loyal to the caster, however, the creature can never to act freely, but the other half are hostilely enthralled, compelled
return to its home plane, short of divine intervention, until it per- to listen to the caster, but booing and heckling every turn.
forms the agreed upon service to the best of its abilities. After a When dealing with large crowds of creatures with the same
creature is returned home, it is free to hunt down and exact its modified save, it’s safe to assume that their save subtracted from
revenge on the caster, if it has the desire and ability to do so. A 20, then multiplied by 5% will determine how many creatures
caster who abuses this spell quickly becomes the target of extra- successfully save, so that out of a group of 100 men with a save
planar attacks. While technically, this spell can be cast (albeit un- of 17, (20 − 17) × 5% = 15% (or 15 men) will make their save (7
successfully) without a warding circle, having one in range is im- or 8 of those will become hostilely enthralled, the other 7 or 8 can
portant enough to be considered a material component. act normally), while 85% (85 men) will not make their save and
become peacefully enthralled.
Entangle (Transmutation) The GM can determine that peacefully enthralled creatures
Caster/Level (Sphere): Priest/1 (Plant) are entitled to a new saving throw each turn if the heckling from
Range: 80 yards hostilely enthralled creatures gets extremely loud or convincing.
Duration: 1 turn Also if someone makes a concerted effort to awaken an individ-
Effective Area: 40-foot cube ual enthralled creature (whether peaceful or hostile), it gains a
Components: V, S and M new save every third round. Those who make this second save
Casting Time: 4 are still 50% likely to join or rejoin the hecklers, and hecklers who
Saving Throw: Half fail this save become peaceful. This can be repeated until the crea-
This spell causes plants within range and in the effective area ture successfully breaks the enchantment.
to wrap, grasp, twist and otherwise entangle creatures. Any crea-
If the crowd is attacked, the spell ends, but the crowd (peace-
ture within or entering the effective area during the spell’s du-
ful and hostile alike), immediately rolls a reaction check against
ration must save, modified by dexterity-surprise modifier, or be
the attackers with a −10 penalty.
held fast and unable to perform any actions for the remainder
of the duration. A successful save allows a victim to escape at a
Erase (Transmutation)
movement value of 10 feet per round or perform 1 action. Each Caster/Level: Wizard/1
round a freed creature remains in the effective area, the plants Range: 30 yards
attempt to re-entangle it, and a new save is required. Duration: Permanent
The efficacy of this spell is very dependent on the quantity Effective Area: 1 scroll or 2 pages
and types of plants available in the effective area compared to the Components: V and S
size and strength of the creature. It will not work if there is abso- Casting Time: 1
lutely no vegetation, however, the GM should be as generous as Saving Throw: Special
possible in allowing this spell to work. Existing vegetation will This spell removes magical or mundane writings from a scroll
stretch to its limits, growing up to several feet taller or longer or up to 2 pages of paper, parchment, or similar surfaces. The
for the spell’s duration. Roots near the surface will be affected, spell also obliterates explosive runes, glyphs of warding, sepia snake
especially useful in shallow underground or cave settings where sigils, and wizard marks but has no effect on illusory scripts or sym-
the GM may decide they pop out of the ceiling or walls for the bols. Non-magical writing automatically vanishes when touched
spell’s duration, however, in areas where vegetation is sparse, by the caster and has a 90% chance to disappear when the spell is
the GM may assign bonuses (up to +4) to the creatures’ saves. cast from a distance (but still within range). Magical writing must
Gargantuan-sized creatures or those with a strength greater than be touched to be erased and then has a base chance of 30% + 5%
20, may gain additional bonuses (up to +4) to their saves in less per caster level to be affected, up to a maximum of 90%.
than heavy vegetation.
The material component is the caster’s holy or unholy sym- ESP (Lesser Divination)
bol. Caster/Level: Wizard/2
Range: 0
Enthrall (Enchantment) Duration: 1 round/level
Caster/Level (Sphere): Priest/2 (Charm) Effective Area: 5 yards/level, 90 yards maximum
Range: 0 Components: V, S and M
Duration: Special Casting Time: 2
Effective Area: 90-foot radius Saving Throw: None
Components: V and S This spell allows the caster to detect the surface thoughts of
Casting Time: 1 round any creature in the effective area surrounding his person, except
Saving Throw: Negate for the undead, the non-intelligent and the completely alien. This
This spell allows the caster to peacefully enthrall a crowd of also allows the wearer to note the creature’s approximate dis-
people that comprehends his language. To cast the spell, the tance. If the caster does not share a common language with the
caster must speak uninterrupted for the full casting time. The en- creature or the creature has only animal intelligence, the caster

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

reads basic emotions, instincts and intentions. Two feet of rock, a Explosive Runes (Transmutation)
thin sheet of lead or two inches of other metal blocks ESP. Caster/Level: Wizard/3
The caster can scan one creature for the entire duration, scan a Range: Touch
different creature each round, or simply scan the effective area to Duration: Special
determine if any creature is hidden from view, but not necessarily Effective Area: 10-foot radius
what kind of creature it is. Components: V and S
During direct questioning and whenever else the caster at- Casting Time: 3
tempts to read beyond just surface thoughts, an unwilling crea- Saving Throw: Half
ture can become aware that ESP is in effect. If so, it is automat- These magically inscribed runes, traced upon a written ob-
ically granted a saving throw, modified by wisdom-mental de- ject, such as a map, scroll, book, etc., explode when any creature
fense modifier, to block their minds for the duration of the spell, that the caster has not previously authorized reads any part of the
yet another casting will grant another save. If the creature fails protected material. Magical trap detection always reveals the ex-
its save, the GM may determine that the caster is able to pene- plosive runes. Mages can specifically look for them with a 5% per
trate deeper into the creature’s true thoughts. The GM may as- caster level chance of success, and thieves have a flat 5% chance
sign bonuses (up to +4) to the creature’s saving throw depending to detect them during their normal search for traps.
on the type of information sought.
The material component is a copper piece. Once the protected material is read, the runes detonate deal-
ing 6d4 + 6 (12–30) damage to the reader and all creatures in the
Exaction (Evocation, Transmutation) effective area. A successful saving throw vs. spell, modified by
Caster/Level (Sphere): Priest/7 (Charm, Summoning) dexterity—surprise modifier, reduces damage by half. If the vic-
Range: 10 yards tims fail their saving throw, they suffer full damage and their gear
Duration: Special must also save vs. magical fire or be destroyed as well. The ma-
Effective Area: 1 creature terial is automatically destroyed in the process, unless immune
Components: V, S and M to magical fire. Only the caster and those creatures specifically
Casting Time: 1 round named during the casting of the spell are allowed to read the ma-
Saving Throw: None terial safely. The runes are permanent until dispelled, erased with
This spell allows the caster to exact a service from a powerful, an erase spell, or the caster wills it.
extra-planar creature, of less than demigod status, in exchange
for elimination of a past debt, a valuable payment when the ser-
Extension I (Transmutation)
vice is done, or for services to be rendered at a later date. The Caster/Level: Wizard/4
caster must speak the name and type of creature to be targeted Range: 0
by the spell, giving their true name and title, if they have such. Duration: Special
Creatures of an alignment opposed to the caster, good vs. evil Effective Area: Special
and/or law vs. chaos, will only submit to an exaction if they wish Components: V
to. For the purposes of this spell, true neutral creatures are op- Casting Time: 2
posed to all but other true neutrals. Creatures of the same or Saving Throw: None
similar alignment as the caster may still avoid the spell by suc-
This spell allows the caster to extend the duration of any pre-
cessfully passing a magic resistance check.
viously cast, lower level wizard spell, with a duration other than
The caster must either know of a debt that the creature owes instantaneous and that does not require concentration, by 50%.
to the caster’s ethos or faith, or the caster must offer a fair trade (a
valuable item or equally difficult service) in exchange for the ex- Extension I must be cast within the first round immediately fol-
acted service. The exacted service must be reasonable, taking into lowing the spell the caster wishes to extend, or the extension fails.
consideration the creature’s nature and the debt to be repaid or The caster can extend his spells or those of another mage. Exten-
reward promised. The GM is responsible for ensuring the agree- sion spells will not stack with one another and each spell can only
ment is fair. If the caster demands too much, the creature is al- be the subject of one extension (of any level).
lowed to return to its own plane, or if sufficiently angered by the
summons, it may attack the caster. Assuming a suitable agree- Extension II (Transmutation)
ment can be reached, the equivalent of a quest spell is placed on Caster/Level: Wizard/5
the creature until the exacted service has been completed. When Range: 0
finished, the creature is instantly transported to the caster’s loca- Duration: Special
tion to collect payment. Once paid, it returns to its own plane. Effective Area: Special
If the agreement for payment is service at a later date, the Components: V
caster is then subject to exaction by the creature. If the quest be- Casting Time: 4
Saving Throw: None
comes more difficult than originally anticipated, the creature (or
his surviving relatives or superiors) may be entitled to additional This spell functions as extension I, except it affects 1st through
payment and/or future exaction. This caveat is often included in th
4 level wizard spells.
the contract.
Breaking one’s contract garners extra-planar attention and
disfavor from powerful beings. If the caster breaches his contract, Extension III (Transmutation)
the creature immediately gains immunity to any further spells Caster/Level: Wizard/6
Range: 0
from that caster. In addition, the creature, or any of its relatives or
Duration: Special
superiors can demand one exaction at a future time. The creature
Effective Area: Special
remains immune to the caster’s spells until the caster completes Components: V
the exaction. Casting Time: 6
The material components are the caster’s holy or unholy sym- Saving Throw: None
bol and a piece of matter or substance from the creature’s home
plane. The agreed upon contract between the caster and the This spell functions as extension I, except that it doubles the
extra-planar creature is written on parchment and burned to duration of 3rd or lower level wizard spells and extends the du-
make it binding and set the creature on its quest. ration of 4th or 5th level wizard spells by 50%.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Eye Bite (Enchantment, Illusion) ing, rope making, carpentry, stone carving, weapon making, etc.)
Caster/Level: Wizard/6 to determine the quality of the finished product. To create a fin-
Range: 20 yards ished product requiring intricate craftsmanship, the caster must
Duration: 1 round per 3 levels be a highly skilled craftsman.
Effective Area: 1 creature
Components: V and S Casting time is one full round per cubic yard (or foot) of ma-
Casting Time: 6 terial to be affected by the spell, and the material component for
Saving Throw: Special the spell is simply the raw material to be transformed.
This spell allows the caster to make one of four gaze attacks
once per round. The type of attack is selected during casting and Faerie Fire (Transmutation)
can be used immediately, but cannot be changed for the duration Caster/Level (Sphere): Priest/1 (Weather)
of the spell. The gaze attack must be accompanied by a command Range: 80 yards
word, but is performed at will, in addition to any other actions Duration: 4 rounds/level
the caster makes that round. This gaze attack targets one creature Effective Area: 10 square feet/level within 40-foot radius
at a time, and the caster must meet the creature’s eyes. Eye bite al- Components: V and M
lows a saving throw, modified by wisdom—mental defense mod- Casting Time: 4
ifier, to avoid the caster’s gaze and negate the effect. The spell has Saving Throw: None
no effect on the undead, and cannot extend across planes. If the This spell causes a group of creatures and/or objects to glow
gaze attack is reflected back to the caster, he becomes the target as brightly as a small candle and colored the caster’s choice of
and must make a saving throw against the attack. blue, green, or violet. The caster can affect one man-sized or two
Charm: This effect functions as the charm monster spell (du- small-sized creatures per caster level within the effective area.
ration and other effects as if cast by the caster) but can also Victims are visible from 80 yards in the dark and 40 yards other-
force those charmed to perform dangerous actions they ordinar- wise. A glowing opponent grants a +2 bonus to hit in moonlight
ily would not. All creatures other than humans, demi-humans, or darkness, and a +1 bonus otherwise. Invisible creatures can be
and humanoids save with a +2 bonus. If affected by a reflected affected, but not incorporeal, ethereal, or gaseous. The light from
charm effect, the caster is paralyzed for the duration or until a this spell has no other effects, and multiple castings only increase
successful dispel magic is cast. Elves and half-elves resist the ef- the effective area.
fects normally.
The material component is a small chunk of foxfire.
Fear: This effect inflicts fear on the creature, causing it to flee
at maximum movement value for 1d4 rounds. For one turn per
caster level thereafter, the victim is afraid to look in the caster’s False Vision (Greater Divination)
direction and has a 50% chance to either stand cowering or run Caster/Level: Wizard/5
for cover, if the caster approaches. This effect can be magically Range: 0
countered by certain spells. Duration: 1d4 rounds + 1 round/level
Sicken: This effect causes sudden illness; aches, pains and Effective Area: 30-foot radius
Components: V, S and M
fever overcome the victim for one turn per caster level. The vic- Casting Time: 5
tim’s ability scores and movement value are halved. Creatures Saving Throw: None
without known ability scores deal only half damage. Reduced
ability scores return at a rate of one point per turn of complete This spell allows the caster to block those in the effective area
rest or one point per hour. Cure disease and heal do not remove that he chooses from any scrying attempt that he is aware of.
the affliction, but a remove curse or successful dispel magic are ef- In addition to making the caster and all that he chooses unde-
fective. Creatures other than humans, demi-humans, and hu- tectable, the caster can concentrate to send false visual and au-
manoids save with a +2 bonus. ditory signals back to the scryer. If the caster’s concentration is
Sleep: This effect causes the victim to fall into a comatose broken, no more false signals can be sent, but the caster and those
slumber as if affected by a sleep spell (duration and other effects previously chosen remain undetectable.
as if cast by the caster), but without a restriction to hit dice. Crea- The material component is ground emerald dust worth 500
tures normally subject to the sleep spell save with a −2 penalty. gp or more and sprinkled into the air.
Elves and half-elves resist the effects normally.

F Fear (Illusion)
Caster/Level: Wizard/4
Fabricate (Enchantment, Transmutation) Range: 0
Caster/Level: Wizard/5 Duration: 1 round/level
Range: 5 yards/level Effective Area: 60-foot cone, 30-foot diameter end, 5-foot wide
Duration: Permanent base
Effective Area: 1 cubic yard/level Components: V, S and M
Components: V and S Casting Time: 4
Casting Time: Special Saving Throw: Negate
Saving Throw: None This spell unleashes an unseen cone of panic. Creatures in the
This spell allows the caster to transform one type of raw ma- effective area must save vs. spell, modified by wisdom-mental
terial into a finished product made from that material. Only non- defense modifier, or run in fear, moving at their maximum speed
magical, nonliving objects can be affected or created by this spell. away from the caster for one round per caster level. Panicked
The raw material can be formerly living but not undead or for- creatures have a 65% base chance minus 5% per level or HD to
merly undead. This spell is most commonly used with wood, immediately drop whatever they are holding, so that an 8 HD
plant fibers, hair, wool, and other relatively soft natural sub- creature has only a 25% chance to drop the items in its hands
stances. When the caster uses mineral substances (metal, stone, (65% - (5% × 8) = 25%), and 13 or higher HD creatures will not
earth, gems, ivory, bone, etc.) as the raw material, the effective
area is reduced to 1 cubic foot per level. drop anything. This spell does not effect undead.
The GM considers both the quality of the raw material avail- The material component is either a chicken hen’s heart or a
able and the caster’s skill in the appropriate craft (basket weav- white feather.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Feather Fall (Transmutation) drain effects. If the comatose subject is poisoned, the poison does
Caster/Level: Wizard/1 not take effect until the spell duration ends, and the subject does
Range: 10 yards/level
not have to make a save against it until then. This spell does not,
Duration: Until landing or 1 round/level
however, protect the comatose subject from situations involving
Effective Area: 10-foot cube
Components: V certain death, such as the subject being boiled in oil, etc, but it
Casting Time: 1 will take twice as long to kill the subject. The caster can end the
Saving Throw: None spell prematurely, or it may be ended by a successful dispel magic,
When cast on one or more airborne objects and/or creatures but, in either case, it requires a full round before the subject is
within the effective area (whether free falling or flying), up to a able to act normally.
maximum combined weight of 200 pounds plus 200 pounds per The priests’ version of this spell functions as the wizards’ ver-
caster level (which may include the caster), becomes as light as a sion, except it only affects man-sized or smaller humans, demi-
feather, and their movement values are immediately reduced to human, and humanoids and isn’t limited by HD.
a constant 120 feet per round outdoors or 12 feet per round in-
doors for the duration of the spell. If the subject was falling, it Find Familiar (Conjuration)
takes no damage upon landing and neither does anything it may Caster/Level: Wizard/1
land on, so long as the duration is still in effect. If the duration Range: 1 mile/level
ends before the falling creature lands, damage accrues normally Duration: Special
for the remainder of the fall. Affected flying objects (such as ar- Effective Area: 1 familiar
Components: V, S and M
rows or thrown rocks) bounce harmlessly off creatures that they
Casting Time: 2d12 hours
hit within the spell’s duration and do only half damage if the du-
Saving Throw: Special
ration ends while they are still in flight. For the duration of the
This spell allows the caster to summon a familiar. A familiar
spell, flyers that are affected lose all speed class and maneuver
is a small (no more than 18 inches in wingspan, width, length or
class and are treated as stationary if engaged in aerial combat.
height), non-magical animal that gains new powers when sum-
Flyers and flying objects under the effects of this spell will gener-
moned to service by the caster. The animal serves as a companion
ally continue to slowly drift on their original course, but subject
and servant, and is unusually tough and intelligent. Only a nor-
to the GM’s discretion, those affected (including those falling) are
mal, unmodified animal, whether wild or domestic, may become
vulnerable to effects from the wind, whether natural or caused by
a familiar. Familiars accompany the caster, aiding and support-
certain spells, until the duration expires.
ing him by acting as a guard, scout and/or spy. The caster can
Feeble Mind (Enchantment) have only one familiar at a time and has no control over what
Caster/Level: Wizard/5 sort of animal, if any, answers his call. Familiars are not consid-
Range: 10 yards/level ered magical creatures, nor can they be dismissed by dispel magic.
Duration: Permanent A familiar grants special abilities and imparts innate sensory
Effective Area: 1 spell caster or magic-using creature powers to the caster, afterwards known as its master. As the mas-
Components: V, S and M ter advances in level, his familiar also increases in power. Shared
Casting Time: 5 senses apply only when the master and familiar are within 1 mile
Saving Throw: Negate of each other.
This spell destroys a creature’s intelligence, reducing it to 1, The material components involve burning charcoal in a brass
unless a successful save, modified by wisdom—mental defense brazier then adding 100 gp worth of incense and herbs per caster
modifier, is made. The saving throw is also dependant on the level. The casting continues for 24 hours or until a familiar ar-
type of creature, as follows: rives.
Target Modifier
Any priest +1
Human wizard −4
All others −2
A feeble minded creature is unable to use any learned skills or
abilities, cast spells, use spell-like abilities, understand language,
or communicate coherently. Still, it knows who its friends are and
can follow them and even attempt to protect them. The effect is
permanent until cured by heal, restoration, or wish spell.
The material component is a handful of spheres made of in-
organic clay, crystal, glass, or other minerals.

Feign Death (Necromancy)


Caster/Level (Sphere): Priest/3 (Necromantic), Wizard/3
Range: Touch
Duration: Priest—1 turn + 1 round/level, Wizard—1 hour + 1
turn/level
Effective area: Priest—1 person, Wizard—1 creature of equal or
lesser level/HD
Components: Priest—V, Wizard—V and S
Casting Time: 1
Saving Throw: None
This spell allows the caster to touch any willing creature
whose levels or HD does not exceed his caster level and cause
it to enter a death-like coma, or the caster may be the subject of
the spell. The comatose subject can smell, hear, and comprehend
the events around him, but he cannot see or feel anything. Phys-
ical damage is halved, and the subject shows no outward signs
of pain. The comatose subject also ignores paralysis and energy

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Find Familiar
1d20 Type Familiar (Example) Sensory Powers to Master
1 Bat Bat (Any) 3 × percentage chance to hear noise, sonar negates 1 /2 blind-
ness or darkness penalties
2 Feline Cat (Wild or Domestic) Infravision 60’, 2 × percentage chance to hear noise
3 Talking Bird* Crow (Raven, Parrot) 2 × vision distances in daylight
4 Canine Dog (Wild or Domestic) 1.5 × percentage chance to hear noise, sense of smell negates
1
/2 blindness or darkness penalties
5 Daytime Insect Dragonfly 270-degree vision (opponents lose flanking bonus)
6 Daytime Raptor Hawk (Falcon) 4 × vision distances in daylight
7 Tree Reptile Tree Lizard (Snake) 2 × vision distances in daylight, taste from a distance (detects
poisons within 1’)
8 Simian Monkey (Any)**** Improved hand/eye coordination (+1 to hit with hurled
weapons)
9 Nighttime Insect Moth Infravision 90’, Tremor sense*** 90’
10 Burrowing Rodent Mouse (Rabbit, Rat) Tremor sense** 60’, 2 × percentage chance to hear noise
11 Nighttime Raptor Owl (Any) Infravision 90’, 1.5 × percentage chance to hear noise
12 Tree Rodent Squirrel (Chipmunk) 2 × vision distances in daylight, 3 × percentage chance to hear
noise
13 Amphibian Toad (Frog, Salamander) 270-degree vision (opponents lose flanking bonus)
14 Burrowing Reptile Turtle (Ground Lizard, Snake) Tremor sense** 90’, Sense of smell negates deafness penalties
15 Weasel Weasel (Ferret, Mink) 2 × percentage chance to hear noise, Sense of smell negates
deafness penalties
16-20 None None No familiar within spell range
*These birds can speak the master’s primary language limited by its intelligence.
**Automatically detects movement on or under the ground.
***A moth’s tremor sense detects movement on the ground or through the air.
****A monkey may be able to wield tiny-sized weapons (a knife or dagger at most), at the GM’s discretion.

is between 16–20, subtract 1 from it per every 3 caster levels, and


if that result is less than or equal to 15, roll again for the type of
familiar using a d16 (1d8 with 1d6 high or low control die), and
if a 16 (an 8 on 1d8 and a 4–6 on 1d6) is rolled, then no familiar is
within spell range.
All familiars gain special abilities depending on its master’s
level.
Master’s AC Int Size Powers
Level Mod
1st –2nd −1 6 4” Shared Powers, Sur-
prise Bonus, Telem-
pathic Link
3rd –4th −2 7 5” Deliver Touch Spells
5th –6th −3 8 7” Speak with Master
7th –8th −4 9 8” Speak with Animals of
its Kind
9th –10th −5 10 10” –
11th –12th −6 11 11” Magic Resistance
13th –14th −7 12 13” Scry on Familiar
15th –16th −8 13 14” –
The GM secretly rolls to determine the type of familiar, if any. 17th –18th −9 14 16” –
This spell does not function underwater unless cast by a natu- 19th –20th −10 15 18” –
rally aquatic intelligent species, using different material compo-
AC Modifier (Range—1 mile): A familiar has a natural Armor
nents. Other intelligent species may also have their own versions
Class of 7. It gains a bonus to its armor class depending on the
of the spell to summon a familiar specific to their environs and/or
master’s level.
needs. Intelligence (Range—Infinite): This is the familiar’s intelligence
The animals listed on the table should represent the most score, depending on the master’s level.
widespread and commonly desirable familiars among the PC Size (Range—Infinite): The familiar gets larger as the master
races. Some possible substitutions are listed on the table, but the increases in level, but will never exceed 18”.
GM is free to substitute any similar animals, no more than 18” in Powers
size, using the same or similar sensory powers. Impossibly large Shared Hit Dice (Range—1 mile): For the purpose of effects re-
insects have been listed on the table, and the GM may determine lated to number of Hit Dice, a familiar uses its master’s character
an animal on the table is not available in the area. Any result level. Outside the range, a familiar has only 1 /2 HD.
can be ignored if the GM wishes by adding/subtracting 1 from Shared Hit Points (Range—1 mile): A familiar normally has
the roll. Due to extra-planar monitoring of this spell, the GM only 2d2 hit points. When in range, these hit points are added
may determine that a caster will never summon an animal repre- to the hit point total of its master, and the familiar adds 1 /2 the
senting a diametrically opposed faith. This becomes particularly master’s total hit points rounded down (and not including tem-
important if the caster is multi-classed with priest. porary or shared hit points) to its normal hit points.
If the master is 3rd level or higher and the result of the d20 roll Shared Life Source (Range—Infinite): Beginning immediately af-

133
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

ter arriving, the familiar and its new master fuse their life sources. self (including dire varieties): bats with bats, rats with rodents,
The fate of one becomes inexorably linked to that of the other. cats with felines, hawks, owls and crows with birds, lizards and
This also means that the familiar gains either a soul or a spirit, snakes with reptiles, toads with amphibians, weasels with sim-
depending upon its master, and a natural life span equal to its ilar animals (minks, polecats, ermines, skunks, wolverines, and
master’s life span. badgers). Such communication is limited by the intelligence of
If its master dies, the familiar permanently loses 1 hit point the conversing animals.
each day, and unless its master is brought back to life, dies when Magic Resistance (Range—5 feet): A familiar gains magic resis-
reaching 0 hit points. If the master is restored to life, lost hit tance equal to the master’s level × 5.
points return at the rate of 1 per day. Scry on Familiar (Range—1 mile/master’s level): The master may
If the familiar dies before its master does, or is dismissed by scry on his familiar once per day.
its master for any reason, the master immediately loses 1 point of
constitution and double the number (up to 8) of shared hit points. Find the Path (Greater Divination)
The master may be killed if this sudden hit point loss reduces his Caster/Level (Sphere): Priest/6 (Divination)
current total below 0. A slain familiar can be raised from the dead Range: Touch
just as its master can, but it does not lose a point of constitution Duration: 1 turn/level
when raised. If the familiar is successfully restored to life, the lost Effective Area: 1 creature
constitution is restored to its master instantly, and lost shared hit Components: V, S and M
Casting Time: 3 rounds
points are returned to the master at the rate of 1 per day. A dis- Saving Throw: None
missed familiar reverts to its natural state and will never again This spell bestows upon the subject knowledge of the quick-
respond to a call. est, most direct route to and from any location, whether indoors,
A lost or dismissed familiar cannot be replaced for a year and outdoors, in a town or underground, as long as it is on the same
day. Due to the powerful magic involved, summoning a familiar plane. This knowledge comes slowly as needed by the subject,
can only be attempted once per year, and the use of this spell is and not all at once. The caster can be the subject of this spell. The
monitored by certain, powerful extra-planar entities, such as the subject is shown, as he travels, the best route to reach his desired
mysterious Animal Lords. Abusing, neglecting or killing one’s location, including which paths to follow and special actions re-
familiar will not go unnoticed or unpunished. At the GM’s dis- quired to avoid (but not disable) traps, such as when to step over
cretion, special care and attention paid to a familiar may gar-
a trip wire or what magic password is required to bypass a glyph
ner special favor from the extra-planar entities involved, usually
of warding or other magical trap. The spell does not provide any
when both master and familiar need help desperately.
knowledge to the subject’s companions, and it cannot account for
Shared Saving Throws (Range—5 feet): The familiar uses its the presence of, nor predict the actions of, creatures that may be
master’s saving throws, automatically succeeding if the master
encountered along the route. The spell ends when either the lo-
succeeds and failing if he fails. The familiar takes no damage,
cation is found or the duration expires.
if the save is successful, and only half the damage taken by its
The spell only works when a named or known location is ref-
master, if the save fails.
Shared Spells (Range—5 feet): At the master’s option, he may erenced, and a character cannot find a location based solely on
have any spell (but not innate abilities) he casts on himself also af- referencing a particular creatures or items. “Show me how to get
fect his familiar. The spell stops affecting the familiar if it moves to the white dragon’s cave,” will not work unless that is a name
out of range and will not affect the familiar again even if it re- given by the subject to a location he has previously visited, or it
turns to the master before the duration expires. Additionally, the is well known that there is a location called The White Dragon’s
master may cast a spell with an effective area of “caster” on his Cave. In the latter case, the subject will be pointed toward and
familiar (as a touch spell) instead of on himself. A master and his slowly led to the nearest location with that name, though the
familiar can share spells even if the spells normally do not affect dragon may have been slain or driven off years ago, or may never
animals of the familiar’s type. have even lived there at all. It may not even be a real cave, but a
Shared THACO (Range—1 mile): A familiar uses its master’s tavern favored by local gangs of thieves and ruffians.
unmodified THACO. Type of attack and damage is the same This spell is useful if trapped in a maze spell. The subject can
as that inflicted by a normal animal, usually 1d4 hit points if escape and lead his companions out of the effective area of the
only one attack, or up to 3 attacks inflicting 1 and 1d2 hit points maze spell in 1 round. This does not end the find the path spell;
each, for example a claw/claw/bite attack that inflicts damage of so subsequent maze effects will be similarly thwarted in 1 round
until the find the path spell ends normally.
1/1/1d2. Outside the range, THACO is calculated as a 1 /2 HD
creature. The reverse, lose the path, requires a successful touch attack. It
Surprise Bonus (Range—5 feet): The master gains +1 bonus to causes the subject to become lost, unable to find its way, for the
his surprise rolls. duration of the spell, but the subject is able to follow someone
Telepathic Link (Range—1 mile): The master and his familiar else.
share a telempathic link that allows communication for up to The material component is a set of divination tokens, such as
1 mile, but the master cannot see through the familiar’s eyes. bones, ivory counters, cards, sticks, carved runes, etc. The reverse
The familiar communicates with basic, simple thoughts and emo- requires a marked or biased set of the same.
tions, limited by its intellect and natural instincts.
Deliver Touch Spells (Range—Touch): A familiar can deliver Find Traps (Lesser Divination)
touch spells. If the master and familiar are in contact at the time Caster/Level (Sphere): Priest/2 (Divination)
Range: 0
the master casts a touch spell, the familiar can then deliver the Duration: 3 turns
touch spell before the round ends just as the master could. If the Effective Area: 10 feet × 30 yards
round ends before the touch is delivered, the spell fails. Components: V and S
Speak with Master (Range—5 feet): A familiar and its master Casting Time: 5
can communicate verbally, as if they were speaking a common Saving Throw: None
language. Other creatures cannot understand the communica- This spell allows the caster to find any active trap, whether
tion without magical assistance. mundane or magical and regardless of the means used to con-
Speak with Animals of its Kind (Range—Infinite): A familiar can ceal it, within the effective area directly in front of him. For the
communicate with animals of approximately the same kind as it- purposes of this spell, a trap is any device or magical effect that

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

was intentionally designed to inflict a sudden, unexpected and Fire Seeds (Conjuration)
undesirable or harmful effect as a direct result of some action or Caster/Level (Sphere): Priest/6 (Elemental (Fire))
inaction on the part of the intended victim. Traps include alarm, Range: Touch
glyph of warding, or similar combinations of spells and mecha- Duration: 1 turn/level
nisms. The spell cannot predict ambushes or other actions that Effective Area: Special
creatures may make, likewise, natural hazards or old, crumbly Components: V, S and M
walls are not considered traps, as they were not originally de- Casting Time: 1 round/seed
signed to cause harm. Saving Throw: Half
The caster immediately learns whether a found trap is mag- This spell has two effects. The specific effect is chosen when
ical, mechanical, or both, but not its effect or how to disarm it. the spell is cast.
Closer scrutiny, however, will reveal to the caster what actions or Acorn Grenades: This effect transforms up to 4 acorns into
inactions may trigger it, and if the GM has determined that spe- indirect missiles that can be thrown up to a maximum of 40
cific glyphs or symbols are associated with certain magical traps, yards. Range modifiers are ignored, but an attack roll, modified
closer scrutiny will also reveal the shape of the mark. by dexterity-missile attack modifier, is required to hit a specific
target. Roll on the indirect missile diagram to determine where
Finger of Death (Necromancy) a missed attack lands. The acorns burst on impact; inflicting 2d8
Caster/Level: Wizard/7 hit points + 1 per caster level of fire damage within a 10-foot ra-
Range: 60 yards dius, and igniting combustibles that fail a save vs. magical fire.
Duration: Permanent Creatures struck by a direct hit take full damage with no saving
Effective Area: 1 creature pointed to throw allowed. Others within the burst area are allowed a sav-
Components: V and S ing throw, modified by dexterity-surprise modifier, to reduce the
Casting Time: 5 damage by half.
Saving Throw: Negate Holly Berry Bombs: This effect transforms up to 8 holly
This spell attempts to utterly destroy a chosen victim’s life en- berries into fiery bombs. They work best when placed as re-
ergy and body. The victim must make a successful saving throw motely triggered bombs, exploding when the caster speaks the
or die immediately, unable to be raised, resurrected, or reincar- command word within 40 yards of where they are placed. The
nated. A wish spell can restore most victims to life, if, however, berries are too light to be thrown effectively, exploding only 1d6
the victims are human, profane magic instantly begins to trans- feet away. They inflict 1d8 hit points + 1 per caster level of fire
form the bodies, and after 3 days, the caster is able to perform damage within a 5-foot diameter burst, and igniting combustibles
a special ritual, requiring materials costing 1,000 gp + 500 gp per that fail a save vs. magical fire. Those within the burst area are
body, to animate the dead humans as juju zombies under his con- allowed a saving throw, modified by dexterity-surprise modifier,
trol. The profane magic must be reversed with a limited wish spell to reduce the damage by half.
before the juju animation ritual has begun, and then a wish spell The material component is the appropriate seed (acorn or
can be used to bring the human back to life. holly berry) for the specified effect. Once enchanted, the seeds
Creatures who make a successful saving throw only suffer retain their effectiveness for the duration of the spell.
2d8 + 1 points of damage. If the victim dies due to this damage,
they can be brought back to life normally. Fire Shield (Evocation, Transmutation)
Caster/Level: Wizard/4
Fire Charm (Enchantment) Range: 0
Caster/Level: Wizard/4 Duration: 2 rounds + 1 round/level
Range: 10 yards Effective Area: The caster
Duration: 2 rounds/level Components: V, S and M
Effective Area: 15-foot radius Casting Time: 4
Components: V, S and M Saving Throw: None
Casting Time: 4 This spell allows the caster to create either a warm shield that
Saving Throw: Negate protects against cold attacks or a chill shield that protects against
This spell causes a veil of multicolored flame to surround a fire attacks. Both effects also cause damage to those attempting
source of otherwise non-magical fire up to the size of the area melee combat with the caster. The specific effect is chosen when
of effect. The veil is considered non-magical fire, so that those the spell is memorized. When cast, the caster is engulfed com-
passing through it take the same amount of damage as if they pletely by thin, wispy flames that emit no heat and shed half the
had passed through the original fire source. Creatures observing light of a torch.
the dancing flames must make a successful saving throw, modi- Melee attacks against the caster inflict normal damage, but
fied by wisdom-mental defense modifier or become charmed to the shield inflicts an equal amount of fire (warm shield) or cold
stand motionless fixated on the flames. Once charmed, each crea- (chill shield) damage to the attacker. If the attacker has magic
ture is subject to a single, individualized suggestion of no more resistance, it’s checked on the first successful hit, and the spell
than 12 words each (as the spell, but with a maximum duration ends if the magic resistance check succeeds. If the check fails, no
of 1 hour). The charmed creatures are entitled to another saving further checks are made.
throw, modified by wisdom-mental defense modifier and a −3 Warm Shield: These flames are either blue or violet (random
penalty, to resist the suggestion. The charm is broken if the crea- 50% chance for either), and if touched, are warm. The caster gains
ture is attacked, its view of the flames is blocked, or the duration a +2 bonus to save against cold-based attacks and suffers only
expires. If the GM allows, creatures that have broken the charm, half damage (if save fails) or no damage (if save succeeds). Fire-
but are re-exposed to the flames, can be subject to their effects based attacks inflict double normal damage against the caster. If
again, but they will likely be entitled to bonuses on their saves of no save is allowed or the save is failed, damage is doubled, and
between +4 and +7 (to offset the −3 penalty). if the save is successful, the damage is full.
The material component is a small, exceptionally thin piece of The material component for a warm shield is a bit of phos-
multicolored silk that the caster throws into the fire source. phorous.
Chill Shield: These flames are either blue or green (random
50% chance for either), and if touched, are cool. The caster gains
a +2 bonus to save against fire-based attacks and suffers only half

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

damage (if save fails) or no damage (if save succeeds). Cold- caster to trace the outline of the closure with a stick of charcoal
based attacks inflict double normal damage against the caster. If and touch the selected point with holly berries. To designate a
no save is allowed or the save is failed, damage is doubled, and creature requires either caster to have a piece of hair, scale, claw,
if the save is successful, the damage is full. etc. from the creature.
The material component for a chill shield is a live firefly or
Fireball (Evocation)
glowworm, or the tails of four dead ones. Caster/Level: Wizard/3
Range: 10 yards + 10 yards/level
Fire Storm (Evocation) Duration: Instantaneous
Caster/Level (Sphere): Priest/7 (Elemental (Fire)) Effective Area: 20-foot radius sphere
Range: 160 yards Components: V, S and M
Duration: 1 round Casting Time: 3
Effective Area: two 10-foot cubes/level Saving Throw: Half
Components: V and S With this spell, the caster launches a streak of fire from the his
Casting Time: 1 round extended finger, which explodes into a roaring burst of flames
Saving Throw: Half upon reaching the distance and height selected by the caster
With this spell, the caster engulfs the effective area with roar- (within the spell’s range), inflicting 1d6 points of damage per
ing flames equal in intensity to a wall of fire, and igniting com- caster level, up to a maximum of 10d6 to any creature in the ef-
bustibles that fail their save vs. magical fire. Creatures within the fective area. A successful saving throw, modified by dexterity—
effective area, and up to 10 feet away from it, suffer 2d8 points surprise modifier, reduces the damage by half. If the initial trail of
of damage + 1 per caster’s level each round. A successful saving fire streaking from the caster’s finger happens to strike a solid ob-
throw, modified by dexterity—surprise modifier, reduces dam- ject before reaching it’s intended detonation point, it immediately
age by half. The height of the storm can be only 10 or 20 feet, and explodes. A fireball causes almost no structural damage, though it
any remaining effective area can only make it longer or wider. may be able to destroy weak wooden doors and windows (saving
This spell cannot be cast underwater. throw applicable) or blast open unlatched doors at the GM’s dis-
The reverse, fire quench, smothers magical fires within the cretion. If a spherical burst is not possible, the effective area ex-
effective area, and normal fires within twice the effective area. pands and spreads within its confinement up to the fullest extent
Extra-planar fire-based creatures of less than demigod status of its effective volume (33,000 cubic feet) possible. Unattended
have a 5% chance per caster level of being killed (if not on their items in the effective area and items in the possession of those
home plane) when targeted by this spell. If targeted against a creatures failing their saving throw must also save vs. magical
flame tongue sword, the wielder must save vs. spell, modified fire or be destroyed.
by dexterity—surprise modifier, and if this save fails, the sword The material components are a tiny ball of bat guano and sul-
must then save vs. crushing blow to avoid being rendered per- phur.
manently mundane.
Flame Arrow (Conjuration)
Fire Trap (Abjuration, Evocation) Caster/Level: Wizard/3
Caster/Level (Sphere): Priest/2 (Elemental (Fire)), Wizard/4 Range: 30 yards + 10 yards/level
Range: Touch Duration: 1 round
Duration: Permanent until discharged Effective Area: Special
Effective Area: 1 object Components: V, S and M
Components: V, S and M Casting Time: 3
Casting Time: 1 turn Saving Throw: None or Half
Saving Throw: Half This spell has two effects. The specific effect is chosen when
This spell is to be cast on a selected point on any object that the spell is memorized.
can be closed, stoppered, latched and/or locked such as a book, Magical Flaming Missiles: The caster can use this spell for
box, bottle, chest, door, etc. The fire trapped object cannot have one round of personal missile combat. This effect allows the
a second magical trap, ward or lock a placed on it; attempting to caster to throw magical flaming bolts, 1 per 5 caster levels, at one
do so negates the fire trap 25% of the time, the secondary spell or more opponents. Multiple opponents must be within range,
25% of the time, or both spells 50% of the time. If a creature other within 20 yards of each other, and the caster must be facing them.
than the caster (and those designated when the spell is cast) in- Each missile inflicts 1d6 points of damage plus 4d6 points of fire
tentionally opens the object, the trap explodes in a 5-foot radius damage on a successful hit. A successful saving throw, modified
inflicting 1d4 points of damage +1 per caster level. A successful by dexterity-surprise modifier, by the opponent(s) against each
saving throw, modified by dexterity-surprise modifier, reduces successful hit reduces the fire damage by half. The effect is not
damage by half. The explosion does not harm the trapped item. considered a magical weapon and cannot overcome weapon im-
The explosion inflicts only half damage and creates a large steam munities, nor will it function underwater.
cloud, if it occurs on an object submerged in water. Mundane Flaming Missiles: Used mostly during large-scale
A knock spell does not trigger nor remove the trap. The trap battles, this effect allows the caster to ignite up to 10 mundane
will still explode when the object is opened or entered by a non- arrows or crossbow bolts per 5 caster levels with magical flames.
designated creature. Thieves and others skilled at find/remove The bowmen must be within the spell’s range and arranged in a
traps treat this as a magical trap. The trap explodes if an attempt tight formation within 5 feet of each other. The missiles must be
to remove it fails. The spell is permanent until the trap explodes drawn or cocked by the end of the casting time. Each missile then
or a successful dispel magic is cast. An unsuccessful dispel magic inflicts 1 point of fire damage in addition to their normal damage.
does not cause the trap to explode. The arrows or bolts must be fired within the spell’s duration, or
The priests’ version of this spell functions the same as the wiz- the magical flames consume them.
ards’ version, only the material components are different. The material components for either effect are a small piece of
The material component for the wizards’ version of this spell flint and a drop of oil.
is either a bit of sulphur or saltpeter, which the caster must use to
trace an outline around the closure and then touch to the selected
point on the object. The priests’ version of this spell requires the

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Flame Blade (Evocation) direction the caster points, but the mage must be able to see the
Caster/Level (Sphere): Priest/2 (Elemental (Fire)) sphere at all times. It rolls over solid barricades of less than 4-
Range: 0
feet tall, and combustible materials touched by the sphere must
Duration: 4 rounds + 1 round/2 levels
Effective Area: 3-foot long blade make a successful saving throw vs. magical fire or catch fire. A
Components: V, S and M creature struck by the sphere must save vs. spell, modified by
Casting Time: 4 dexterity—surprise modifier, or suffer 2d4 points of fire damage,
Saving Throw: None and those within 5 feet of the sphere must save vs. spell, modi-
By the use of this spell, the caster creates a fiery, magical fied by dexterity—surprise modifier, or suffer 1d4 points of heat
blade. The “blade” springs from the caster’s hand and can be damage. In any case, a successful saving throw means the crea-
wielded as if it were a weapon the caster is able to use. A suc- ture takes no damage from the effect. The sphere is a sponge like
cessful hit inflicts 1d4 + 4 points of fire damage, however, an ad- mass, inflicting damage only via its heat, and cannot batter or
ditional 2 points of fire damage is inflicted against the undead push aside creatures or objects. The sphere can be extinguished
or those particularly vulnerable to fire, while creatures magically as if it were a normal fire filling the effective area.
protected or resistant to fire subtract 2 points of damage. The The material component requirements to cast this spell are a
blade causes combustible materials such as parchment, straw, dry small amount of tallow, and a dash each of sulphur and pow-
sticks, cloth, etc. to make a successful saving throw against mag- dered iron dust.
ical fire or ignite on contact. Extra-planar fire creatures, those im-
Floating Disc (Evocation)
mune to fire or who have natural fire-based attacks are immune
to the damage. The effect is not considered a magical weapon and Caster/Level: Wizard/1
Range: 20 yards
cannot overcome weapon immunities (except when used against
Duration: 3 turns + 1 turn/level
the undead), nor does it function underwater. Effective Area: Special
The material components are the caster’s holy or unholy sym- Components: V, S and M
bol and a leaf of sumac. Casting Time: 1
Saving Throw: None
Flame Strike (Evocation)
Caster/Level (Sphere): Priest/5 (Combat) This spell creates a slightly concave, circular disc of force. The
Range: 60 yards disc is 3 feet in diameter, always floats at a level 3 feet above the
Duration: Instantaneous ground, and can hold up to 100 pounds of weight per caster level
Effective Area: 5-foot radius × 30-foot column or up to 2 gallons of liquid. It moves as directed by the caster with
Components: V, S and M a movement value of 6, or if left unguided, it attempts to main-
Casting Time: 8 tain a constant distance of 6 feet away from the caster. If the disc
Saving Throw: Half moves outside its range, gets lifted more than 3 feet above the
This spell creates a vertical column of roaring fire, inflicting ground, or the duration expires, it vanishes and drops anything
6d8 points of damage and igniting combustibles within the ef- it was carrying. The caster cannot ride the disc.
fective area that fail their save vs. magical fire. A successful The material component is a drop of quicksilver (mercury).
save, modified by dexterity—surprise modifier, reduces damage
by half. Fly (Transmutation)
The material component is a pinch of sulphur. Caster/Level: Wizard/3
Range: Touch
Flame Walk (Transmutation) Duration: 1 turn/level + 1d6 turns
Caster/Level (Sphere): Priest/3 (Elemental (Fire)) Effective Area: 1 creature
Range: Touch Components: V, S and M
Duration: 1 round + 1/level Casting Time: 3
Effective Area: 1 or more creatures Saving Throw: None
Components: V, S and M This spell allows the caster, or a subject touched by the caster,
Casting Time: 5 to magically fly, able to move vertically or horizontally at a move-
Saving Throw: None ment value of 18 (MC2 and SC2—good and average). Flying re-
When casting this spell, the caster touches 1 creature (or them- quires little concentration, so that spells can be cast if the flyer
selves) plus up to one additional creature per caster level above hovers or reduces its movement value to 3 (SC1) for that round.
5. The selected subjects are able to endure non-magical fires with The GM rolls the variable duration of the spell secretly. (Refer
temperatures ranging up to 2,000◦ F (molten lava would not harm to Aerial Combat for further details regarding flight). This spell
the subject). Saving throws vs. magical fires are made with a +2 also allows its recipient to swim at any depth desired with little
bonus, and any damage is reduced to half or one-quarter. Flame effort, even if too heavy or encumbered to swim normally. The
walk is not cumulative with resist fire or similar fire protection recipient’s maximum swim speed is 9.
spells. The material component is a wing feather of any bird.
The material components of the spell are the caster’s holy or
unholy symbol and powdered ruby worth at least 500 gp per se- Fog Cloud (Transmutation)
lected creature. Caster/Level: Wizard/2
Range: 10 yards
Flaming Sphere (Evocation) Duration: 4 rounds + 1 round/level
Caster/Level: Wizard/2 Effective Area: Special
Range: 10 yards Components: V and S
Duration: 1 round/level Casting Time: 2
Effective Area: 3-foot radius Saving Throw: None
Components: V, S and M This spell has two effects. The specific effect is chosen when
Casting Time: 2 the spell is cast.
Saving Throw: Negate Both effects obscure all sight, including infravision, beyond
This spell creates a burning globe of fire anywhere within the 2 feet within the effective area, but are otherwise harmless. A
spell’s range. The sphere remains at rest unless the caster actively strong breeze will disperse either effect in one round, and a mod-
directs it. The sphere rolls, at a rate of 30 feet per round, in any erate breeze will reduce the duration by 50%. The spell cannot be

137
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

cast underwater. each 60-foot cube of effective area. If the area is to be password
Fog Bank: This effect creates a stationary bank of greenish- locked, an additional 5,000 gp worth of incense per 60-foot cube
grey fog, of any shape and anywhere within range, up to a 20-foot is needed.
cube per caster level in size.
Billowy Vapors: This effect creates billowing vapors that look Force Cage (Evocation)
and move exactly like a cloud kill spell. Caster/Level: Wizard/7
Range: 10 yards/2 levels
Fool’s Gold (Transmutation, Illusion) Duration: 6 turns + 1/level
Caster/Level: Wizard/2 Effective Area: 20-foot cube
Range: 10 yards Components: V, S and M
Duration: 1 hour/level Casting Time: 3 (4 force cube effect)
Effective Area: 10 cubic inches/level Saving Throw: None
Components: V, S and M This spell has two effects. The specific effect is chosen when
Casting Time: 1 round the spell is memorized.
Saving Throw: Special Force Cage: This effect allows the caster to create a cage made
This spell transforms copper, bronze or brass items into gold of force, anywhere within range and filling the effective area. The
for the spell’s duration. The effective area is the equivalent of 150 walls of the cage are not solid but are made of alternating bands
coins per caster level. Creatures viewing the gold can discern its with 1 /2 -inch gaps between them, like a prison cell. Creatures
original nature by saving vs. spell, modified by wisdom-mental within the effective area when the spell is cast are trapped, un-
defense modifier and a −1 penalty per caster level. If roughly less they can slip between the bars, but most effects from spells
struck with cold wrought iron, there’s a chance the gold will re- or special abilities can pass through the gaps in the bars of force
vert to its original form. Rare and expensive material compo- easily. If a trapped creature has magic resistance, it is checked
nents reduce this chance. only once to attempt to pass through the force bars. A successful
The caster selects which material component to sprinkle on magic resistance check does not destroy the cage or allow other
the object when casting this spell. If powdered citrine worth at creatures (except a personal familiar) to escape. The cage stays in
least 25 gp is used, the chance of being detected by cold iron effect until the duration expires or until a successful dispel magic
is 30%, if at least 50 gp worth of powdered amber is used, the is cast.
chance of being detected is 25%, if at least 250 gp worth of pow- Force Cube: With this effect, the effective area is halved and
dered topaz is used, the chance of being detected is 10%, and if the walls are made solid. This effect then functions as the magi-
at least 500 gp worth of powdered corundum (oriental topaz) is cal item, cube of force, except for the intrinsic differences between
used, the chance of being detected by cold iron drops to only 1%. using a magic item and casting a spell.
The material component for either spell effect is diamond
Forbiddance (Abjuration) dust worth at least 1,000 gp. During memorization of the pre-
Caster/Level (Sphere): Priest/6 (Protection) ferred spell effect, the caster uses the diamond dust to trace an
Range: 30 yards outline of the desired type of cage. Once the effect is memo-
Duration: Permanent rized, the diamond dust is scattered to the wind, and is no longer
Effective Area: 60-foot cube/level needed to cast the spell.
Components: V, S and M
Casting Time: 6 rounds Foresight (Greater Divination)
Saving Throw: Special Caster/Level: Wizard/9
This spell attempts to prevent any unwanted or unauthorized Range: 0
entry into a consecrated area (Refer to Crafting Magical Items), Duration: 2d4 rounds + 1 round/level
including entry by magical means such as teleport, plane shifting, Effective Area: Special
and ethereal travel. Components: V, S and M
The caster can either leave the area unlocked or lock the area Casting Time: 1 round
with a password to allow creatures speaking it to enter. Only a Saving Throw: None
caster of equal or higher level than the original caster has a chance This spell grants the caster extraordinary danger sense with
to end the ward with a dispel magic. Creatures violating the ward respect to himself or any other designated creature. While the
suffer effects based on their alignment with respect to the caster’s duration is in effect, the caster receives advanced warnings to im-
alignment, and the most severe effect is used. pending harm or danger to the subject. This includes ambushes,
Identical Alignment: If password locked, a creature simply other unseen attackers (melee or missile), dangerous natural set-
speaks the password to enter the consecrated area. If unlocked, a tings, and all kinds of traps. If the caster is the subject of the
creature can enter the area at will. spell, he cannot be surprised. He also gains a −2 bonus to his
Alignment different on the law vs. chaos scale: If a creature armor class and a +2 bonus to any necessary saving throws.
speaks the password, he can enter the consecrated area at will. If If another creature is the subject of the spell, it cannot be sur-
the area is not locked, a creature makes a saving throw vs. spell prised so long as the caster concentrates on it and communicates
to attempt to enter the consecrated area. If a creature fails this the warnings to it without hesitation, but the subject does not
save, it suffers 2d6 points of damage and is blocked out of the gain a bonus to his armor class or saving throws.
consecrated area for the duration of the spell. The material component is a feather from a hummingbird.
Alignment different on the good vs. evil scale: The creature
makes a saving throw vs. spell to attempt to enter the consecrated Forget (Enchantment)
area whether the area is unlocked or the password is known. If Caster/Level: Wizard/2
the creature fails this save, it suffers 4d6 points of damage and is Range: 30 yards
Duration: Permanent
blocked out of the consecrated area for the duration of the spell. Effective Area: 20-foot cube
Those unauthorized intruders who enter by rolling a success- Components: V and S
ful save feel nervous and on edge while in the effective area, de- Casting Time: 2
spite their success. Saving Throw: Negate
The material components are the caster’s holy or unholy sym- This spell attempts to cause creatures to forget the events of
bol, holy or unholy water, and rare incenses worth 1,000 gp per the previous round (or the previous minute of non-combat game

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

time), plus an additional round (or minute) per three caster lev- level, it automatically explodes and inflicts damage as per nor-
els. The spell does not negate charm, suggestion, geas, quest, or mal. The globe can be used in this manner to slow or incapacitate
similar spells, but it’s possible to forget who cast the spell. a pursuing creature, but it can also be quite dangerous for the
The caster can choose to affect between 1–4 creatures within caster and his allies.
the effective area. The creatures are granted saving throws, mod- The material component is a 1,000 gp diamond.
ified by wisdom—mental defense modifier, to avoid the effect
completely. If only one creature is targeted, it saves with an ad-
ditional −2 penalty, if two creatures are affected, they each suffer
an additional −1 penalty, and if three or four are affected, a nor-
mal save is rolled. It requires a specially worded heal, restoration,
limited wish, or wish spell to restore memories lost to this spell.

Free Action (Abjuration, Enchantment)


Caster/Level (Sphere): Priest/4 (Charm)
Range: Touch
Duration: 1 turn/level
Effective Area: 1 creature
Components: V, S and M
Casting Time: 7
Saving Throw: None
This spell allows the caster to touch a creature and enable it
to move and act normally, even under the influence of magic that Friends (Enchantment)
restricts or impedes movement, such as hold, paralysis, slow, and Caster/Level: Wizard/1
Range: 0
even web or entangle spells. The caster may choose to be the re- Duration: 1d4 rounds + 1 round/level
cipient. The creature can also slip out of the tightest of mundane Effective Area: 60-foot radius
bonds or snares. Underwater, the creature can move at his nor- Components: V, S and M
mal swimming speed and inflict normal damage with any melee Casting Time: 1
weapon, but it cannot breathe underwater without other appro- Saving Throw: Special
priate enchantments. This spell temporarily adds 2d4 points to the caster’s
The material component is a leather thong, bound around the charisma. Intelligent creatures within the effective area when the
arm (or its equivalent), which disintegrates when the spell expires. spell is cast must immediately make a reaction check using the
caster’s new charisma. Those who roll a favorable reaction result
Freezing Sphere (Transmutation, Evocation) suddenly take a liking to the caster and want to be his friend. For
Caster/Level: Wizard/6 the spell’s duration, they will make reasonable efforts to be as
Range: Special helpful as they can be, given the current situation and their na-
Duration: Special ture. When the spell ends, the affected creatures realize they’ve
Effective Area: Special been influenced and may react badly, at the GM’s discretion.
Components: V, S and M The material components are chalk or white flour, lampblack
Casting Time: 6 or soot, and vermilion applied to the caster’s face before casting
Saving Throw: Special the spell.
This powerful spell allows the caster to create one of the fol-
lowing effects, chosen at the time of casting. Fumble (Enchantment)
Frigid Globe: This effect creates a globe of absolute zero de- Caster/Level: Wizard/4
grees that freezes up to 100 square feet of water per caster level, Range: 10 yards/level
creating a solid sheet of ice 6 inches deep. The ice lasts for one Duration: 1 round/level
round per caster level. Effective Area: 30-foot cube
The material component for this effect is a thin, 1 square inch Components: V, S and M
Casting Time: 4
sheet of crystal.
Saving Throw: Special
Cold Ray: This effect creates a narrow ray of cold, extending This spell has two effects. The specific effect is chosen when
10 yards per caster level, from the caster’s hand. It inflicts 1d4 + 2 the spell is cast.
points of damage per caster level to the first creature it success-
Area of Disorientation: This effect allows the caster to cre-
fully hits. If a targeted creature makes a successful save, modified ate disorientation within the effective area, where each round,
by dexterity-surprise modifier, it indicates that it avoided the ray all creatures must make a successful saving throw, modified
completely, but the ray continues in a straight line for its full dis- by wisdom—mental defense modifier, or become awkward and
tance until a creature behind the original creature fails its save clumsy for that round. Those that make their save can act nor-
(also modified by dexterity-surprise modifier), or until the ray fi- mally that round, while those that fail the save will trip and fall,
nally strikes an inanimate object (doing full cold damage to the drop everything they are holding (weapons, magic items, mate-
object, as applicable). rial components, etc.), and fail at any actions that require manual
The material component for this effect is a white sapphire dexterity. The GM may decide that dropped items must make a
worth at least 1,000 gp. saving throw to avoid being damaged or ruined. Getting back
Globe of cold: This effect creates a slightly chilled globe the on their feet and picking up their dropped items consumes a full
size of a sling stone that can be hurled by hand out to 40 yards (ig- round, as long as the new saving throw is successful or the spell
noring any range penalties) or used as a sling bullet. The globe has ended.
explodes on impact, inflicting 6d6 points of cold damage to all One Clumsy Creature: This effect is cast on a single creature.
creatures within a 10-foot radius. A successful saving throw, The creature must make one successful saving throw, modified
modified by dexterity-surprise modifier, reduces damage by half. by wisdom-mental defense modifier, or suffer the effects of dis-
The globe is treated as an indirect missile, if an attack misses. If orientation for the spell’s entire duration. Even with a successful
the globe isn’t hurled at an opponent within one round per caster saving throw, the creature is affected by the equivalent of a slow

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

spell for the duration. must be specified while casting. A geas that is vaguely worded
The material component for either effect is a dab of solidified fails during casting. The subject must be intelligent, awake, and
milk fat. able to understand the caster’s language. While it does not nec-
essarily have to be willing, the subject cannot be under the effect
of a charm or other enchantment magic.
G A geas requiring a task is permanent until the task is finished
successfully, or it is removed by a wish spell. A geas that forbids
Gate (Conjuration)
a certain activity is only removed by a wish spell.
Caster/Level (Sphere): Priest/7 (All), Wizard/9
A geas cannot force the subject to be suicidal (“Stop eating”)
Range: 30 yards
or do foolish things likely to get it killed (“Throw down your
Duration: Special
sword and taunt that ancient red dragon”), but the subject will
Effective Area: Special
perform nearly any other task. Usually, the tasks required or ac-
Components: V and S
tivities prohibited will be of much more monumental importance
Casting Time: Priest- 5, Wizard- 9
Saving Throw: None (“Fetch me the eye of the roc that has been terrorizing Sodville”
Casting this spell produces two simultaneous effects. The or “You may never enter Red Forest”).
first effect notifies a powerful extra-planar creature that the While there is no time limit to accomplish a required task, the
caster wishes their assistance. The second effect causes an extra- subject must actively seek to accomplish his directive at all times,
dimensional rift to open between the caster’s current plane of whether the directive is to do something or not do something.
existence and the desired creature’s plane, which can simply be Looking for an easy way out of performing the required task, de-
stepped through. The caster must speak the name and type of viating from the directive or performing the prohibited action,
creature he wishes to step through the gate and assist him, giving results in the subject losing one point of strength per day until
their true name and title, if they have such. the intentional deviation ceases, gradually becoming sick and dy-
Either the named creature or one of his associates or minions ing when strength reaches 0. Each point of strength lost requires
will step through with 100% certainty. The exact creature is up one full day to recover. The GM may assign harsher penalties for
to the GM. What the creature does when it arrives depends on repeat, multiple and willful deviations and can decide upon an
many factors, including the alignments of the caster and the crea- appropriate penalty to fit the situation.
ture, the nature of those accompanying the caster, and who or
what opposes or threatens the caster. The GM must determine Giant Insect (Transmutation)
the results, based on the creature called, the desires of the caster Caster/Level (Sphere): Priest/4 (Animal)
and the needs of the moment. If the caster’s problem is minor or Range: 20 yards
insignificant to the creature, it may leave immediately, or inflict a Duration: Permanent
Effective Area: 1 or more insects
punishment against the caster and then leave, or even attack the Components: V, S and M
caster (though they are smart enough to avoid combat they can- Casting Time: 7
not win). If the caster has an urgent problem or one that interests Saving Throw: None
the creature, it will usually agree to stay and help the caster in ex- This spell causes a number of normal, non-magical insects,
change for suitable repayment (Also Refer to the Exaction spell). anywhere within range, to grow to giant size. Only one type of
Casting this spell ages a caster five years if his venerable age insect can be affected per casting, and the insects are all grown
is 150 years or less, ten years if his venerable age is between 151 to equal HD and size. The maximum number of HD each insect
and 250 years, 15 years if his venerable age is between 251 and can attain individually, and the maximum total HD the caster can
350 years, etc. bestow is determined by the caster’s level. Theoretically, a 10th
level caster can grow 3 of the same type of insects to 4 HD each
Gaze Reflection (Transmutation) (3 × 4 = 12), 4 insects to 3 HD each, 6 insects to 2 HD each, or 12
Caster/Level: Wizard/1 insects to 1 HD each, however, the real limiting factors are how
Range: 0
many and what kinds of insects are within range. The GM must
Duration: 2 rounds + 1 round/level
Effective Area: Special determine this when the spell is being cast.
Components: V and S Caster Level Insect Max HD Maximum Total
Casting Time: 1 HD
Saving Throw: None 7–9 3 9
With this spell, the caster is fully protected from gaze attacks. 10–12 4 12
The caster causes the very air in front of him to become a gleam- 13+ 6 15
ing, reflective surface that moves with him. Though the caster The GM may then use any pre-prepared combat and move-
can see through the effect normally, any active gaze attack, spell, ment values as desired for the giant insects or consult the follow-
or special ability that relies on eye contact is reflected, forcing the ing table, which provides some basic guidelines. Size is either
attacker to make a save vs. its own attack. The spell has no af- length or height. Carry refers to the weight it can carry on its
fect on the ambient light or either party’s vision, nor is it effective back, while moving, or in its front claws (i.e. mantis). If the in-
against creatures whose attack comes when simply being looked sect has mandibles, lift refers to the weight the insect is able to lift
at. and carry in its mandibles. The item or creature being carried in
the insect’s mandibles takes normal damage on the “first hit” or
Geas (Enchantment) lift round and 1 /2 normal damage each round thereafter, until re-
Caster/Level: Wizard/6
Range: 10 yards leased. An unwilling subject is granted a saving throw, modified
Duration: Special by dexterity—surprise modifier, to avoid being lifted.
Effective Area: 1 creature The giant insects won’t harm the caster unless influenced by
Components: V another magical effect after the insect is enlarged, but if left on
Casting Time: 4 their own, the giant insects will attack whoever or whatever else
Saving Throw: None is nearby. They can follow only simple, one word commands and
This spell allows the caster to set a magical directive upon a hand gestures from the caster (stay, go, stop, run, fly, land, at-
creature either to perform a specific task, or to prohibit it from tack, guard, etc.). If the caster is present, this is usually enough to
performing a certain activity. The full and exact nature of the geas protect his allies from attack.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Giant Insect
HD AC Dmg Size Weight Carry/Lift MC SC***
1 8 1d4 3’ 50 lbs. 80 lbs./80 lbs. 3 3
2 7 2d4 5’ 230 lbs. 160 lbs./350 lbs. 3 3
3* 6 3d4 7’ 630 lbs. 240 lbs./1000 lbs. 4 2
4 5 4d4 9’ 1850 lbs. 320 lbs./2150 lbs. 4 2
5 4 5d4 11’ 2450 lbs. 400 lbs./3900 lbs. 5 1
6** 3 6d4 13’ 4060 lbs. 480 lbs./6500 lbs. 5 1
*Insects, including flying insects, grown to at least 3HD are usually large enough to carry a man-sized rider.
**Insects, including flying insects, grown to at least 6HD are usually large enough to carry 2 man-sized riders.
***Speed class can be roughly converted to movement value (See Aerial Combat).

If anything interrupts the casting or the insects were previ- Glitter Dust (Conjuration)
ously under the influence of any magical effect (including this Caster/Level: Wizard/2
spell, but not its reverse), the casting fails, and the insects die. Range: 10 yards/level
This spell has no effect on arachnids, crustaceans, other non- Duration: 1d4 rounds + 1 round per level
insect vermin, or intelligent insect-like creatures. Effective Area: 20-foot cube
Components: V, S and M
The reverse, shrink insect, attempts to reduce one or more gi- Casting Time: 2
ant insects to their normal size. The caster’s maximum total HD Saving Throw: Special
(from the table above) is subtracted from the targeted giant in- This spell creates a cloud of glittering golden particles. All
sects’ HD. If a giant insect reaches 0HD, it becomes a normal- creatures within the effective area are covered by the dust, which
sized insect; otherwise, the spell has no effect. If the effect would cannot be removed and continues to sparkle until the spell ends.
only partially shrink an insect, the spell fails. For example, a 10th This effect will reveal invisible creatures. In addition, those cov-
level caster has a maximum total HD of 12, therefore, giant in- ered by the dust must save vs. spell, modified by dexterity-
sects with 13 HD or more cannot be shrunk, but 1 giant insect surprise modifier, or be blinded for the spell’s duration.
with 12 HD or less, 2 giant insects with 6 HD or less each, 3 giant A pinch of ground mica is required to cast this spell.
insects with 4 HD or less each, etc. are reduced to normal size.
As with the standard spell, the reverse has no effect on arach- Globe of Invulnerability (Abjuration)
nids, crustaceans, other non-insect vermin, or intelligent insect- Caster/Level: Wizard/6
like creatures. Range: 0
The material component for the spell and its reverse is the Duration: 1 round/level
caster’s holy or unholy symbol. Effective Area: 5-foot radius
Components: V, S and M
Glass See (Transmutation) Casting Time: 1 round
Caster/Level: Wizard/6 Saving Throw: None
Range: Touch This spell functions as the minor globe of invulnerability, except
Duration: 1 round/level it protects against all spells, innate abilities, and effects from mag-
Effective Area: 3-feet wide × 2-feet high ical items of 4th level or lower. The globe can be ended with a
Components: V, S and M successful dispel magic.
Casting Time: 1 round The material component is a bead of glass or crystal, which
Saving Throw: None
breaks when the spell ends.
This spell causes a section of a piece of metal, stone, or wood,
up to the size of the effective area, to become transparent. Metal Glyph of Warding (Abjuration, Evocation)
up to 4 inches thick, stone up to 6 inch thick, or wood up to 20 Caster/Level (Sphere): Priest/3 (Guardian)
inches thick can be affected, however lead, gold, and platinum Range: Touch
are immune. The caster can make the material transparent to only Duration: Until discharged
his vision or make the material a one-way window, allowing ev- Effective Area: Caster’s level in square feet
eryone on the caster’s side to see through. The affected area is Components: V, S and M
still as strong as the original material. Casting Time: Special
The material component is a small piece of crystal or glass. Saving Throw: Special
With this spell, the caster inscribes a magical glyph to guard
Glass Steel (Transmutation) a small bridge or short passage, ward a door or other entryway,
Caster/Level: Wizard/8 or trap a chest, box, etc. The glyph discourages unauthorized
Range: Touch
Duration: Permanent creatures from passing, entering, or opening the warded area or
Effective Area: 1 object (up to 10 pounds per caster level) object, but allows those the caster designates.
Components: V, S and M At the time the spell is cast, the caster sets the conditions that
Casting Time: 8 will allow a creature to pass the glyph without being harmed.
Saving Throw: None Typically, any creature entering the warded area or opening the
This spell turns normal, non-magical crystal or glass into a warded object without speaking a magical command word is
transparent substance with the strength of steel. The AC of the subject to the glyph’s effect. Alternatively or in addition to the
substance is always 1. command word, glyphs can be set according to physical charac-
The material components are a small piece of glass and a teristics (such as height or weight) or creature type or species.
small piece of steel. Glyphs can also be set with respect to good, evil, law, or chaos,
or to allow those from a specific faith. They cannot be set ac-
cording to class, Hit Dice, or level. Glyphs respond to invisible
creatures normally but are not triggered by those who travel past
them ethereally. Multiple glyphs cannot be cast on the same area.
However, if a cabinet has three drawers, each can be separately

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

warded. Grease (Conjuration)


Caster/Level: Wizard/1
When casting the spell, the caster weaves a tracery of faintly Range: 10 yards
glowing lines around the warding sigil. A glyph can be placed to Duration: 3 rounds + 1 round/level
conform to any shape up to the limitations of the effective area. Effective Area: 10 feet × 10 feet
The caster must spend 1 round tracing the protective boundaries Components: V, S and M
of the glyph for every 5 square feet of area to be protected. When Casting Time: 1
the spell is completed, the glyph and tracery become nearly in- Saving Throw: Special
visible. By using this spell, the caster covers an area, up to the size of
Glyphs cannot be affected or bypassed by such means as the effective area, of any solid surface with a layer of fatty, slip-
physical or magical probing, though a successful dispel magic will pery grease for the spell’s duration or until the caster ends it by
render it harmless. A glyph is considered a magical trap for the a command word. Creatures entering or standing in the effective
purposes of thieves or others finding and disabling it. Mislead, area must save vs. spell, modified by dexterity—surprise modi-
polymorph, non-detection and similar magical effects can fool fier, or slip and fall. Those who make their save against the effect
a glyph, though non-magical disguises and the like can’t. Read can reach the nearest non-greased surface at the end of the round
magic allows the caster to identify a glyph of warding with a 35% and their movement ends. Those who remain in the effective area
chance of success. Identifying the glyph does not discharge it, but must save each round. The GM may apply up to a −4 penalty to
allows the reader to know the basic nature of the glyph (version, the creatures’ saves if they are running, charging, coming down
type of damage or what spell is stored). a ramp, etc.
The spell can also be used to create a greasy coating on any
There are two main versions of this spell, one of which is se- one item, such as a rope, ladder, sword hilt, etc., up to the ef-
lected at the time of casting. fective area in size. About 100’ of rope or a 25’ ladder could be
Blast Glyph: A blast glyph deals 1d4 points of damage per covered. Items not in use are always affected by this spell, how-
caster levels (maximum 10d4) to the intruder and all within 5 ever, if an item held by another creature is targeted, the creature
feet of him or her. This damage is cold, fire, or electricity (caster’s must roll a saving throw vs. spell, modified by dexterity-surprise
choice, made at time of casting). Each creature affected can at- modifier. If the initial saving throw fails, the creature immedi-
tempt a saving throw, modified by dexterity-surprise modifier, to ately drops the item. A saving throw must be made each round
take half damage. Magic resistance applies against this effect. that the creature attempts to pick up or use a greased item, or
Spell Glyph: The glyph can recreate any other harmful spell they will drop it again. The GM may decide that dropped items
of 3rd level or lower that he can normally cast (caster’s choice, must make a saving throw to avoid being damaged or ruined.
made at time of casting). All level-dependent features of the spell The material component is a piece of pork rind or dab of but-
are based on the caster’s level at the time of casting the glyph. If ter.
the spell has a target, it targets the intruder. If the spell has an Guards and Wards (Evocation, Transmutation, Enchantment)
effective area, it is centered on the intruder. If the spell summons Caster/Level: Wizard/6
creatures, they appear as closely as possible to the intruder and Range: 0
attack. Saving throws and magic resistance operate normally, as Duration: 1 hour/level
per the spell description. Effective Area: Special
The material component is incense and powdered diamond Components: V, S and M
worth at least 40 gp per square foot. The caster sprinkles the dust Casting Time: 3 turns
Saving Throw: None
after tracing the glyph with incense.
This powerful spell is primarily used to defend the caster’s
At the GM’s discretion, every specific effect has a correspond- stronghold. The effective area is up to 400 feet × 400 feet, plus 50
ing glyph, and this may be further specific as to faith. New feet × 50 feet per caster level above 12th (for example, a 14th level
glyphs could require magical research to discover. caster could enchant an effective area up to 500 feet × 500 feet).
The caster can ward several stories of a stronghold by divid-
Good Berry (Transmutation, Evocation) ing the effective area among them, but he must be somewhere
Caster/Level (Sphere): Priest/2 (Plant) within the area to be warded to cast the spell. Each story of the
Range: Touch warded area can be up to 20 feet high, and the area can be shaped
Duration: 1 day + 1 day/level as the caster desires. The spell creates the following magical ef-
Effective Area: 2d4 fresh berries fects within the warded area:
Components: V, S and M 1. Misty corridors reduce visibility to 10 feet.
Casting Time: 1 round
Saving Throw: None 2. Wizard locks on all doors.
3. Webs, as the web spell, fill the stairways from top to bot-
This spell allows the caster to enchant 2d4 freshly picked tom. If destroyed, they reappear within one turn.
berries. The caster, and any other caster of the same faith of 3rd 4. Where a path changes direction, such as a side hall or fork,
level or higher, can discern which berries are magical. They can there’s a 50% chance a creature will believe it chose the other di-
also be discovered by use of detect magic spell. The berries re- rection from the one they actually chose.
tain their effectiveness for the spell’s duration. Eating one of the 5. The entire effective area radiates magic, making it impos-
magical berries can enable a hungry creature of approximately sible for those of less than the caster’s level to pinpoint a specific
man-size to be as well-nourished as if a full meal were eaten, or magical source with detect magic.
up to 8 of them can be eaten by any creature in a single 24-hour 6. One door per caster level, selected by the caster, is en-
period, curing 1 point of damage per berry. chanted with an illusion to make it look like part of a plain wall.
The reverse, bad berry, causes 2d4 berries to rot. The berries 7. One of the following additional effects can be chosen and
appear wholesome, but each inflicts 1 point of poison damage if placed wherever the caster desires. If the spell has multiple ef-
eaten (no save allowed), with an onset time of 1d4 rounds. fects, the caster chooses the effect at casting time.
The material components for the spell and its reverse are the A: Dancing lights in up to four corridors.
caster’s holy or unholy symbol passed over freshly picked, edible B: Magic mouth in up to two locations.
berries of any kind. C: Stinking cloud in up to two locations.

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D: Gust of wind in one corridor or room. The reverse, break hallucination, automatically dispels a hallu-
E: Suggestion emanating from one location. cinatory forest, but has no other purpose.
The caster can only employ effects number 6 and 7 within his
stronghold, or if he is otherwise completely familiar with the ef- Hallucinatory Terrain (Illusion)
fective area. A single, successful dispel magic only removes one Caster/Level: Wizard/4
random effect, somewhere within the effective area. Remove curse Range: 20 yards/level
has no effect, but a successful mage’s disjunction disrupts all effects Duration: 1 hour/level
and ends the spell. Effective Area: 10-yard cube/level
The spell requires a small silver rod, burning incense, a knot- Components: V, S and M
ted string, and small quantities of sulphur, oil and the blood of a Casting Time: 1 turn
tunnel lurk. Saving Throw: Special
This spell allows the caster to disguise the terrain within the
Gust of Wind (Transmutation) effective area to appear as some other type of terrain. Clear roads
Caster/Level: Wizard/3 or open pasture can be disguised as hills, gullies, swamps, etc.
Range: 0
or vice versa. Any combination is possible, but buildings, equip-
Duration: 1 round
Effective Area: 10 feet × 10 yards/level ment, and creatures are not hidden or disguised. The illusion
Components: V, S and M has visual, auditory, olfactory, tactile and thermal components.
Casting Time: 3 The effects last until a successful dispel magic is cast, or the spell’s
Saving Throw: None duration expires. An individual creature or even a group of crea-
This spell creates a strong, 30 mph blast of air. The wind starts tures may disbelieve the illusion, but the effect persists for the
at the caster’s location and blows in the direction that he is facing. spell’s duration, affecting others who see it. The GM should
The gust blows out open flames the size of a torch or smaller adjudicate the chances to disbelieve the illusion carefully, con-
but larger open flames (such as a camp fire) are fanned 1d6 feet sidering how slight or extreme the difference is. For instance, a
in the direction the wind is blowing. Even covered flames, such slight change making an open field appear overgrown with sticky
as those in a lantern, begin to dance wildly and have a 5% chance weeds would be instantly believed by all but the most astute ob-
per caster level to go out. server of the local flora, who may see some small imperfections
If approaching the caster’s location (on the ground or flying), in the illusory weeds, however, an entire group would instantly
small-sized creatures are pushed back 1d6 × 10 yards, man-sized disbelieve a lake made to look like a grassy knoll the moment
creatures are held fast, and large-sized creatures are slowed 50% someone fell through it. Otherwise, treat this as any other illu-
for the duration of the spell. If moving away from the caster, sion spell, including wisdom—mental defense modifier and ap-
small-sized creatures add 1d6, man-sized creatures add 1d3 and propriate believability modifiers to saves to disbelieve.
large-sized creatures add 1 to their movement values for the du- The material components are a stone, a twig, and a piece of a
ration of the spell. Huge-sized and larger creatures are unaf- green plant.
fected.
The GM must determine the exact effects on items and item Haste (Transmutation)
saves as applicable using the effects on creatures as a guideline. Caster/Level: Wizard/3
In general, unsecured, small and light objects are knocked over Range: 60 yards
and/or blown away. Gaseous and unsecured levitating creatures Duration: 3 rounds + 1 round/level
are blown away, while most vapors are dispersed. Effective Area: 1 creature/level in a 40-foot cube
The material component is a legume seed. Components: V, S and M
Casting Time: 3
Saving Throw: None
This spell grants a −2 initiative bonus to the affected crea-
H tures, while effectively doubling their normal movement values
Hallucinatory Forest (Illusion) and number of attacks. Spell casting and spell effects are not sped
Caster/Level (Sphere): Priest/4 (Plant) up. All willing creatures within range can be affected, up to the
Range: 80 yards caster’s limit, with either the caster or the closest creature to the
Duration: Permanent caster being affected first. It cannot stack with itself or other sim-
Effective Area: up to 40-ft square/level ilar effects from magical items. Unwilling targets are granted a
Components: V and S saving throw vs. spell, modified by dexterity—surprise modi-
Casting Time: 7 fier, to avoid the effect. Because the spell magically speeds the
Saving Throw: Special metabolism, a subject is magically aged one year if his venerable
This spell creates an illusory forest, which appears, smells, age is under 150 years, two years if his venerable age is between
sounds, and feels completely natural. The caster determines the 151 and 250 years, three years if his venerable age is between 251
exact appearance of the forest, whether healthy and well lit or and 350 years, etc. This spell negates the effects of slow and does
sickly, overgrown and dark, at the time of the casting, however, not age the recipient when used in this way.
buildings, equipment, and creatures are not hidden or disguised. The material component is a shaved piece of licorice root.
The forest folds any genuine, natural features into the illusion,
and therefore cannot hide or disguise any hazards, so that a pond Heal (Necromancy)
or pool of quicksand in its midst would be no more or less dan- Caster/Level (Sphere): Priest/6 (Healing)
gerous than if the illusion were not present. Interaction with the Range: Touch
forest does not disrupt the illusion or allow a saving throw to dis- Duration: Permanent
believe. Druids, other priests of nature, and intelligent woodland Effective Area: 1 creature
creatures, such as centaurs and dryads, automatically disbelieve Components: V and S
the illusion. All other creatures believe the forest is real and be- Casting Time: 1 round
have accordingly, including effects on combat, hiding and move- Saving Throw: None
ment. No amount of trying can convince them that the forest is This spell completely restores all lost hit points, and cures
an illusion. Casting its reverse or a successful dispel magic within all afflictions a subject may have, including disease, poison, and
the effective area ends the spell. most forms of blindness, deafness, and insanity. Heal negates the

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

effects a feeble mind spell. Heal cannot affect creatures without a The reverse, chill metal, counters heat metal and may freeze
corporeal body, the undead, non-living, or extra-planar creatures. liquids, but otherwise functions the same.
Only current wounds are healed, and the spell does not prevent On the first and last rounds of the reverse, the metal becomes
future wounds. uncomfortably chilly to the touch but inflicts no damage. Dur-
The reverse, harm, reduces its hit points to only 1d4 and trans- ing the second and next-to-last round, icy cold causes pain and
mits a disease to the victim (Refer to the reverse of Cure Disease) damage. During rounds three, four and five, the metal is freez-
with a successful touch attack. No save is allowed to avoid either ing cold, causing additional damage and possibly delivering a
effect. crippling injury.
Round Temperature Damage
Heat Metal (Transmutation)
Caster/Level (Sphere): Priest/2 (Elemental (Fire)) 1 Cold None
Range: 40 yards 2* Icy 1d4
Duration: 7 rounds 3–5** Freezing 2d4
Effective Area: Special 6* Icy 1d4
Components: V, S and M 7 Cold None
Casting Time: 5 *Liquids (water, potions, ink, etc.) exposed to icy cold metal
Saving Throw: Special begin to freeze and must make a successful saving throw vs.
This spell causes ferrous metal (any sort of iron or steel) to magical cold or be frozen. Frozen liquids may burst from their
become extremely hot. The caster can affect all the ferrous metal containers or otherwise be destroyed at the GM’s option.
items carried by one creature per two caster levels, no two of the **On the 5th round, affected creatures must successfully save
creatures can be more than 30 feet apart; or 25 pounds of ferrous vs. spell or suffer a disability that can only be removed
metal per level, all of which must be within a 30-foot circle. El- through natural healing or a heal spell. This is due to frostbite
ven mail is not affected, and magical items made of ferrous metal but is the same as the burn effect noted for heat metal above.
(such as armor and weapons) receive a saving throw vs. magical A resist cold spell or similar cold resistance effects from spell
fire to avoid the effect. or magical item negates the effects of the reverse. Exposure to
A creature takes damage if its equipment is heated. It takes any heat or fire effect intense enough to cause damage negates
full damage if its armor is affected or it is holding, touch- the effects of the spell (and vice versa) on a point-for-point basis.
ing, wearing, or carrying ferrous metal weighing one-fifth of its If cast underwater, chill metal freezes the surrounding water
weight or more. The creature takes minimum damage (1 or 2 (making things more buoyant), inflicts only half damage to the
points) if it’s not wearing metal armor, and the metal that it’s victims each round, and is unable to freeze liquids inside of a
carrying weighs less than one-fifth of its weight. A protection sealed container or cause a disability.
from fire spell or fire resistance effects from spell or magical item
negates the effects of the spell. Exposure to any cold effect intense Heroes’ Feast (Evocation)
enough to cause damage negates the effects of the spell (and vice Caster/Level (Sphere): Priest/6 (Creation)
versa) on a point-for-point basis. Range: 10 yards
On the first and last rounds of the spell, the metal becomes Duration: 1 hour
uncomfortably warm to the touch but inflicts no damage. Dur- Effective Area: 1 feaster/level
ing the second and next-to-last round, intense heat causes pain Components: V, S and M
and damage. During rounds three, four and five, the metal is Casting Time: 1 turn
searing hot, causing additional damage and possibly delivering Saving Throw: None
a crippling injury. This spell creates a succulent feast, which serves one man-
sized or smaller creature per caster level, including a magnificent
Round Temperature Damage
table, chairs, and serving set, and the guests’ favorite food and
1 Warm None drink. The feast requires a complete hour to consume. If the feast
2* Hot 1d4
3–5** Searing 2d4 is interrupted before the end of the hour, for any reason, the spell
6* Hot 1d4 ends, however, if the feast is completed, the feasters immediately
7 Warm None recover 1d4 + 4 hit points of damage and are healed of all dis-
*Flammable materials (wood, paper, leather, cloth, etc.) ex- ease. In addition, they are under the effects of bless and become
posed to hot metal begin to smolder and must make a success- immune to poison, fear, hopelessness, panic for the next 12 hours.
ful saving throw vs. magical fire or burn. Burning materials The material components are the caster’s holy or unholy sym-
cause 2d4 damage to exposed skin on the following round. bol and fermented honey taken from royal bee larvae.
**On the 5th round, affected creatures must successfully save
Hold Animal (Enchantment)
vs. spell or suffer disabling burns that can only be removed Caster/Level (Sphere): Priest/3 (Animal)
through natural healing or a heal spell. The following table Range: 80 yards
can be used to roll randomly if full armor is being heated, or Duration: 2 rounds/level
the GM can choose a suitable disability based on where the Effective Area: 1–4 animals in 40-foot cube
most ferrous metal is touching the creature. A head cannot be Components: V and S
disabled, for instance, if it wears a bronze helmet. Casting Time: 6
Saving Throw: Negate
1d10 Location of Disability This spell functions as the hold person spell but only affects
Damage
non-magical, normal or giant-sized birds, mammals or reptiles.
1–4 Hand/Foot Unusable for 2d4 days It cannot affect undead animals. If only one animal is targeted,
5–9 Body Disabled for 1d4 days it saves, modified by wisdom—surprise modifier, with a −4
10 Head Fall unconscious for 1d4 turns
penalty, −2 penalty if two animals are targeted, −1 penalty if
If cast underwater, heat metal boils the surrounding water, in- three animals are targeted, and with no penalty if four creatures
flicts only half damage to its victims each round, and is unable to are targeted.
burn flammable materials or cause a disability.
The material component for this spell and its reverse is the
caster’s holy or unholy symbol.

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Hold Monster (Enchantment) protected. Mobile and/or intelligent plants are allowed a sav-
Caster/Level: Wizard/5 ing throw, modified by wisdom-mental defense modifier for in-
Range: 5 yards/level
telligent plants, with a −4 penalty if one plant or one patch (4
Duration: 1 round/level
Effective Area: 1–4 creatures in a 40-foot cube square yards) is targeted, −2 penalty if two plants or two patches
Components: V, S and M (8 square yards) are selected, −1 penalty if three plants of three
Casting Time: 5 patches (12 square yards) are selected, and if the maximum of
Saving Throw: Negate four plants or four patches (16 square yards) are the targets, there
This spell functions as the hold person spell, but it can affect is no penalty.
any creature of any type, save the undead. If only one creature is
targeted, it saves, modified by wisdom—surprise modifier, with Hold Portal (Universal)
a −3 penalty, −1 penalty if two creatures are targeted, and if three Caster/Level: Wizard/1
or four creatures are targeted, there is no penalty. Range: 20 yards/level
The material component is a hard metal bar or rod for each Duration: 1 round/level
creature to be held. The bar or rod can be the size of a 3-penny Effective Area: 20 square feet/level
Components: V
nail. Casting Time: 1
Hold Person (Enchantment) Saving Throw: None
Caster/Level (Sphere): Priest/2 (Charm), Wizard/3 This spell magically bars a door, gate, portcullis, etc. made of
Range: 120 yards wood, metal, or stone, as if it were securely closed and locked.
Duration: 2 rounds/level An extra-planar creature with 4 HD or more can instantly end
Effective Area: 1–4 persons in a 20-foot cube the spell and swing open the portal. A wizard with 4 or more
Components: V, S and M experience levels more than the caster can open the held portal at
Casting Time: Priest—5, Wizard—3 will, without negating the magic. A held portal can be broken or
Saving Throw: Negate battered down by physical means, and a knock or successful dispel
This spell attempts to hold up to 4 man-sized or smaller magic spell can negate a hold portal spell.
bipedal humans, demi-humans or humanoids within its effective
area firmly motionless. A person can avoid the effects by saving Hold Undead (Necromancy)
vs. spell, modified by wisdom-mental defense modifier. If the Caster/Level: Wizard/3
caster only targets one person, it suffers a −3 penalty to its save, Range: 60 feet
or a −1 penalty if the caster targets only two persons, and if three Duration: 1d4 rounds + 1 round/level
or four persons are targeted, there is no penalty. This spell has no Effective Area: 1 to 3 undead
effect on the undead. Components: V, S and M
A person who is held cannot move or speak but remain cog- Casting Time: 5
Saving Throw: Negate
nizant, able to see (in one direction) and hear what’s going on
around them. Winged persons that are held cannot flap their This spell attempts to hold undead creatures as the hold per-
wings and fall, and swimmers can’t swim and may drown. They son spell. The caster selects a point, within range, in the direc-
can still use any of their abilities that require no motion or speech. tion he is facing, and the closest undead, up to 3 creatures, are
The hold person spell in no way imparts a suspended animation subject to the effect, provided their total HD doesn’t exceed the
effect; it does not stop or slow the progress of bleeding or infected caster’s level. Mindless undead (such as skeletons, zombies, or
ghouls) are held automatically; all other undead are allowed a
wounds, diseases or poisons. The caster can end the spell at will
saving throw, modified by wisdom—mental defense modifier, to
any time before the spell’s normal duration.
avoid the effect.
The spell does not affect any bodily functions that don’t re-
The material components are a pinch of sulphur and pow-
quire conscious thought, such as heartbeats, breathing, blinking,
dered garlic.
etc. In addition, if hold person is cast on a bipedal creature that’s
in the midst of a precarious movement, such as running, the crea-
ture may fall as the spell takes effect.
The material component for both priests’ and wizards’ ver-
sions is a small, straight piece of iron.

Hold Plant (Enchantment)


Caster/Level (Sphere): Priest/4 (Plant)
Range: 80 yards
Duration: 1 round/level
Effective Area: Special
Components: V and S
Casting Time: 7
Saving Throw: Negate
This spell attempts to hold any type of vegetation, within the
effective area, including parasitic and fungus types, slimes and
molds, other mobile and/or intelligent plants, and those magi- Holy Word (Conjuration)
cally animated or otherwise magically empowered, causing the Caster/Level (Sphere): Priest/7 (Combat)
plants to completely cease movement and be still. The affected Range: 0
plants cannot grab, entwine, close, grow, or move under their Duration: Special
own power in any way, and they are unable to make any sound Effective Area: 30-foot radius
that is not directly created by the motion of the surrounding air. Components: V
The caster can target 1 to 4 individual plants within a 40-foot Casting Time: 1
square, or 1 to 4 patches, 4 yards square each, of smaller ground Saving Throw: None
cover, grass or mold. Normal, non-mobile, non-intelligent plants This incredibly powerful spell allows a caster, while on his
with no HD rating are automatically affected, unless magically home plane, to drive evil extra-planar creatures back to their

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

home plane. Creatures banished by a holy word cannot return I


to the plane they were banished from for at least a day. In ad- Ice Storm (Evocation)
dition, the holy word has negative effects on evil creatures within Caster/Level: Wizard/4
the effective area centered on the caster, based on their HD. Range: 10 yards/level
HD or Effect Attack/ Dice Spells Duration: Special
level Move Penal- Effective Area: 20 or 40-foot radius
ties Components: V, S and M
Less than Killed – – – Casting Time: 4
4 Saving Throw: None
4 to 7+ Paralyzed – – – This spell creates one of two effects, chosen at the time of cast-
1d4 turns ing.
8 to 11+ Slowed 2d4 −50% −4* – Hail: Large hailstones rain down in a 40-foot diameter effec-
rounds tive area for one round, inflicting 3d10 points of damage to crea-
12 or Deafened −25% −2 50% fail- tures within the effective area. This effect negates damage from
more 1d4 rounds ure a heat metal spell, within the effective area during the round it
*Slowed creatures can attack only on even numbered rounds is cast. The negated heat damage is subtracted from the damage
until the duration expires. caused by the ice storm.
If the evil creature is already deafened or silenced, these ad- Sleet: Driving sleet falls in an 80-foot diameter effective area
ditional effects do not apply, but it can still be banished if it is for one round per caster level, blinding creatures and extinguish-
extra-planar. ing torches and open flames, within the effective area. The sleet
The reverse, unholy word, operates against good aligned crea- freezes as it hits, so that the ground in the effective area be-
tures, but in all other aspects is identical. comes icy. Creatures in combat or moving through icy terrain
are slowed by half and have a 50% chance of slipping and falling
Hypnotic Pattern (Illusion) each round. This effect prevents ferrous metal, affected by a heat
Caster/Level: Wizard/2 metal spell and within the effective area, from progressing be-
Range: 30 yards yond warm for the duration of the ice storm. At the GM’s dis-
Duration: Special cretion, and if the creature is wearing metal armor or holding,
Effective Area: 30-foot cube touching, wearing, or carrying ferrous metal weighing at least
Components: S and M one-fifth of its weight, the warm metal might prevent the ground
Casting Time: 2 directly under the creature from getting icy, for the duration of
Saving Throw: Negate the heat metal spell.
This spell allows the caster to weave a twisted pattern of sub- The material components are a few drops of water and pinch
tle, shifting colors through the air in front of the caster. Creatures, of dust.
up to a total maximum of 24 HD or levels within the effective
area, who look at the color patterns may become fascinated and Identify (Universal)
stand watching them for as long as the caster concentrates, plus Caster/Level: Wizard/1
2 rounds after he stops concentrating. The creatures are allowed Range: 0
a save vs. spell, modified by wisdom—mental defense modifier, Duration: 1 round/level
to avoid the effect. Affected creatures cannot be freed from the Effective Area: 1 item/level
effect through physical rousing, but any damage inflicted frees Components: V, S and M
them immediately. Casting Time: Special
The material component is a lit stick of incense or a hollow Saving Throw: None
rod made of crystal and filled with phosphorescent fluid, which This spell allows the caster to gain information about magical
the caster uses to maintain the spell. items. Immediately before the spell is cast, the caster must per-
form an 8-hour ritual to prepare the items, purifying and cleans-
Hypnotism (Enchantment) ing their magical auras. If this ritual is interrupted, the caster
Caster/Level: Wizard/1 must start over.
Range: 5 yards While casting this spell, the magical items must each, in turn,
Duration: 1 round + 1 round/level be touched. With this method, an accursed item will not be de-
Effective Area: 30-foot cube tected as such but will appear to be a beneficial item. Optionally,
Components: V and S the GM may require that every item must be held or worn as
Casting Time: 1 would be normal for any such item. Bracelets must be placed on
Saving Throw: Negate the caster’s wrist, a helmet must go on his head, boots on his feet,
This spell allows the caster to enchant 1d6 creatures, within a cloak or armor worn appropriately, weapons held in hand as
the effective area, to become susceptible to a brief and reason- if to strike, etc. Any consequences of handling the items in this
able sounding request (similar to a suggestion spell). The request manner, such as a curse, befall the caster (and may end the spell),
is made after the spell is cast, and the caster must speak a lan- but the caster is granted any saves that may apply.
guage known to the creatures. The creatures can avoid the ef- The GM must secretly roll for the chance of gaining infor-
fect by rolling a successful save vs. spell, modified by wisdom- mation about a particular item. The chance is equal to 10% per
mental defense modifier. Suspicious or cautious creatures gain a caster level with a maximum of 90%. A roll on 1d100 higher than
+1 bonus to their saving throw, hostile creatures gain a +2 bonus, needed and up to 95%, indicates no information is gained and
and casting the spell during combat gives creatures a +3 bonus. no further checks can be made on this item until the caster gains
However, if the creature meets the caster’s gaze when the spell a caster level, while a roll of 96–100% always indicates false in-
is cast, they suffer a −2 penalty to their save. Creatures that fail formation is gained. If a magical item has more than one power,
their saves don’t recall being enchanted or any events that occur only one power per caster level is revealed each round, thus an
during the spell’s duration. 8th level caster could handle up to eight different items and/or
reveal up to eight powers of a single item. Some special magi-
cal items, such as tomes, artifacts, and relics cannot be identified
with this spell.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

If it is an item with an enchantment bonus, the exact bonus and otherwise work normally, but the illusion is not ended. The
cannot normally be learned, but its relative power can be de- effect is permanent until a successful dispel magic is cast.
termined as strong (+3 through +5), moderate (+2 through +4) The material component is unusual dust worth at least 400 gp
or weak (+1 through +3); for instance, the GM can determine and requiring four days to prepare.
whether a +3 enchantment bonus gives off a strong, moderate
or weak aura, on a case-by-case basis, or he can roll 1d3. If it is Imbue With Spell Ability (Enchantment)
a charged item, the caster can usually only gain a general knowl- Caster/Level (Sphere): Priest/4 (Charm)
edge of how many charges remain: powerful (81–100% charges), Range: Touch
strong (61–80%), moderate (41–60%), weak (6–40%), or faint (5 Duration: Until used
charges or fewer). This knowledge can be misleading, however, Effective Area: 1 creature
as a faint result always takes precedence, resulting in powerful Components: V, S and M
items that normally have 5 or fewer charges to give off only a Casting Time: 1 turn
Saving Throw: None
faint aura.
After the spell ends, the caster loses 8 points of constitution. This spell allows the caster to transfer spells from his memory
Each lost point of constitution requires an hour of rest to recover. into that of another creature and provides that creature with the
If the loss of constitution drops the caster below 1, he immedi- ability to cast them. The transfer is permanent (the caster effec-
ately falls into a coma, and cannot be awakened for 24 hours. tively loses the ability to cast the transferred spell levels) until the
The caster must drink an infusion made of crushed pearl of recipient casts the spells or is killed.
at least 100 gp value and an owl feather steeped in wine prior to Only non-magic using and non-spell casting creatures (in-
casting the spell. If a luckstone is crushed and added to the wine, cluding low to mid-level rangers and paladins) with wisdom of
the effects become much more powerful, able to reveal exact en- 9 or higher can be enchanted by this spell. So that a fighter or
chantment bonuses or charges and all the powers of a powerful ogre with sufficiently high wisdom can receive the enchantment,
item can be revealed in a single reading, and at the GM’s discre- but an ogre magi or human mage cannot. This spell does not
tion, even artifacts and relics may reveal some of their powers. function on creatures with any spell casting or innate magic abil-
ity, unintelligent monsters, or creatures with less than 1 full HD.
Illusory Script (Illusion) The caster must choose the recipient wisely for he is held morally
Caster/Level: Wizard/3 responsible for the way the recipient uses his spells.
Range: Touch Only spells from the divination, protection, or healing spheres
Duration: 1 day/level can be transferred. Attempting to transfer any other type of spell
Effective Area: Script reader ends the entire spell. The transferred spells’ variable ranges, du-
Components: V, S and M rations, etc. are based on the caster who transferred it. The max-
Casting Time: Special imum number and level of spells that can be transferred depend
Saving Throw: Special on the level of the recipient.
This spell allows the caster to write a message or other infor- Level of Recipient Maximum Spells Imbued
mation, which appears as some form of foreign or magical writ- 1 One 1st level spell
ing, on any type of common writing surface, most often papyrus 2–4 Two 1st level spells
scrolls, or paper and vellum books, but there is no reason why 5+ Two 1st and one 2nd level spells
clay or stone tablets could not be used. Only specific creatures, The material components are the caster’s holy or unholy sym-
designated by the caster at the time of the casting, can read the bol, a minor item from the recipient that’s symbolic of his class
writing. An illusionist can always recognize that illusory script is (fighter, thief, etc.), and enough secondary material components
in effect but cannot decipher its contents, unless also designated required to cast all of the transferred spells normally. The minor
by the caster at the time of the casting. item and secondary components are destroyed upon casting.
Any others who try to read the message begin to feel an un-
easy sensation and must make a successful save vs. spell, modi- Imprisonment (Abjuration)
fied by wisdom—mental defense modifiers, or become subject to Caster/Level: Wizard/9
a suggestion (as the suggestion spell) implanted in the script at the Range: Touch
time of casting. Failure implants the suggestion into the reader, Duration: Permanent
requiring no more than three turns to carry out. A successful dis- Effective Area: 1 creature
pel magic ends the effects of the spell and reveals the message, but Components: V and S
Casting Time: 9
if the attempt fails, the writing gets completely erased. A combi- Saving Throw: None
nation of true seeing and either read magic or comprehend languages This spell allows the caster to imprison a victim in a state of
spells will also end the effects and reveal the message. suspended animation (See Temporal Stasis) in a small cell far be-
The material component is a custom lead-based ink, crafted neath the earth. The spell requires a successful touch attack, and
by an alchemist, and costing at least 300 gp per casting. the caster must say aloud the creature’s name and basic back-
ground. Magical searches by crystal balls, locate object spells, or
Illusory Wall (Illusion)
similar do not reveal that a creature is imprisoned, and no form
Caster/Level: Wizard/4
Range: 30 yards of magic can detect his exact position or free him.
Duration: Permanent The reverse, freedom, frees a creature entombed by imprison-
Effective Area: 1 foot × 10 feet × 10 feet ment, if cast over the spot where the imprisonment was originally
Components: V, S and M cast. The reverse can prove to be extremely dangerous. The caster
Casting Time: 4 must repeat the name and background of the freed creature, as
Saving Throw: None it was spoken at time of the original imprisonment, or there’s a
This spell creates the illusion of a floor, wall, ceiling, or other 10% chance that 1d100 random creatures are also freed. The GM
similar surface. The surface appears real, even when viewed us- may determine the total number of freed creatures randomly, by
ing true seeing or similar magic, but is intangible, so that solid rolling 1d100 twice, multiplying the results and dividing by 100.
creatures or objects can pass easily through it. If the spell hides For example, the GM rolls a 44 and a 60, so that (44 × 60)/100 =
a trap, pit, door, etc., mundane or magical detection, even sim- 26.40, or 26 monsters were released. Then the GM assumes 10%
ple probing of the area, will reveal the presence of the illusion of the freed creatures will be released in the caster’s location. In

147
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

the example, 2 or 3 unexpected creatures will be freed along with Infravision (Transmutation)
the desired creature. The GM rolls 1d20 to determine the unex- Caster/Level: Wizard/3
pected creatures’ levels or HDs, with rolls of 9 or above counting Range: Touch
as 9. At the GM’s discretion, creatures with (much) higher levels Duration: 2 hours + 1 hour/level
Effective Area: 1 creature
and HD can be freed, but should be specially prepared by the GM Components: V, S and M
in advance. In the example, 23 or 24 creatures will be freed from Casting Time: 1 round
imprisonment singly, or in small groups, around the world. The Saving Throw: None
GM may choose to generate and place any or all of these creatures This spell bestows infravision 60’ upon a subject touched by
in his campaign world or simply ignore them. the caster during the casting, or the caster may choose himself to
be the subject.
Improved Invisibility (Illusion) The material component is either an agate or a dash of dried
Caster/Level: Wizard/4 carrot.
Range: Touch
Duration: 4 rounds + 1 round/level Insect Plague (Conjuration)
Effective Area: 1 creature Caster/Level (Sphere): Priest/5 (Combat, Animal)
Components: V and S Range: 120 yards
Casting Time: 4 Duration: 2 rounds/level
Saving Throw: None Effective Area: 180-foot × 60-foot cloud
This spell functions the same as the standard invisibility spell, Components: V, S and M
but the subject is capable of performing hostile actions without Casting Time: 1 turn
ending the spell. However, if an invisible creature attacks, moves Saving Throw: None
suddenly, speaks or otherwise makes his presence known, obser- This spell calls forth a horde of insects, which form into a
vant creatures can notice shimmering trailers and other tricks of thick cloud filling the effective area anywhere in range the caster
light that allow them to get a general idea of its location. Invisi- chooses, however, if the GM determines that there are not enough
ble creatures gain a +4 bonus to saving throws, and attacks made normal insects within the caster’s immediate environment to
against them suffer a −4 penalty. Under this spell, creatures with form a cloud, the spell fails. Once gathered, the insects continue
high enough HD to ordinarily detect an invisible creature do so to jump, fly, and crawl erratically while the cloud, as a whole,
remains stationary.
as if they are 2 HD lower.
The cloud of insects limits the vision of creatures caught
within it to 10 feet, and makes casting a spell impossible. The
Improved Phantasmal Force (Illusion)
insects as a group, ignore a creature’s armor class and automati-
Caster/Level: Wizard/2
Range: 60 yards + 10 yards/level cally inflict 1 point of damage each round it remains in the cloud,
Duration: Special even being invisible is no defense against the accumulated bites
Effective Area: 200 square feet + 50 square feet/level and stings.
Components: V, S and M Creatures with 2 HD or less automatically flee at their fastest
Casting Time: 2 movement value in a random direction, until they’re more than
Saving Throw: Special 240 yards away from the insect clouds. Those with fewer than
This spell functions the same as the phantasmal force spell, 5 HD must make a successful morale check each round they re-
except that minor sounds, but not actual conversation, are also main in the cloud, or they will also flee. PCs do not roll morale
added. The improved phantasm can be maintained with min- checks.
Weapons, lightning, mild cold, and small fires, like a burn-
imal concentration, allowing the caster to move at half-normal
ing hand spell, torch or campfire, are ineffective, however, heavy
speed, and the phantasm continues for 2 additional rounds once
smoke, strong wind, ice storms, and larger fires, like a bonfire,
the caster stops concentrating.
wall of fire or fireball, temporarily drive away the insects where
The material component is a tuft of fleece. the effective areas intersect. The insect plague can be dispersed
entirely by a successful dispel magic or a strong wind that covers
Incendiary Cloud (Transmutation, Evocation) the entire effective area.
Caster/Level: Wizard/8 The material components are a pinch of sugar, and a few ker-
Range: 30 yards nels of grain smeared in fat.
Duration: 4 rounds + 1d6 rounds
Effective Area: 10 feet tall, 20 feet wide, and 20 feet long cloud Instant Summons (Conjuration)
Components: V, S and M Caster/Level: Wizard/7
Casting Time: 2 Range: Infinite + Special
Saving Throw: Half Duration: Instantaneous
This spell creates a smoke effect similar to that of the py- Effective Area: 1 small object
rotechnics spell. A dense cloud of smoke appears in the effective Components: V, S and M
area, obscuring vision for two rounds, and bursting into flame Casting Time: 1
during the third round, inflicting 1d2 points of damage per caster Saving Throw: None
level. On the fourth round, the flames inflict 1d4 points per caster This spell allows the caster to call to his hand a particular item
level, and finally on the fifth round, they inflict 1d2 points per from nearly anywhere. The caster can even call the item from
caster level as the flames burn out. For the remainder of the another plane of existence. For each level above 13th , the caster
spell duration (if any), the cloud returns to just vision-obscuring can call the item from one plane removed from the one he is on
smoke. When the conflagration begins, creatures within the when he casts the spell. To be called upon, the item must be 3-
cloud roll a saving throw, modified by dexterity—surprise modi- feet square or less, weigh no more than 8 pounds, and nonliving.
fier. The first successful save reduces damage by half during that To prepare the spell, the caster must perform a ritual where he
round and successive rounds. A failed save is re-rolled in the holds a gem (worth at least 5,000 gp), then touches and names
fourth and/or fifth round. the desired item. The item’s name becomes magically etched into
In addition to a fire source within range, the material compo- the gem, invisible to all except the caster; other’s must use a read
nents are scrapings from a dung pile, and a pinch of dust. magic spell. A gem will only summon the item named within it.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

When the caster is in need of the item, he crushes the gem and cast, the subject or caster ends it voluntarily, or until 24 hours
calls for the item by name. The item immediately appears in one pass. The spell also ends if the subject attacks a creature or forces
of the caster’s hands, his choice. a creature to make a saving throw. An indirect attack (such as
If the desired item is in another creature’s possession when setting a trap) does not end the spell, likewise, bless, chant, and
called for, the spell fails, but the caster learns who possesses the prayer spells are not considered attacks. Since an invisible crea-
item and the item’s general location, unless wizard mark is cast as ture is unable to see himself, the GM may assign a penalty to
part of the ritual. Casting a wizard mark on the item as part of the complex actions, such as thief abilities.
ritual, allows the caster to call the item away from another crea- Creatures with at least 10 levels or HD and intelligence of 13
ture while on the same plane as the caster, and the item becomes are entitled to a save vs. spell, modified by wisdom-mental de-
easier to track and locate while on other planes with a scrying fense modifier, to detect the presence and general location of in-
spell or device. If the magic normally has no chance to locate visible creatures, though the subject remains unseen.
an object on another plane, a wizard mark provides a base 25% The material component is an eyelash, trapped in gum arabic.
chance to work. If the magic normally has a percentage chance
to succeed or fail, a wizard mark grants a +10% or +2 bonus to Invisibility to Animals (Transmutation)
the chance to succeed. Objects secured in leprechaun’s secret chest, Caster/Level (Sphere): Priest/1 (Animal)
or in other areas where teleport, plane shift or conjuration magic is Range: Touch
blocked, cannot be recovered with this spell. Duration: 1 turn + 1 round/level
The material component is the 5,000 gp gem, which is de- Effective Area: 1 creature/level
stroyed upon casting the spell, transferring the desired item in Components: S and M
its place. Casting Time: 4
Saving Throw: None
Intense Transformation (Transmutation, Evocation) This spell grants those creatures touched by the caster while
Caster/Level: Wizard/6 the spell is being cast the ability to go undetected amongst non-
Range: 0 magical animals (normal or giant-sized) with intelligence under
Duration: 1 round/level 6. The caster may choose to be among those affected by this spell.
Effective Area: The caster The spell confers slightly more than just invisibility, softening
Components: V, S and M sounds and negating odors as well with regards to animals. A
Casting Time: 6 subject of this spell will go unnoticed by animals for the duration
Saving Throw: None of the spell, unless he speaks or performs a hostile action (any
When this spell is cast, the caster gains the size, strength and attempt at attacking or forcing a saving throw upon an animal),
skill of a powerful fighter. The caster gains a −4 bonus to his ar- ending the spell’s effect for himself only.
mor class (maximum AC of −10), and attacks as a fighter equal The material component is holly rubbed over the subjects.
to his level.
In addition, the caster gains temporary hit points equal to his Invisibility to Undead (Abjuration)
maximum normal hit points, however, when the caster runs out Caster/Level (Sphere): Priest/1 (Necromantic)
of temporary hit points, damage against his normal hit points are Range: Touch
doubled. While this spell is in effect, the caster is in berserk rage Duration: 6 rounds
and can only engage in melee combat. He will attack with any Effective Area: 1 creature
available melee weapon (but will suffer unskilled penalties if not Components: V, S and M
skilled with the weapon). If using a dagger, he attacks twice per Casting Time: 4
round and gains a +2 bonus to damage. With any other weapon, Saving Throw: Special
he attacks once per round, but gains a +2 bonus to both attack This spell grants the ability to go undetected amongst un-
and damage. The caster cannot cast spells, use missile weapons dead, to a creature touched during the casting. The caster may
or any other abilities, while the spell is in effect, and will continue choose to be the one affected by this spell. Undead with more
to melee until his opponents are dead or the duration expires. than 4 HD are allowed a saving throw to avoid the effect. A priest
The material component is a potion of heroism (or super-heroism) who is the subject of the spell cannot turn undead that cannot see
that the caster drinks at the end of the casting. him. The spell ends if the recipient performs a hostile action (any
attempt at attacking or forcing a saving throw upon the affected
Invisibility (Illusion) creatures). Casting non-hostile spells, such as augury, chant, or
Caster/Level: Wizard/2 cure light wounds, does not end the spell.
Range: Touch The material component is the caster’s holy or unholy sym-
Duration: Special bol.
Effective Area: 1 creature
Components: V, S and M Invisibility, 10’ Radius (Illusion)
Casting Time: 2 Caster/Level: Wizard/3
Saving Throw: None Range: Touch
This spell causes the subject and all its carried or held equip- Duration: Special
ment to disappear from sight to all, including themselves and Effective Area: 10-foot radius
their allies, undetectable to normal vision and infravision. The Components: V, S and M
caster can choose to be the subject. The spell does not negate Casting Time: 3
sounds or scents, so the subject is not completely undetectable. Saving Throw: None
Items dropped, taken or otherwise removed from the sub- This spell grants invisibility upon all creatures within the ef-
ject’s possession become visible again. Items picked up do not fective area of the subject touched. The caster may also choose to
become invisible but can be hidden inside an invisible pocket or be the subject. The spell moves with the subject. Creatures leav-
behind an invisible cloak. ing the effective area become visible, but creatures entering the
Regardless of its source, light cannot be affected, but the effective area after the spell is cast do not become invisible. Oth-
source of light can be, so that it appears the light comes from erwise, the effect is the same as the standard invisibility spell. If
nowhere. the subject performs a hostile action, the spell ends for all, how-
The subject remains invisible until a successful dispel magic is ever, if an affected creature other than the subject performs a hos-

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

tile action, the invisibility is negated only for that creature. also reduced by 1 point. The rash persists until a successful dispel
The material component is an eyelash, trapped in gum arabic. magic or cure disease is cast on the victim—doing either immedi-
ately returns lost ability scores.
Invisible Stalker (Conjuration) The material component is a leaf of poison ivy, oak, or sumac.
Caster/Level: Wizard/6
Range: 10 yards Item (Transmutation)
Duration: Special Caster/Level: Wizard/3
Effective Area: Special Range: Touch
Components: V, S and M Duration: 4 hours/level
Casting Time: 1 round Effective Area: 2 cubic feet/level
Saving Throw: None Components: V and S
Casting Time: 3
This spell summons an 8 HD invisible stalker from the Ele-
Saving Throw: Special
mental Plane of Air, which must remain on the caster’s plane of
This spell has two effects, one of which is chosen at the time
existence until fulfilling one specific task or service for the caster.
of the casting. The first effect allows the caster to shrink a sin-
The service must be specific; defend me from these foes, retrieve
gle non-magical item, within the confines of the effective area, to
this item, capture this person, etc. The invisible stalker can au- 1
tomatically track a creature within 24 hours of its passing. They /12 of its original size, and the second effect allows the caster
understand the common tongue, but only speak their own lan- to convert the item into a 1 /12 sized representation of the item,
guage. made of a thick cloth-like material (like a patch that can be sewn
The invisible stalker is bound by the spell to obey and serve to one’s clothes). The holder of an item targeted by this spell is al-
the caster and unceasingly performs its task, but it is not loyal lowed a save vs. spell, modified by dexterity- surprise modifier,
to the caster, therefore, it will attempt to pervert its orders, espe- to avoid the effect. It is not any easier to destroy an item while
cially if they are complicated or require a lot of time and effort to it is shrunk, and the effects of this spell do not alter the item’s
complete. saving throws. An affected item can be returned to normal size
The material components are burning incense and a piece of by merely tossing it onto any solid surface or by a word of com-
horn carved into the shape of a crescent. mand from the original caster. Even a mundane burning fire and
its fuel can be shrunk by this spell. Restoring the shrunken object
Irresistible Dance (Enchantment) to its normal size and composition ends the spell.
Caster/Level: Wizard/8 The item spell can be made permanent with a permanency
Range: Touch spell (with only a 5% chance to lose a point of constitution), in
Duration: 1d4 + 1 rounds which case the affected object can be shrunk and expanded an
Effective Area: 1 creature indefinite number of times, but only by the original caster.
Components: V
Casting Time: 5 J
Saving Throw: None
This spell forces a creature to be incapable of doing anything Jump (Transmutation)
for the duration of the spell except dance uncontrollably. The Caster/Level: Wizard/1
caster must make a successful touch attack against the victim for Range: Touch
the spell to be effective. The victim loses his shield bonus and Duration: 1d3 rounds + 1 round/level
suffers a +4 penalty to his AC. If a victim of this spell must make Effective Area: 1 creature
a save while still dancing, he must roll a natural 20 to succeed. Components: V, S and M
Casting Time: 1
Saving Throw: None
Irritation (Transmutation)
Caster/Level: Wizard/2 This spell bestows upon a creature (selected by touch) or him-
Range: 10 yards/level self the ability to leap. Once each round for the spell’s duration,
Duration: Special the subject can leap up to 30 feet forward, 20 feet straight up, or
Effective Area: 1–4 creatures in a 15-foot radius hop up to 10-foot directly backwards. Forward leaps and back-
Components: V, S and M ward hops have a slight arc of 2 feet per 10 feet of distance trav-
Casting Time: 2 eled. The spell doesn’t guarantee a safe landing or grasping at
Saving Throw: Negate the end of the jump.
This spell affects the subject’s skin. Creatures with very thick, The material component is a grasshopper’s hind leg broken
armored or scaly skins are unaffected. This spell creates one of upon casting the spell.
two effects, chosen at the time of casting.
Itching: The caster can choose to cast this effect at a single K
creature, applying a −3 penalty to its saving throw, two creatures
can be targeted with a −1 penalty each, or three or four can be Knock (Universal)
targeted with no modifier to their saves. If the save is successful, Caster/Level: Wizard/2
Range: 60 yards
the effect is avoided, but if the save fails, this effect immediately
Duration: Special
causes an irritating itching sensation somewhere on the creature.
Effective Area: 10 square feet/level
If a full round is spent doing nothing but scratching, the itch will Components: V
stop at the end of that round, otherwise, the itch adversely affects Casting Time: 1
the creature, applying a +4 penalty to AC and −2 to attack rolls Saving Throw: None
for the next three rounds. During the first round, spell casting is This spell opens stuck, barred, locked, held, or wizard locked
impossible, but not during the last three rounds. doors, and even locked or trick-opening boxes or chests. The
Rash: This effect can only target a single creature and it must spell can be used to open a secret or concealed door as long as
save vs. spell with a −2 penalty to avoid the effect. This effect its location is known and visible to the caster. It can also loosen
does nothing for 1d4 rounds, but after which forms a horrid, itchy welds, shackles, or chains, provided they serve to hold the door
rash on the creature’s entire body. The subject loses 1 point of shut. If used to open a wizard locked door, the spell does not re-
charisma each day for four days. After one week, dexterity is move the wizard lock but simply suspends its functioning for one

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turn. In all other cases, the door does not relock itself or become caster learns about the legends surrounding the person, place, or
stuck again on its own. Knock only functions against portals that item. The legends may be still current, forgotten, or even infor-
operate with a hinge mechanism and does not raise gates or sim- mation that has never been generally known. If the person, place,
ilar impediments (such as a portcullis) that require a winch or or item is not of legendary importance, the caster gains no infor-
rope and pulley system to open, nor does it affect ropes, vines, mation. As a rule of thumb, characters of 11th level and higher
and the like. The effective area limits the size of the door that can are “legendary,” as are the sorts of creatures they contend with,
be opened. Each spell can undo up to two means of preventing the major magical items they wield, and the places where they
egress on a single opening, so that a locked, barred and wizard perform their key deeds.
locked door would require two casting of knock to open.
The reverse, lock, closes a known and visible door (or other The material components are incense burning within a rect-
portal) and locks it with up to 2 already existing physical lock- angle made of strips of ivory, and a magical item of some kind,
ing mechanisms. It cannot create a weld, magically bar a door or whether scroll, potion, wand, etc.
lower a portcullis, but it can operate locks, set bars, etc. Up to
two physical mechanisms can be set per casting. Leprechaun’s Lamentable Belaborment (Enchantment, Evoca-
tion)
Know Alignment (Lesser Divination) Caster/Level: Wizard/5
Caster/Level (Sphere): Priest/2 (Divination), Wizard/2 Range: 10 yards
Range: 10 yards Duration: Special
Duration: Priest—1 turn, Wizard—1 round/level Effective Area: 1 or more creatures in a 10-foot radius
Effective Area: Priest—1 creature or object per round, Wizard—1 Components: V
creature or object per 2 rounds Casting Time: 5
Saving Throw: Special
Components: V and S
Casting Time: 1 round This spell allows the caster to draw multiple subjects into an
Saving Throw: Negate extended discourse with him, provided they have an intelligence
This spell enables the caster to read a creature or item’s aura, of 3 or higher, and share a common language with the caster. The
provided it has an alignment. The caster must concentrate, stand- spell effects do not begin until the round after the spell is cast,
ing still, for two full rounds, after casting the spell. Creatures are and the caster can begin speaking. Creatures within the effective
allowed a save vs. spell, modified by wisdom—mental defense area during the round following the casting of the spell are enti-
modifier, to avoid the effect. Certain magical items can negate the tled to a saving throw, specially modified by intelligence, to avoid
effects of this spell. the effects entirely. Intelligence of 3–7 grants a −1 penalty, 8–10
If the caster is only able to concentrate on a subject for one grants no modifier, 11–14 grants a +1 bonus, and intelligence of
round, he will only read the subject’s aura in regards to law vs. 15 or higher grants a +2 bonus. If this saving throw fails, the sub-
chaos. The priests’ version of the spell functions as the wizard jects immediately stop whatever else they are doing and begin to
spell of the same name, except a priest is only required to stand politely debate the topic with the caster, no matter how incredu-
and concentrate for 1 round to fully read the creature or item’s lous or stale his topic may be. The actual topic of discussion is
aura. irrelevant; the words come to the caster’s mind and are quickly
The reverse, undetectable alignment, blocks the aura of a sin- forgotten.
gle creature or item from magical detection, including the know The spell effect is divided into 3 distinct phases (fascination,
alignment spell, for 24 hours. If the GM wishes to allow a greater confusion, and rage), but the caster can end the spell at the end
degree of intrigue and subterfuge within his game world, he may of any phase by not continuing the discussion. The first three
change the reverse of this spell (and any similar effects) to obscure rounds consist of peaceful conversation, the next three rounds
alignment, and permit the affected creature to radiate any align- are confusing babble, and the final four rounds become a heated
ment chosen by the caster. debate. So that the spell’s duration can last up to 11–12 rounds,
as long as the caster continues the discussion on the first round
L
of each phase (the 1st , 4th , and 7th rounds). Usually, the spell’s
Legend Lore (Greater Divination) duration is a minimum of 3 rounds, however, attacking a subject
Caster/Level: Wizard/6 of the spell, during the first or second phase, ends the effect for
Range: 0 that creature immediately. Once the spell is cast, it requires no
Duration: Special concentration to maintain, and the caster is able to otherwise act
Effective Area: Special normally, move, attack, cast another spell, etc. The subjects of the
Components: V, S and M spell ignore anything the caster says or does, (except attack them)
Casting Time: Special that is not related to the topic they are discussing.
Saving Throw: None On the first round of each new phase, provided the caster
When more conventional research or identification methods speaks to them that round, the subjects are forced to make an-
fail or would take too much time, this spell allows the caster other saving throw, modified by intelligence. Those failing on the
to learn the legends surrounding an important person, place, or
item. If the person or item is at hand, or if the caster is at the place 4th round become confused and wander randomly, muttering un-
in question, the casting time is only 1d4 turns. If the caster has de- der their breaths, for 1d10 + 2 rounds. Those who make the save
tailed information on the person, place, or item, casting requires continue to discuss the topic, and make saves during the 5th and
1d10 days, and the resulting lore is less complete and specific, but 6th rounds to avoid becoming confused and wandering off. On
often provides enough information to help the caster find the per- the 7th round, each remaining subject (those that did not wander
son, place, or item, thus allowing a better legend lore result next off) must save to avoid flying into a rage, attacking the nearest
time. If the caster knows only rumors or hearsay, the casting time other subject for 1d4 + 1 rounds. If only one creature remains
is 2d6 weeks, and the resulting lore is vague and incomplete, but the subject of the spell and fails its save, it attacks, with a regular
often directs the caster to more detailed information, thus allow- to hit roll, its own person. Any creatures that successfully save
ing a better legend lore result next time. against the rage effect realize they’ve been under the effects of an
While casting, the caster cannot engage in other than routine enchantment and collapse onto the ground, totally depressed for
activities: eating, sleeping, and so forth. When completed, the 1d4 rounds, but will snap out of it if attacked.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Leprechaun’s Secret Chest (Transmutation, Conjuration) can withstand winds up to 70 mph (tornado strength), but has
Caster/Level: Wizard/5 no heating (other than the fireplace) and no cooling source other
Range: Special than natural insulation.
Duration: Special
Effective Area: One chest, 2 feet × 2 feet × 3 feet The lodging contains simple furniture as desired by the caster;
Components: V, S and M up to eight bunks with mattress and blankets, a trestle table and
Casting Time: 1 turn benches, up to four chairs or eight stools, and a writing desk.
Saving Throw: None The doors and shutters are wizard locked, a grate of iron protects
When cast, this spell allows a specially prepared, high qual- the chimney. Additionally, the spell protects all of the possible
ity treasure chest (of at least 5,000 gp value and fashioned by a entrances with an alarm spell and conjures an unseen servant to
master craftsman out of the finest woods, ivories and precious provide services for the caster and other occupants.
metals available) to be hidden in the deep Ethereal Plane. A per- The material components are crushed lime, a sprinkling of
fect miniature replica, made of the same materials and valued water, a square chip of stone, a few grains of sand, and several
at precisely 1% of the full-sized chest, must also have been cre- splinters of wood. If alarm and unseen servant are to be included,
ated before this spell is cast. The miniature can then be used to their components are also required.
summon the full-sized chest back from the Ether directly to the
caster’s location whenever needed. Retrieving the chest ends the
Leprechaun’s Tiny Hut (Transmutation)
spell effect. A second casting of this spell is necessary to send
Caster/Level: Wizard/3
the chest back to the Ethereal Plane. Each caster’s set of chests is Range: 0
highly personalized and not even a wish spell can allow a caster
Duration: 4 hours + 1 hour/level
to have more than one set at any time. The set of chests are not Effective Area: 15-foot diameter sphere
magical, and can be locked or magically warded just as any other Components: V, S and M
treasure chest can be. The caster must be touching the full-sized Casting Time: 3
chest and holding the miniature to cast this spell. The full-sized Saving Throw: None
chest holds up to 1 cubic foot of material per caster level, regard-
This spell creates an immobile sphere of semi-solid force, the
less of its actual or apparent physical dimensions. If living matter
size of the effective area, around the caster’s person, of any color
is placed in the chest, the spell is 75% likely to fail. The full-sized
he chooses. If the spell is cast on level ground, half the sphere
chest can only be recalled using its miniature. If the miniature
projects above ground and the other half below the ground. Up
chest is destroyed or lost, no spell, including a wish, can recreate
to seven other man-sized creatures can enter or leave the sphere
it or call forth the full-sized chest. The full-sized chest becomes
lost in the Ether. at will, but if the caster leaves it, the spell ends. The temperature
For each continuous week spent on the Ethereal Plane, there’s inside the sphere is a constant 70◦ F, unless the exterior temper-
a cumulative 1% chance that an ethereal creature finds the full- ature reaches below 0◦ F or above 100◦ F, in which case, the in-
sized chest. The GM must adjudicate any results from this type terior temperature increases or decreases correspondingly. The
of chance encounter. The chest is not anchored in one place, but sphere protects against the elements (such as rain, sand and dust
even if physically stolen by a creature, it will return to the caster storms), and only hurricane force winds or greater can destroy it.
from anywhere on the Ethereal Plane. The following table pro- The interior of the sphere can be dimly lit or darkened on
vides the most common results of tampering. command. The outside is opaque, and does not allow any crea-
1d100 Result ture to see inside, but the interior is transparent, and allows those
01-10 Chest returns with all of its contents intact inside to see out. The sphere does not stop, or in any way protect
11-20 Chest returns with additional contents anyone, from missiles, weapons, or most magical effects going
21-50 Chest returns with different contents in either direction, except that targets inside the sphere cannot
51-80 Chest returns with some contents missing be seen by those outside and cannot be selected individually. A
81-00 Chest returns completely empty successful dispel magic will end the spell.
When the chest is called forth from the Ethereal Plane, a win- The material component is a small crystal bead that shatters
dow is opened for 1d6 + 6 rounds, and any creature can enter when the spell ends.
or exit through it. If not retrieved within 60 days, there’s a 5%
cumulative chance per day thereafter that the full-sized chest be-
Leprechaun’s Trap (Illusion)
comes lost in the Ether. If the full-sized chest becomes lost in the
Ether, it might only be found provided the caster is willing and Caster/Level: Wizard/2
Range: Touch
able to travel to the Ethereal Plane and search for it. Attempting Duration: Permanent
to find the chest should not be an easy task, and may be next to Effective Area: 1 object
impossible depending upon the nature of the GM’s world. Components: V, S and M
Casting Time: 3 rounds
Leprechaun’s Secure Shelter (Transmutation, Enchantment) Saving Throw: None
Caster/Level: Wizard/4
Range: 20 yards/level This spell places a false trap upon any small mechanism or
Duration: 1d4 + 1 hours + 1 hour/level device (a lock, hinge, hasp, lid etc.). Any creature with the me-
Effective Area: 30 square feet/level chanical or magical ability to detect a trap is automatically fooled
Components: V, S and M into believing the spell is a real, magical trap. The effects are
Casting Time: 4 turns permanent until affected by a successful dispel magic or removed
Saving Throw: None (as a magical trap). If the “trap” is not removed and is simply
This spell creates a small house (up to the effective area in “triggered”, nothing happens (since it is only an illusion), and
size), solidly made of materials common to the area where it is the spell ends harmlessly. The casting will fail, if another lep-
created (usually stone, wood and/or sod). The lodging is level, rechaun’s trap is within 50 feet of the caster when this spell is
clean, and dry and otherwise appears to be a normal building cast.
with a sturdy door, two or more shuttered windows, and a fire- The material components are a piece of iron pyrite touching
place, but resists all forms of attack as if it were as strong as a the mechanism to be “trapped”, and 200 gp worth of specially
stone building, regardless of the material used to create it. It prepared dust to sprinkle over it.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Levitate (Transmutation) within the spell’s range and extending in a straight line outward
Caster/Level: Wizard/2 directly away from the caster, inflicting 1d6 points of damage per
Range: 20 yards/level
caster level (up to a maximum of 10d6) to all creatures in its path.
Duration: 1 turn/level
Effective Area: 1 creature or object A successful save vs. spell, modified by dexterity-surprise modi-
Components: V, S and M fier, reduces the damage by half. The spell’s effective area can be
Casting Time: 2 either a forked bolt, 10 feet wide and 40 feet long or a single bolt
Saving Throw: Negate 5 feet wide and 80 feet long.
This spell enables the subject, up to 100 pounds per caster The electricity in the effective area can set fire to combustibles,
level, to move vertically up or down at a movement value of 2 melt soft and precious metals, and is powerful enough to do mi-
per round. The caster controls this movement, even if cast on nor structural damage, penetrating and continuing beyond 1 inch
another creature or object, and unwilling creatures receive a sav- of wood (destroying most standard doors) or a 1 /2 inch of stone
ing throw vs. spell, modified by dexterity—surprise modifier, to per caster level (up to a maximum of 1 foot of wood or 1 /2 foot of
avoid the effect. The spell doesn’t allow horizontal movement al- stone), unless the item successfully saves against the effect. If the
though the levitator can physically push off or grab onto objects bolt strikes an impassable barrier (or a barrier makes its save),
to move laterally. the energy reflects off the barrier at an angle equal to the angle
The spell requires no extra concentration. Attacking with a it struck the barrier (like a billiard ball, or reflected light), until
ranged weapon destabilizes the levitator, applying a -1 penalty its maximum effective area is achieved. A bolt shot straight into
on the first such attack and a cumulative −1 penalty to each suc- a barrier will reflect directly back at the caster. Creatures struck
cessive ranged attack, up to a maximum of −5. Spending a full more than once from a reflected bolt, must make a save each time,
round stabilizing resets the penalty to −1. Only light crossbows but do not take damage more than once. If every saving throw is
can be cocked and reloaded while levitating. successful, reduce damage by half, but if even one saving throw
The material component is a small leather loop or a piece of is failed, full damage is inflicted.
golden wire bent into a cup shape with a long shank on one end. The material components are a bit of fur and an amber, crys-
tal, or glass rod.
Light (Transmutation)
Caster/Level (Sphere): Priest/1 (Sun), Wizard/1 Limited Wish (Conjuration, Evocation)
Range: Priest—120 yards, Wizard—60 yards Caster/Level: Wizard/7
Duration: Priest- 1 hour + 1 turn/level, Wizard- 1 turn/level Range: Unlimited
Effective Area: 20-foot radius globe Duration: Special
Components: Priest—V and S, Wizard—V and M Effective Area: Special
Casting Time: Priest—4, Wizard—1 Components: V and Special
Saving Throw: Special Casting Time: Special
This spell creates a glowing light, equal in strength to a torch, Saving Throw: Special
the size of the effective area, anywhere within range. The caster This spell is an extremely powerful spell that can require extra
must have a clear line of sight to the targeted area when casting attention from the GM and player alike, but in its simplest form,
this spell. Light can emanate from thin air, rock, metal, wood, or this spell allows the caster to create nearly any type of known
any other material. The spell is stationary, unless cast on a crea- magical effect, of equal or lesser level.
ture or portable object. If cast on an unwilling creature, a success- A limited wish can duplicate any wizard spell of 7th level or
ful magic resistance check or a successful save vs. spell, modified lower, provided the spell is from a school of magic allowed to
by dexterity—surprise modifier, allows the creature to avoid the
spell, but the light still appears in the air directly behind the crea- the caster, and any wizard spell of 5th level or lower, even from
ture. If cast on a creature’s eyes, a failed save indicates the crea- a prohibited school, or duplicate any priest spell of 5th level or
ture is blinded for the duration of the spell. Objects and creatures lower, provided the spell is from a school of magic allowed to
beyond the glow are seen as vague, shadowy forms. the caster, and any priest spell of 4th level or lower, even from
Light taken into an existing magical darkness will be blotted a prohibited school. Using this spell to duplicate another spell
out (or vice versa), however, casting light onto an existing magi- must follow all rules for the spell being duplicated. Subjects are
cal darkness (or vice versa) negates both effects until one effect’s allowed the same saving throws and magic resistance as normal.
or the other’s duration ends, at which time, the effect with the The caster is subject to the same risks and rewards as if they had
longer duration reappears. The caster can end the spell with a cast the actual spell, with the following exceptions. Any variable
command word. Light spells cannot stack, so that overlapping that can benefit the caster will be as if the maximum was rolled
effective areas do not get brighter. and if used to duplicate a spell with a material component that
The material component is a firefly or piece of phosphores- costs less than 1,000 gp, the caster does not need to provide the
cent moss. component. All verbal and somatic components must be used
The priests’ version of this spell functions as the wizards’ and the casting time is equal to that of the duplicated spell.
spell of the same name, except it is reversible. The reverse, dark- Another form of the spell can be used literally as a limited
ness, brings pitch darkness to the effective area, with half the form of a wish, fulfilling any function of the wish spell, and within
spell’s normal duration. A mundane or magical light source must the same constraints, but only for a limited amount of time (See
be as bright as full daylight in order to be seen within the effective the wish spell). A limited wish is able to undo or modify the harm-
area. ful effects of the same spells as can be affected by a wish spell. If a
Lightning Bolt (Evocation) wish spell can permanently affect or undo a magical effect, a lim-
Caster/Level: Wizard/3 ited wish can affect or undo the effect for a limited time. The GM
Range: 40 yards + 10 yards/level must determine the limited duration, but a rule of thumb may be
Duration: Instantaneous (1d6 + 1 weeks) + 1 week per caster level. The casting time for
Effective Area: Special this form is about 1–3 rounds, depending on the complexity of
Components: V, S and M the wish.
Casting Time: 3 And finally, the caster can produce any other effect whose
Saving Throw: Half power level is in line with the above effects, such as a ball of frost
This spell creates a stroke of electricity beginning at a point that inflicts cold damage, but otherwise duplicates a fireball spell,

153
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

or a single creature may be granted a +7 bonus to hit on its next in the tropics. Common local plants and animals are up to 50%
attack or suffer up to a −7 penalty on its next saving throw, etc. likely to be present, somewhere in a radius around the caster, un-
The caster is allowed to be creative when using this form of the common ones up to 30% likely, rare up to 15% likely, and very
limited wish, and with the GM’s consent, the spell could be used rare is up to 5% likely to be present, somewhere within range of
as an aid in spell research for new spells of 6th level or lower. The the caster’s immediate area, but not necessarily in the direction
casting time for this form can vary greatly. he is facing. Many of the exotic plants and animals needed for
Casting this spell ages a caster one year if his venerable age material components or research are considered very rare or rare,
is 150 years or less, two years if his venerable age is between 151 at best.
and 250 years, three years if his venerable age is between 251 and The material component is the caster’s holy or unholy sym-
350 years, etc. bol.

Live Oak (Enchantment) Locate Object (Lesser Divination)


Caster/Level (Sphere): Priest/6 (Plant) Caster/Level (Sphere): Priest/3 (Divination), Wizard/2
Range: Touch Range: Priest—60 yards + 10 yards/level, Wizard—20
Duration: 1 day/level yards/level
Effective Area: 1 tree Duration: 1 round/level
Components: V, S and M Effective Area: 1 item
Casting Time: 1 turn Components: V, S and M
Saving Throw: None Casting Time: Priest—1 turn, Wizard—2
This spell enchants a healthy tree to guard and protect a place Saving Throw: None
or item of the caster’s choice. The spell affects a tree that is within This spell can assist the caster when he is searching for either
10 feet of the caster’s home, within a place sacred to the caster, or a specific, known item or a non-specific, general item. When the
within 100 yards of an item the caster wants to guard. The caster caster searches for a general item (swords, gems, stairs, eleva-
cannot have more than one live oak spell in effect concurrently. tors, etc.), he learns the direction in which lies the nearest one of
The GM is called upon to note the locations and sizes of its kind (if any), within range. The caster must have seen or oth-
trees in the area to be protected. The selected tree can be small, erwise physically handled a specific item, in order to search for
medium, or large in size, depending upon the caster’s choice of them with this spell. A thin coating of lead blocks the spell. The
available trees. caster cannot use this spell to search for a creature.
An activation clause consisting of as many as one word per The material component is a forked twig.
caster level is given at casting time, including what action to take The reverse, obscure object, hides an object from being located
and passwords or special items used to bypass it. For example, by spell, crystal ball, or similar means for eight hours. The object
an 11th level caster can form an 11-word activation clause; such as to be obscured must be touched, and the caster cannot obscure a
“Attack all creatures who approach the obelisk without first say- creature with this spell.
ing ‘friend’.” The enchanted tree is treated as a treant of equiva- The material component for the reverse is a chameleon’s skin.
lent size, with an AC 0 and 2 attacks per round, but a movement The priests’ version of the spell functions as the wizards’ spell
value of only 3. of the same name, except that the material component, for both
Size Height HD Damage the spell and the reverse, is a piece of lodestone.
Small 12’–14’ 8 2d8
Medium 16’–19’ 10 3d6 Lower Water (Transmutation)
Large 20’–23’+ 12 4d6 Caster/Level (Sphere): Priest/4 (Elemental (Water)), Wizard/6
A detect magic spell or similar magic will show strong magic Range: Priest- 12o yards, Wizard- 80 yards
radiating from the tree. If a successful dispel magic is cast, the spell Duration: Priest- 1 turn/level, Wizard- 5 rounds/level
Effective Area: 10-foot × 10-foot by 2-foot deep/level
ends immediately, and the tree will root itself at its current loca-
Components: V, S and M
tion. The caster may release it from the spell effects at any time, Casting Time: 1 turn
whereupon it returns to its original spot before taking root. Dam- Saving Throw: None
aged trees can be healed with the plant growth spell, restoring This spell drains away water or similar liquids, up to the ef-
3d4 points of damage, but the spell cannot be used to increase fective area, but the liquid’s final depth cannot be less than 1-inch
the size or maximum hit points of an already enchanted tree. deep. When cast on a deep ocean, sea or large lake, this spell cre-
The material component is the caster’s holy or unholy sym- ates a whirlpool, trapping swimmers, boats, ships, etc. Those
bol. trapped in a whirlpool will not be able to leave the effective area
Locate Animals or Plants (Lesser Divination) under their own power, and are at risk of capsizing and being
Caster/Level (Sphere): Priest/1 (Divination (Animal, Plant)) sucked into the center of the swirling water. If this spell is cast
Range: 100 yards + 20 yards/level on a water elemental or other water-based creature, the creature
Duration: 1 round/level is affected as if a slow spell had been cast on it (no save allowed).
Effective Area: 20-foot × 20-yards/level path At the spell duration’s end, the water returns to its previous level.
Components: V, S and M The use of this spell negates its reverse.
Casting Time: 1 round The material component of lower water is a vial of dust.
Saving Throw: None The reverse, raise water, increases the volume of a body of
This spell allows the caster to know whether any one type of liquids by the effective area, up to the maximum natural level
animal or plant, which he thinks of, is within the spell’s range, de- (such as flash flood or high tide level). Ships, boats, swimmers,
termining its direction, distance and approximate numbers. The etc. are unable to stay within the effective area and are immedi-
caster can only detect subjects directly in front of him in a straight ately forced outward and down the sides of the huge stationary
path, but he can change direction once each round of the spell’s “wave” that the reverse creates. If the effective area includes a
duration. riverbank, beach, or other land, the water can spill over, possibly
The GM must adjudicate the results of this spell carefully. flooding or washing away docks, fords, dams, roads and bridges
However, after taking the surrounding terrain and climate into and floating beached or grounded ships. At the duration’s end,
account, some general guidelines can be followed. Many herbs the water returns to its previous level. The GM must determine
grow only in the temperate zones, while many spices grow only the exact effects of the flooding and receding waters. The use of

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

the reverse negates lower water. The material components are a tiny silver whistle, a piece of
The material component of raise water is a vial of water. bone, and a thread.
The priests’ version of this spell functions as the wizards’
spell of the same name, except that in addition to water or dust, Mage’s Lucubration (Transmutation)
the caster requires his holy or unholy symbol. Caster/Level: Wizard/6
Range: 0
Duration: Instantaneous
M Effective Area: The caster
Components: V and S
Mage’s Disjunction (Transmutation, Enchantment) Casting Time: 1
Caster/Level: Wizard/9 Saving Throw: None
Range: 0 This spell is a mnemonic enhancer that allows the caster to
Duration: Instantaneous
Effective Area: 30-foot radius recall a single 1st through 5th level spell, which he has cast within
Components: V the last 24 hours. Any material components needed to cast the
Casting Time: 9 recalled spell must be available before it can be cast again.
Saving Throw: Special
This spell is an extremely powerful variant of dispel magic, al- Mage’s Magnificent Mansion (Transmutation, Conjuration)
lowing the caster to attempt to immediately disrupt spell cast- Caster/Level: Wizard/7
ing and permanently dispel all magic effects and magical items, Range: 10 yards
within the effective area. This spell functions as if multiple dis- Duration: 1 hour/level
Effective Area: 300 square feet/level
pel magic were cast in an area, with the additional ability to per-
Components: V, S and M
manently destroy magical items and disrupt spell casting all at
Casting Time: 7 rounds
once. In addition, the spell ignores spell casting, magical items Saving Throw: None
and magic effects of the caster, and of any single creature he is This spell creates a mansion within Non-dimensional Space
touching. that can only be entered through a faint, shimmering entryway
All spells being cast within the effective area are automati- (4 × 8 feet) located on the plane where the spell was cast. The
cally, and immediately disrupted. Within the effective area, all portal can be opened or closed, allowing entrance and egress, at
spells with duration in effect, including permanent durations (no the caster’s desire. When closed, it is invisible to all but the caster.
matter how many), are subject to dispel magic, and all magical The interior of the mansion consists of a lavishly furnished en-
items are subject to dispel magic (as if they were each targeted), trance hall leading to multiple rooms, up to the size of the effec-
but if the check fails, an item permanently loses all of its magic tive area. Semi-transparent, liveried servants wait on everyone.
(Refer to Dispel Magic). Its non-dimensional nature means the weather does not affect the
This spell is so powerful that there is a 1% chance per caster interior of the mansion, and vice versa. The environment is com-
level to affect artifacts, relics, and anti-magic shells, as well. If an fortable, and creatures can rest and relax inside. There’s enough
anti-magic shell makes its save, it protects the items within it. If food to feed a 9-course formal feast to a dozen man-sized crea-
an artifact or relic is destroyed, the caster must immediately save tures per caster level. However, the food is only quasi-real. Those
vs. spell with a −4 penalty, or permanently lose all spell cast- that eat the food are satisfied until they leave, at which time, the
ing abilities. In addition, these items are always associated with effects disappear, and they must eat real food immediately or be-
powerful being(s) (usually of extra-planar origin), who are 95% gin to starve. Any object taken out of the mansion immediately
ceases to exist.
likely to notice the item’s destruction. The GM must determine This spell can be combined with illusions, or even a mundane
how long it takes for the being to notice, and the being’s reactions building, to disguise the opening into Non-dimensional Space.
upon hearing the news. The GM may allow the caster to design the interior, within the
scope of the effective area, to suit their specific needs.
Mage’s Faithful Hound (Conjuration)
The material components are a miniature portal carved from
Caster/Level: Wizard/5
Range: 10 yards ivory, a small piece of polished marble, and a tiny silver spoon.
Duration: Special
Mage’s Sword (Evocation)
Effective Area: Special
Caster/Level: Wizard/7
Components: V, S and M Range: 30 yards
Casting Time: 5
Saving Throw: None Duration: 1 round/level
Effective Area: Special
This spell summons a phantom watchdog that only the caster Components: V, S and M
can see. The dog stands in a fixed location and guards any open Casting Time: 7
space or portal, barking loudly whenever any creature larger Saving Throw: None
than a rabbit or cat comes within the spell’s range of the loca- This spell creates a shimmering, sword-like force field that
tion it is standing. It can detect invisible and ethereal creatures floats in the air and moves as the caster mentally directs. The
and is not fooled by illusions unless they’re quasi-real. caster can move but must otherwise concentrate to mentally com-
If an intruder continues past the invisible, barking dog, and mand the sword. It can move freely within the spell’s range and
into the guarded area, the dog is able to move, up to the spell’s attacks as a fighter of half the caster level, but always hits on a
range, from its fixed location and attack the intruder as a 10 HD natural roll of 19–20, is treated as a +3 weapon for purposes of
monster, inflicting 3d6 points of damage with its bite. Its bite hitting a creature requiring magic weapons to hit, and can hit
is considered as if it were a +3 magical weapon for purposes of ethereal, astral, or out-of-phase creatures, inflicting 5d4 points
hitting a creature requiring magic weapons to hit. The hound of damage to man-sized and smaller creatures or 5d6 points to
is immune to all attack forms, but a successful dispel magic will large-sized creatures. The sword remains for the duration, unless
destroy it. The spell lasts 1 hour plus 1 /2 hour per caster level the caster stops concentrating, it moves beyond range, or a dispel
until an intruder is attacked, whereupon the duration is reduced magic is cast successfully.
to only one round per caster level. If the caster moves more than The material component is a miniature platinum sword with
30 yards away from the hound, the spell ends. a grip and pommel of copper and zinc, costing at least 500 gp.

155
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Magic Font (Greater Divination) or one of the weaker creatures, but the GM determines randomly
Caster/Level (Sphere): Priest/5 (Divination) which creature is targeted (in this case, with either 1d4 or 1d6).
Range: Touch
If the creature’s saving throw is successful, the caster remains
Duration: Special
in the vessel until he can attack again, but if the creature fails the
Effective Area: Special
save, the caster takes over its body and forces its life force into the
Components: V, S and M
vessel. The caster gains the creature’s strength, dexterity and con-
Casting Time: 1 hour
Saving Throw: None stitution scores, as well as hit points and innate magical powers,
This spell allows a caster (who is in good standing with his but remembers only basic knowledge on an instinctual level, not
faith) to enchant a sacred, but mundane, basin of holy or unholy life-defining events, learned abilities, languages, or spells. The
water to act like a crystal ball. The spell’s duration is equal to one caster retains his attributes of intelligence, wisdom and charisma,
round per vial of holy or unholy water poured into the font, up as well as attack rolls, saving throws, class level, learned abilities,
to a maximum of 1 hour. and spells. The caster must have access to his material compo-
The material components are the caster’s holy or unholy sym- nents, and generally speaking, he must take over a humanoid
bol and font, and 1-60 vials of holy or unholy water. The vials of body in order to cast spells, but the GM may make the rare ex-
holy or unholy water are consumed by the spell. ception. If the new form is radically different from the caster’s
old form, the GM may also assign penalties until the caster be-
Magic Jar (Necromancy) comes accustomed to the new form.
Caster/Level: Wizard/5 At any time the caster is within range, he can spend one round
Range: 10 yards/level to shift from the possessed body back to the vessel, which returns
Duration: Special the creature’s life force back to its body. The spell’s duration is
Effective Area: 1 creature permanent until the caster makes a final shift from the vessel back
Components: V, S and M into his original body.
Casting Time: 1 round If dispel magic is targeted on the possessed body or the vessel,
Saving Throw: Special there’s a 50% chance of success, +/- 5% per difference in caster
This spell allows the caster to abandon his body (leaving it in level of the creature who cast dispel magic. If a dispel magic is
suspended animation (Refer to Temporal Stasis)) and transfer his successfully cast on the vessel or the possessed body, and the
life force into a special personalized vessel, provided it’s within possessed body and vessel are within range of each other, the
range, and from there he can attempt to swap his life force with creature returns to his body, while the caster returns to the ves-
that of another creature. The vessel must be a flawless gem or sel and is trapped inside for 1d4 rounds + 1 round per level of
crystal, cut by a master gem-cutter, and cost at least 500 gp. It the caster who cast dispel magic. If the possessed body is not in
is otherwise a mundane gem and only radiates magic while this range of the vessel, the caster dies, but the creature’s life force
spell is in effect. If checked with appropriate magic, the vessel remains trapped inside the vessel and its body enters suspended
also radiates the same alignment as that of the life force inside it, animation. In this case, a second dispel magic targeted on the ves-
if any. sel reunites the life force inside with its own body or that of the
While a life force is in the vessel, it can sense any other life caster, when one or the other is within range (the closest living
force on the same plane and within range, but does not age, nor body is taken). If neither body is in range, the life force dies. If
does it feel the need to eat, breathe or sleep. The trapped crea- the caster’s body is taken, it is treated as possessed and subject
ture (whether the caster or victim) learns whether the life force to dispel magic, and it would be in the creature’s best interest to
is positive (living) or negative (undead), but the type of creature return to its own body as soon as possible. If the vessel and both
and its location are not known. Long-term entrapment inside the bodies are within range and still living, and a dispel magic is suc-
vessel may cause long-term or permanent insanity. The GM must cessfully cast on the vessel, the caster and creature return to their
adjudicate the results of long-term entrapment. original bodies, ending the spell, but if their respective bodies
Once a life force is detected, the caster can spend 1 round at- are outside the range or dead, they die. If a possessed body is
tempting to take over its body. If the targeted creature is under killed, the caster returns to the vessel (if within range), and the
the effects of a protection from evil (or good) or similar magic, the creature’s life force dies. If the possessed body is killed while the
attempted possession automatically fails. Otherwise, the crea- vessel is outside of range, the caster’s life force also dies. Since
ture must save vs. spell, modified by a special modifier, based its body was killed, the trapped life force in the vessel is released
on it’s intelligence + wisdom subtracted from the caster’s intelli- to die, however, has a 50% chance to possess the caster’s body
gence + wisdom. If a targeted creature’s wisdom cannot be deter- if it is in range of the vessel. If the caster’s body is killed, his
mined or is less than its HD, substitute the creature’s HD. If the life force may still live, either within the vessel or in a possessed
targeted creature’s combined total is higher than the caster’s, it body. Raise dead, resurrection or similar magic must be used to
results in a bonus to the creature’s save. bring those killed by this spell (whether caster or creature) back
Difference Modifier to life, however, if the vessel is destroyed while containing the
−9 or less +4 caster’s life force, the caster is irrevocably slain. If the caster’s
−8 to −6 +3 body is killed and raised while his life force is in the vessel or in a
−5 to −3 +2 possessed body, his life force is instantly returned to his original
−2 to 0 +1
+1 to +4 +0 body, ending the spell. However, other entrapped creatures are
+5 to +8 −1 not irrevocably slain, as their life force is not an integral part of
+9 to +12 −2 the spell as is the caster’s.
+13 or more −3 The material component is the gem or crystal to serve as the
If a group of creatures approach the caster’s vessel, he senses vessel, which is not destroyed during the casting. The caster can
their number and a difference between them of four or more lev- have the stone set in jewelry, a statuette, etc., or it can remain
els or HD, but cannot otherwise determine exactly who or what unset. Once the caster has possessed a body, the wisest course
the life forces belong to. For example: if three 12th level fighters of action is to keep this gem with him at all times. If this vessel
enter the range with a stone giant, 2 gnolls and 4 orcs, the caster is destroyed while the caster possesses another body, he will be
detects 4 stronger positive and 6 weaker positive life forces. In a unable to return to his own body and may be instantly killed if
case like this, the caster can choose to attack one of the stronger targeted by dispel magic.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Magic Mirror (Enchantment, Greater Divination) Magical Aura (Illusion)


Caster/Level: Wizard/4 Caster/Level: Wizard/1
Range: Touch Range: Touch
Duration: 1 round/level Duration: 1 day/level
Effective Area: Special Effective Area: Special
Components: V, S and M Components: V, S and M
Casting Time: 1 hour Casting Time: 1 round
Saving Throw: None Saving Throw: Special
This spell enchants a mundane mirror, which has been crafted
This spell masks the actual magical aura of an item of up to
by a master silversmith from finely wrought and highly polished
five pounds per caster level and bestows a false magical aura
silver, and costing at least 1,000 gp, into a scrying device that
upon it. The caster must specify intensity and school, and op-
functions as a crystal ball for the duration of the spell.
tionally, can provide sphere. If detect magic or similar method is
Comprehend languages, read magic, tongues, and infravision can used, the item gives off the aura as specified by the caster at the
be cast through the mirror, while detect magic, detect good/evil, and time of casting. Artifacts, relics and other powerful magical items
message have a 5% chance per caster level of functioning when (as may be specified by the GM) are immune to the effects of this
cast through the mirror. spell.
In addition to the mirror (which is not destroyed), an eye of
a hawk, an eagle, or a roc, and a small bit of each, nitric acid, If the item is investigated with an identify spell or similar div-
copper, and zinc, are consumed upon casting. ination, there’s a 50% chance for the investigator to detect the
true aura behind the false. Otherwise, the false aura becomes
fixed, and that investigator cannot determine the original aura.
Magic Missile (Evocation)
Another investigator may try, of course. No other information
Caster/Level: Wizard/1
Range: 60 yards + 10 yards/level can be gained regarding the item, unless the true aura is first de-
Duration: Instantaneous termined.
Effective Area: 1-5 creatures The spell lasts for the duration, or until a successful dispel
Components: V and S magic is targeted at the item, but if the false aura is not present
Casting Time: 1 and the item is genuinely magical, dispel magic could temporarily
Saving Throw: None
disable the item.
This spell allows the caster to fire one or more missiles of
magical energy from his fingertips and unerringly strike a tar- The material component is a small square of silk, which is
geted creature. A creature must be within range, in sight, and un- passed over the item.
der less than 90% cover or concealment, to be targeted. Specific
body parts of a creature cannot be targeted. The missiles cause Magical Stone (Enchantment)
no structural damage, but each inflicts 1d4 + 1 points of damage Caster/Level (Sphere): Priest/1 (Combat)
to most creatures. The caster can fire an additional missile ev- Range: Touch
ery two levels of experience up to a maximum of five missiles at Duration: half an hour or until used
9th level. Multiple missiles can strike a single creature or be split Effective Area: 3 pebbles
against several creatures. Components: V, S and M
Casting Time: 4
Saving Throw: None
Magic Mouth (Transmutation)
Caster/Level: Wizard/2 This spell enchants as many as three small pebbles (up to the
Range: 10 yards size of a sling bullet) that can be thrown by any class of charac-
Duration: Permanent until triggered ter or used as sling bullets. The stones are considered +1 weapons
Effective Area: 1 object for purposes of hitting a creature requiring magic weapons to hit,
Components: V, S and M and inflict 1d4 points of damage or 2d4 to undead. If thrown,
Casting Time: 2 they have a maximum range of 30 yards (ignore range penalties),
Saving Throw: None and all three can be thrown in one round.
This spell enchants an inanimate object, such as a wall, rock, The material components are the caster’s holy or unholy sym-
tree, door, etc., to play host to a mouth that appears and speaks bol and 1–3 mundane, natural pebbles.
a message when a specific event occurs. The mouth moves to
the words being spoken, and if the object has a mouth (such as
a statue, or even a bottle), it can be enchanted to articulate the Magical Vestment (Enchantment)
words. The message must be 25 words or fewer, designed to be Caster/Level (Sphere): Priest/3 (Protection)
delivered in one turn or less, and can be in any language known Range: 0
to the caster. The mouth cannot cast spells or speak magical com- Duration: 5 rounds/level
Effective Area: The caster
mand words. Components: V, S and M
The caster must specify the triggering clause at the time of Casting Time: 1 round
casting, usually beginning with the word “when” such as, “Say Saving Throw: None
the message, when a goblin carrying a shield, with the green
hand symbol upon it, approaches within 10 yards and says the This spell allows the caster to enchant mundane ceremonial
word ‘hello’.” Only visual and/or audible triggers can be used robes of his faith, providing magical protection equivalent to
in the triggering clause, but otherwise it can be as general or de- chain mail (AC 5), with an additional −1 bonus per 3 caster levels
tailed as required. The maximum range at which an event can above 5th level, to a maximum of AC 1 at 17th level. The effect of
trigger the mouth is 5 yards per caster level. The mouth cannot this spell is modified by dexterity—AC modifier, but cannot be
discern invisible creatures, alignments, levels, HD, or class. Illu- combined with other armor, aside from a shield, or other magical
sions, disguises, camouflage, and other simple tricks can trigger bonuses to AC. If the vestment is worn over armor, only the best
it. When triggered, the mouth appears, recites its message and AC is used. The spell ends if the caster loses consciousness.
vanishes. The material components are the caster’s vestments and holy
The material component is a small piece of honeycomb. or unholy symbol, which are not consumed.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Major Creation (Illusion) the spell upon command, and all creatures become visible if but
Caster/Level: Wizard/5 a single invisible creature attacks or performs a hostile action. If
Range: 10 yards a creature leaves the effective area (or stands still while the rest
Duration: Special of the subjects move past him), the creature becomes visible. As
Effective Area: up to 1 cubic foot per level the subjects cannot see themselves or each other, the GM may
Components: V, S and M assign penalties to coordinated movement or other complex ac-
Casting Time: 1 turn tions. This spell otherwise functions as the standard invisibility
Saving Throw: None
spell.
This spell functions as minor creation, but in addition to plant-
The material component is an eyelash, trapped in gum arabic.
based products, it also allows the caster to create quasi-real ob-
jects made from mineral. The caster can create one item up to the
Mass Morph (Transmutation)
size of the effective area, and the duration depends on the mate-
Caster/Level: Wizard/4
rial created. Range: 10 yards/level
Material Duration Duration: Special
Plant-based 2 hours/level Effective Area: 10-foot cube/level
Stone or crystal 1 hour/level Components: V, S and M
Precious metal 2 turns/level Casting Time: 4
Gems 1 turn/level Saving Throw: None
Mithral or other rare metals 2 rounds/level This spell allows the caster to transform up to 10 willing crea-
Adamantine 1 round/level tures per caster level within the effective area, into quasi-trees,
Attempting to use a quasi-real item as a spell component usually but not necessarily of the same kind. The caster can
causes the casting to fail. choose to be among those affected. The group of quasi-trees ap-
The spell component is a tiny piece of the material the caster pears to be a copse, grove or even an orchard.
plans on creating. The quasi-trees can be walked around and touched by others,
without revealing their actual forms. The quasi-trees remain sta-
tionary, but they can see, hear, and feel normally (visibly bleed-
ing, if struck). The quasi-trees have the same HD/level, hit points
and AC (without dexterity or shield bonuses, but including ar-
mor and magical bonuses) as their original forms. The effect is
permanent, until the caster ends it, or a successful dispel magic is
cast over the area. Creatures who stay in quasi-tree form for a
long time become subject to the weather, insect attacks, fungus
or other tree diseases, forest fires, etc.
The material component is a handful of bark from the type of
tree the subjects will become.

Mass Suggestion (Enchantment)


Caster/Level: Wizard/6
Range: 30 yards
Duration: 4 turns + 4 turns/level
Effective Area: 1 creature/level
Mass Charm (Enchantment) Components: V and M
Caster/Level: Wizard/8 Casting Time: 6
Range: 5 yards/level Saving Throw: Negate
Duration: Special This spell functions as a suggestion spell, except that it can
Effective Area: 30-foot cube target up to 1 creature per caster level within range, with the same
Components: V suggestion. The undead are immune to the effects. If only a sin-
Casting Time: 8 gle creature is targeted, apply a −4 penalty to its saving throw,
Saving Throw: Negate otherwise a −1 penalty is assessed. The GM may assign addi-
This spell functions as a charm monster spell, however, it tional −1 or −2 penalties, depending on how reasonable the sug-
targets a number of creatures within range, within the effective gestion is. The creature’s wisdom-mental defense modifier also
area, and with combined HD/level up to twice the caster’s level, applies. The caster can optionally specify a triggering clause (Re-
starting at the center of the effective area and working outward. fer to Magic Mouth) at the time of the casting, but if the conditions
Each targeted creature is allowed a saving throw, modified by are not met before the spell duration expires, the suggestion is not
wisdom—mental defense modifier and a −2 penalty. carried out. If the victim(s) fail their saving throws, they do not
hear and are unaware of the triggering clause.
Mass Invisibility (Illusion) The material components are a snake’s tongue and a bit of
Caster/Level: Wizard/7 honeycomb or a drop of sweet oil.
Range: 10 yards/level
Duration: Special Maze (Conjuration)
Effective Area: 60 yards × 60 yards Caster/Level: Wizard/8
Components: V, S and M Range: 5 yards/level
Casting Time: 7 Duration: Special
Saving Throw: None Effective Area: 1 creature
This spell functions as invisibility over a large effective area, Components: V and S
that moves with, and cloaks from sight, up to 400 man-sized crea- Casting Time: 3
tures (such as a military unit). Large creatures are counted as 10 Saving Throw: None
man-sized creatures and huge or gargantuan creatures count as This spell allows the caster to instantly send a creature to
50, or more. The effects are permanent, but the caster can end a demi-plane made up of shifting walls of force within Inter-

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

dimensional Space. The creature remains trapped until he nav- Message (Transmutation)
igates the labyrinth, which requires a variable amount of time Caster/Level: Wizard/1
based on his intelligence. When the creature escapes, it returns Range: 0
unharmed to the exact spot where he was entrapped. Duration: 5 rounds/level
Effective Area: Special
Intelligence Duration Components: V, S and M
Under 3 2d4 turns Casting Time: 1
3–5 1d4 turns Saving Throw: None
6–8 5d4 rounds This spell allows the caster to whisper messages and receive
9–11 4d4 rounds replies without being overheard. The caster points his finger (dis-
12–14 3d4 rounds cretely if he wishes) at up to one creature per level that is to hear
15–17 2d4 rounds the message and respond.
18+ 1d4 rounds
When the caster whispers, the message travels in a straight
Minotaurs are naturally immune to the effects. Teleport, dimen- line and is audible to all recipients within 30 feet plus 10 feet per
sion door and similar spells won’t help the creature escape, but a caster level. The recipients can whisper a message back to the
plane shift (or similar) can allow it to escape immediately. caster. An unobstructed view must exist between caster and re-
cipients must be available for messages and replies to be trans-
Meld Into Stone (Transmutation) ferred. The messages and replies can be sent in any language
Caster/Level (Sphere): Priest/3 (Elemental (Earth)) known to the caster, and the spell doesn’t confer understanding
Range: 0
of unknown languages.
Duration: 8 rounds + 1d8 rounds
Effective Area: The caster The material component is a short piece of copper wire.
Components: V, S and M
Casting Time: 6 Messenger (Enchantment)
Saving Throw: None Caster/Level: Priest/2 (Animal)
This spell allows the caster and up to 100 pounds of gear to Range: 20 yards/level
merge into a natural stone, large enough in all dimensions to hold Duration: 1 day/level
his body. If the caster is carrying more than 100 pounds, or the Effective Area: 1 animal
stone is not large enough, the spell fails. Components: V, S and M
Casting Time: 1 round
While inside the stone, the caster remains tenuously con- Saving Throw: Negate
nected to the face of the stone, which he entered, aware of the This spell calls upon a tiny-sized creature within range, of at
passage of time and able to cast spells on himself, but nothing
least animal but not more than low intelligence, to act as his mes-
outside the stone can be seen or heard. The GM secretly rolls the
senger. The animal is allowed a saving throw to avoid the effect.
variable portion of the duration. At any time, the caster can step
The animal can be given simple instructions as to where it must
out from the face of the stone he entered, ending the spell. Re-
go and the caster can attach a note or other small item. The an-
maining in the stone past the GM determined duration, or casting
imal will go to the desired location and wait for the duration of
a stone to flesh or successful dispel magic spell on the stone, vio-
the spell or until its message is delivered. The animal will then go
lently ejects the caster, and he suffers 4d8 points of damage. Mi-
about its normal activity and cannot return a reply to the caster.
nor structural damage to the stone does no damage to the caster.
The material components are the caster’s holy or unholy sym-
However, enough damage so that he no longer fits inside, also
bol and a small amount of food desirable to the animal.
ejects the caster and inflicts 4d8 points of damage to him. Stone
shape inflicts 4d4 points of damage but doesn’t eject the caster, un- Meteor Swarm (Evocation)
less the new shape is too small for the caster to fit inside (in any Caster/Level: Wizard/9
dimension). Completely destroying the stone, or casting trans- Range: 40 yards + 10 yards/level
mute rock to mud on it, ejects the caster, and forces him to save Duration: Instantaneous
vs. spell or die. A pass wall spell ejects the caster without dam- Effective Area: Special
age. Components: V and S
The material component is a small sample of the same type of Casting Time: 9
stone that the caster intends to meld with. Saving Throw: Half
This spell allows the caster to launch from his hand, either
Mending (Transmutation) four fiery spheres, each with a 2-foot diameter, or eight of them,
Caster/Level: Wizard/1 each with a 1-foot diameter, in a straight line to a targeted point
Range: 30 yards within range, determined by the caster. The caster can choose
Duration: Permanent where each sphere explodes, provided each 2-foot sphere ex-
Effective Area: 1 object, up to 1 cubic foot per level plodes within 20 feet of another, and each 1-foot sphere explodes
Components: V, S and M within 10 feet of another. The meteors scatter to their detonation
Casting Time: 1 points just before exploding. This will create overlapping and
Saving Throw: None multiple overlapping areas in the center and edges. If the mete-
This spell permanently repairs existing breaks, chips, or tears ors streaking from the caster’s finger happen to strike a solid ob-
in objects, though the object can be broken or torn again. The re- ject before reaching it’s targeted point, it immediately explodes
pair does not radiate magic, and a dispel magic cannot affect the re- on impact. The meteors do not cause damage until they explode.
pair. Multiple breaks, holes or tears in a wooden, cloth or ceramic However, combustibles (paper, cloth, dry wood, oil, etc.) caught
object can all be repaired at once, while only one break can be re- in the path of the meteors must save vs. magical fire or burst into
paired on items made from metal or other hard material. Magical flames.
items cannot be permanently repaired by this spell alone, as the Whenever a 2-foot sphere strikes a solid object or reaches its
repair fades after one turn. point of impact, it explodes in a 30-foot diameter effective area,
The material components are two small magnets or two burrs. inflicting 10d4 points of damage. A 1-foot diameter sphere ex-
plodes in a 15-foot diameter effective area, inflicting 5d4 points of
damage. Creatures struck directly by a sphere receive no saving
throw, however, everyone else in the effective areas is allowed a

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

save, modified by dexterity-surprise modifier, to reduce the dam- The material component is a bead of glass or crystal, which
age by half. Creatures caught in overlapping explosions must breaks when the spell ends.
save against each, individually. Unattended items in the effective
area and items in the possession of those creatures failing their Minute Meteors (Evocation, Transmutation)
saving throw must also save vs. magical fire or be destroyed. Caster/Level: Wizard/3
Range: 70 yards + 10 yards/level
Mind Blank (Abjuration) Duration: Special
Caster/Level: Wizard/8 Effective Area: 1 creature per meteor
Range: 30 yards Components: V, S and M
Duration: 1 day Casting Time: 3
Effective Area: 1 creature Saving Throw: None
Components: V and S This spell allows the caster to hurl one small sphere of fire per
Casting Time: 1 caster level. The meteors are treated as missile weapons, with
Saving Throw: None a +2 bonus to the caster’s attack roll, no range penalty, inflict-
This spell protects the subject, which could be the caster, ing 1d4 points of damage to a successfully struck creature, and
against all spells and devices that influence, detect, or read emo- bursting into a 1-foot diameter sphere, inflicting 1 point of splash
tions or thoughts, including augury, charm, command, confusion, damage to creatures within 3 feet and igniting combustible mate-
divination, empathy (any form), ESP, fear, feeble mind, mass sug- rials that fail a save versus magical fire. A missed attack is treated
gestion, phantasmal killer, possession, rod of rulership, soul trapping, as an indirect missile.
suggestion, and telepathy. In addition, scrying spells or items, such The spell has a permanent duration, so long as the wizard
as crystal balls, clairaudience, clairvoyance, etc. are blocked by this maintains consciousness; falling asleep, being knocked uncon-
spell. Even powerful methods such as commune, contact other scious, or forgetting the number of remaining missiles ends the
plane, wish or limited wish fail to discover any information about spell. The spell can be ended by the caster willingly, or by a suc-
the subject. Only a powerful deity can pierce the veil of this spell. cessful dispel magic targeted at the caster.
This spell has two effects, one of which must be chosen at the
Minor Creation (Illusion) time of the casting.
Caster/Level: Wizard/4 Single Fire: The caster can choose to fire off only one missile
Range: Touch per round. In the second and succeeding rounds, the caster is
Duration: 1 hour/level able to fire one missile and perform another action, such as cast
Effective Area: 1 cubic foot/level a spell, attack in melee, move normally, or use a magical item,
Components: V, S and M etc., but if he starts a magical effect requiring concentration, the
Casting Time: 1 turn minute meteor spell is ended.
Saving Throw: None
Rapid Fire: The caster can choose to fire multiple missiles, up
This spell allows the caster to pull, out of thin air, strands of
to 5 per round. During the round in which the spell is cast, the
material from the Demiplane of Shadow to create simple, quasi-
caster only has enough time left in the round to fire off as many
real items made from nonliving plant material, such as cotton
as 3 missiles. The remaining missiles, up to 5, are fired off in the
clothing, hemp rope, wooden items, etc., up to the size of the ef-
second, and if any remain, successive rounds. He can do nothing
fective area. The item vanishes at the end of the spell’s duration.
else in a round where he fires missiles.
Attempting to use a quasi-real item as a spell component causes The material components are a tiny golden tube, crafted by
the casting to fail. a master goldsmith, engraved with mystical symbols, and worth
The material component is a tiny piece of matter of the same at least 1,000 gp. A bead formed of nitre, sulphur and pine tar is
type of item the caster wishes to create. inserted into the tube. The bead is destroyed during the casting,
but the tube can be reused.
Minor Globe of Invulnerability (Abjuration)
Caster/Level: Wizard/4 Mirage Arcana (Illusion, Transmutation)
Range: 0 Caster/Level: Wizard/6
Duration: 1 round/level Range: 10 yards/level
Effective Area: 5-foot radius Duration: Special
Components: V, S and M Effective Area: 10 feet/level
Casting Time: 4 Components: V and S (M optional)
Saving Throw: None Casting Time: Special
This spell creates an immobile, shimmering, but otherwise in- Saving Throw: None
visible sphere of magical energy around the caster that blocks This spell functions as a more powerful variant of the vacancy
spells, innate abilities or effects generated by magical items of spell. The caster can cause the effective area to appear to be any
3rd level or less from entering the effective area, either blocking other area of a similar size that he has personally seen, and it
the effect from affecting those inside or creating a bubble inside persists for as long as he partially concentrates on maintaining it,
a larger effective area. If the spell is cast on level ground, half and up to one hour + 1 turn per caster level after concentration
the sphere projects above ground and the other half below the ceases. The illusion includes audible, visual, tactile, thermal and
ground. Spell effects can exit the globe if cast from within, but olfactory elements. Unlike vacancy, the spell can alter the appear-
cannot enter. A successful dispel magic targeted on the sphere will ance of structures (or add them where none are present). It cannot
end the spell. Magical effects are only blocked if the magic trav- disguise, conceal, or add creatures (though creatures within the
els through or is targeted inside the sphere. Illusion type effects area might hide themselves within the illusion just as they could
are not blocked if cast outside the globe, but they collapse if their within a real location). The spell otherwise follows the basic rules
effective area crosses into the effective area of the globe, and fade for illusions, and gravity is not affected. For instance, a creature
back into existence as they leave the effective area of the globe. A cannot walk across an illusory bridge. Partial concentration can
creature inside a globe that is inside the effective area of a spell be maintained while speaking, moving at normal speed, and per-
(like fireball, continual light, darkness, etc.) would see that the spell forming other minor actions, but concentration is broken in com-
was in effect outside the globe, but not be affected in any way. bat, casting a spell, or suffering damage. A successful dispel magic
The caster can exit and return to the globe at will. will end the effect.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

If a material component is not available or not used, the illu- it to react in a very believable fashion. A detect invisible or sim-
sion can be detected like a normal vacancy spell (see vacancy), ilar effect will detect the caster, a gem of seeing or similar effect
but if the caster has a tiny piece of any item taken from the will reveal both the illusion and the caster. A successful dispel
area the caster intends to duplicate, as a material component, magic targeted at the illusion will only end the illusion but leave
the illusion is quasi-real, making the illusion undetectable, except the caster invisible, a successful dispel magic targeted at the caster
through magical means. A creature could walk across a quasi- will end both effects.
real bridge, as it would form “solid” matter under its feet. A
successful dispel magic also ends the quasi-real illusion. Mnemonic Enhancer (Transmutation)
Caster/Level: Wizard/4
Range: 0
Mirror Image (Illusion)
Duration: 1 day
Caster/Level: Wizard/2
Range: 0 Effective Area: The caster
Components: V, S and M
Duration: 3 rounds/level Casting Time: 1 turn
Effective Area: 6-foot radius Saving Throw: None
Components: V and S
Casting Time: 2 This spell allows the caster to memorize, or retain memory of,
Saving Throw: None three additional spell levels (three 1st level, one 1st and one 2nd , or
This spell causes 1d4 identical, illusory duplicates, plus 1 per one 3rd level spell). This spell provides two options, one of which
three caster levels, up to a maximum of 8 duplicates to surround is chosen at the time of casting.
the caster. These illusions duplicate the caster’s every action and Extra Spells: If cast while the caster begins the process of
shift around making it impossible to discern the real caster. At- memorizing spells for the next day, the additional spells are
tacks with an effective area don’t affect the illusions, but every memorized normally.
melee or missile attack, magical or otherwise, that directly tar- Same Spell as Before: The spell can also be cast immediately
gets and inflicts damage against the caster has a chance to hit one after casting any other 1st through 3rd level spell, which the caster
of the illusions, instead. The GM must choose between the real wishes to retain in memory. The previously cast spell is not lost,
caster and one of the illusions completely randomly. If an illusion but only one spell can be retained in this manner per casting.
is hit, it vanishes. Remaining images blink out at the end of the The material components are a piece of string, an ivory plaque
spell’s duration. worth at least 100 gp, and squid ink with black dragon’s blood or
a giant slug’s digestive juices. All items are destroyed when the
Misdirection (Illusion) spell is cast. The caster must supply any material components
Caster/Level: Wizard/2
Range: 30 yards required to cast the additional spells.
Duration: 8 hours
Effective Area: 1 creature or object Monster Summoning I (Conjuration)
Components: V and S Caster/Level: Wizard/3
Casting Time: 2 Range: Special
Saving Throw: Special Duration: 2 rounds + 1 round/level
Effective Area: 30-yard radius
The caster may cast this spell onto his self, any other creature
Components: V, S and M
or object, and at the time of the casting chooses a secondary crea- Casting Time: 3
ture or object. Neither subject gets a saving throw. The spell then Saving Throw: None
attempts to misdirect the effects of any detection spells cast on the This spell summons 2d4 creatures, with 1 HD or less. They
primary subject and reroute them through the secondary subject, appear anywhere the caster chooses, within the effective area,
for the duration of the spell. This only includes spells starting within one round. These creatures don’t check morale and attack
with the word “detect”, such as detect charm, detect evil, detect in- the caster’s opponents to the best of their ability, until the caster
visibility, detect lie, detect magic, detect snares and pits, etc. If the two commands otherwise, the duration expires, or they are killed.
subjects are within range of each other when the detection spell These creatures vanish when killed. If the caster is not in com-
is cast onto the primary subject, the caster of the detection spell bat and is able to speak in a language the creatures understand,
must himself make a successful saving throw vs. spell, modi- they may be directed to perform other tasks to the best of their
fied by wisdom—mental defense modifier, to affect the primary ability until the duration expires. Roll 1d6 when the spell is cast
subject, otherwise any information revealed to him is in regards to determine the type of creature summoned.
to the secondary subject. This spell is ineffective against other 1d6 Monster
divination type spells such as know alignment, augury, ESP, clair- 1 Bat, huge
voyance, etc., or the ability of high level or intelligent creatures to 2 Goblin
detect invisible creatures. 3 Hobgoblin
4 Kobold
Mislead (Illusion) 5 Orc
Caster/Level: Wizard/6 6 Rat, giant
Range: 10 yards
The material components are a tiny bag and a small, unlit can-
Duration: 1 round/level
Effective Area: Special dle.
Components: S Monster Summoning II (Conjuration)
Casting Time: 1 Caster/Level: Wizard/4
Saving Throw: None Range: Special
This spell functions as an improved invisibility, while at the Duration: 3 rounds + 1 round/level
same time, creating an illusory double of the caster. Although it’s Effective Area: 40-yard radius
not real, the illusion can move, speak and gesture as the caster de- Components: V, S and M
sires (as if it were an advanced illusion), has full olfactory compo- Casting Time: 4
nents and can be touched. The viewer can attempt to disbelieve Saving Throw: None
the illusion, modified by wisdom—mental defense modifier, but This spell functions as monster summoning I, except that the
also usually with penalties to the save, as the caster can cause caster may summon 1d6 2 HD creatures. Roll 1d6 when the spell

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

is cast to determine the type of creature summoned. Monster Summoning V (Conjuration)


Caster/Level: Wizard/7
1d6 Monster Range: Special
1 Centipede, giant Duration: 6 rounds + 1 round/level
2 Gnoll (50%) or flind Effective Area: 70-yard radius
3 Lizard man Components: V, S and M
4 Mudmen Casting Time: 6
5 Spider, large Saving Throw: None
6 Toad, giant This spell functions as monster summoning I, except that the
caster may summon 1d3 5 HD creatures. Roll 1d12 when the spell
The material components are a tiny bag and a small, unlit can-
is cast to determine the type of creature summoned.
dle.
1d12 Monster
Monster Summoning III (Conjuration) 1 Cockatrice
Caster/Level: Wizard/5 2 Coautl
Range: Special 3 Hornet, giant
Duration: 4 rounds + 1 round/level 4 Hydra, 7 heads
Effective Area: 50-yard radius 5 Hydra, 5 heads, cryo- or pyro-
Components: V, S and M 6 Lizard, subterranean
Casting Time: 5 7 Minotaur
Saving Throw: None 8 Ochre Jelly
9 Snake, giant, poisonous (50%) or spitting
This spell functions as monster summoning I, except that the 10 Spider, giant
caster may summon 1d4 3 HD creatures. Roll 1d12 when the spell 11 Wolf, winter
is cast to determine the type of creature summoned. 12 Zombie, juju

1d12 Monster The material components are a tiny bag and a small, unlit can-
dle.
1 Bat, giant (mobat)
2 Bugbear
3 Centipede, megalo- Monster Summoning VI (Conjuration)
4 Dog, death Caster/Level: Wizard/8
5 Gelatinous cube Range: Special
6 Ghoul Duration: 7 rounds + 1 round/level
7 Lizard, giant Effective Area: 80-yard radius
8 Lycanthrope, rat Components: V, S and M
9 Orc, orog Casting Time: 8
10 Scorpion, large Saving Throw: None
11 Snake, constrictor
12 Spider, huge This spell functions as monster summoning I, except that the
caster may summon 1d3 6 HD creatures that appear within 1d3
The material components are a tiny bag and a small, unlit can- rounds. Roll 1d12 when the spell is cast to determine the type of
dle. creature summoned.
1d12 Monster
Monster Summoning IV (Conjuration) 1 Basilisk
Caster/Level: Wizard/6 2 Corpse Ravager
Range: Special 3 Hydra, 8 heads
Duration: 5 rounds + 1 round/level 4 Lycanthrope, tiger (50%) or wolfwere
Effective Area: 60-yard radius 5 Manticore
Components: V, S and M 6 Lizard, minotaur
Casting Time: 6 7 Ogre mage
Saving Throw: None 8 Otyugh
9 Pyrolisk
This spell functions as monster summoning I, except that the 10 Spider, phase
caster may summon 1d3 4 HD creatures. Roll 1d12 when the spell 11 Troll
is cast to determine the type of creature summoned. 12 Wyvern

1d12 Monster The material components are a tiny bag and a small, unlit can-
dle.
1 Ghast
2 Hydra, 5 heads
3 Lycanthrope, Wolf Monster Summoning VII (Conjuration)
4 Ogre Caster/Level: Wizard/9
5 Ooze, grey Range: Special
6 Owlbear Duration: 7 rounds + 1 round/level
7 Scorpion, huge Effective Area: 80-yard radius
8 Snake, giant constrictor Components: V, S and M
9 Toad, poisonous (50%) or fire Casting Time: 8
10 Wasp, giant Saving Throw: None
11 Wolf, worg
12 Yeti This spell functions as monster summoning I, except that the
caster may summon 1d2 7 HD creatures that appear within 1
The material components are a tiny bag and a small, unlit can- round. Roll 1d12 when the spell is cast to determine the type
dle. of creature summoned.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

1d12 Monster The mount doesn’t come with riding gear, unless it’s of a type
1 Basilisk, greater lower than what the caster can normally summon. The animal’s
2 Behir statistics are typical of its type.
3 Chimera The material component is a bit of hair from the animal to be
4 Giant, hill (50%) or stone summoned.
5 Golem, flesh
6 Hydra, 10 heads Move Earth (Transmutation)
7 Hydra, 8 heads, cryo- or pyro- Caster/Level: Wizard/6
8 Lizard, fire Range: 10 yards/level
9 Mummy Duration: Permanent
10 Pudding, black Effective Area: Special
11 Troll, 2 headed Components: V, S and M
12 Tunnel Lurk Casting Time: Special
Alternatively, the spell can summon 1 8 HD creature that ap- Saving Throw: None
pears in two rounds. Roll 1d8 when the spell is cast to determine This spell allows the caster to move natural dirt (clay, loam,
the type of creature summoned. sand), flattening embankments, hillocks, dunes, etc.; however, in
1d8 Monster no event can rock formations be affected. The area to be affected
1 Giant, frost (50%) or fire determines the casting time. For every 40 × 40 yard effective area
2 Golem, stone and 10 feet of depth, casting takes 1 turn. The maximum effective
3 Gorgimera area, 240 yards × 240 yards and 60 feet deep, takes 1 hour to cast
4 Hydra, 12 heads the spell.
5 Hydra, lernaean, 8 heads This spell does not violently break the surface of the ground.
6 Pudding, brown Instead, it creates wavelike crests and troughs, with the earth
7 Remorhaz reacting with glacier-like flexibility, until the desired result is
8 Will o’ wisp achieved. Trees, structures, rock formations, etc. are mostly un-
The material components are a tiny bag and a small, unlit can- affected, except for changes in elevation and relative topography.
dle. The spell cannot be used for tunneling and is generally too
Moonbeam (Evocation, Transmutation) slow to trap or bury creatures. Its primary uses are to dig or fill
Caster/Level (Sphere): Priest/5 (Sun) a moat, adjust terrain contours before a battle, or flatten land to
Range: 60 yards + 10 yards/level prepare it for use as a building site for various structures, like
Duration: 1 round/level homes, towers, and castles. This spell has no effect on creatures
Effective Area: 5-foot radius + Special made of earth, but damages clay golems.
Components: V, S and M If the caster summons an earth elemental immediately after
Casting Time: 7 casting this spell, together they can move terrain features with-
Saving Throw: None out destroying them. The elemental willingly agrees to help and
This spell allows the caster to shine a beam of natural moon- departs peacefully once finished. Most of the work done by the
light from overhead, creating soft, shadowy light in whatever ef- elemental is underground and out of sight, but if it is attacked or
fective area, within range, he points at. The caster can move the hindered in any way during its task, it returns to its home plane.
beam to a different location within range each round for the du- The material components are a small bag of mixed soils and
ration of the spell, by pointing to the new effective area. Colors an iron blade.
under natural moonlight are vague and hard to distinguish, but
the beam can be used to highlight creatures or objects attempting N
to hide in shadows, within its effective area, and casts shadowy
light in a 10-yard area beyond that, but it does not give off strong Negative Plane Protection (Abjuration)
enough light to alert others of its position beyond 10 yards away. Caster/Level (Sphere): Priest/3 (Protection, Necromantic)
Moonbeam does not interfere with infravision. It can be dimmed Range: Touch
to almost complete darkness and has all the properties of natural Duration: 1 turn/level
moonlight (including inducing lycanthropic changes). Effective Area: 1 creature
Components: V and S
The material components are a handful of seeds from a moon- Casting Time: 1 round Saving Throw: None
seed plant, and a piece of moonstone (opalescent feldspar). This spell allows the caster to provide limited protection to
either himself, or a creature he touches, from the effects of nega-
Mount (Conjuration) tive energy attacks, such as from an undead creature (including
Caster/Level: Wizard/1
Range: 10 yards shadow, wight, wraith, specter, or vampire), or certain magical
Duration: 2 hours + 1 hour/level items and spells, by opening a channel to the Positive Energy
Effective Area: 1 mount Plane. If struck by an attack that drains energy levels, the sub-
Components: V, S and M ject of this spell is allowed a saving throw vs. death magic. A
Casting Time: 1 turn successful save produces a bright flash of light and a thunder-
Saving Throw: None clap, indicating that the positive energy has countered the nega-
This spell summons a normal animal to willingly serve as a tive energy attack, and though he still suffers normal damage, the
mount for the duration of the spell or until killed, after which it protected creature resists any energy drain effect from the attack.
vanishes. The type of mount depends on the caster’s level, and In addition, if the attack came from an undead creature, the un-
the caster can choose a lesser mount if desired. dead creature suffers 2d6 points of damage from its contact with
Level Mount positive energy. If, however, the save fails, the subject of the spell
1–3 Mule or light horse suffers double the normal physical damage from the attack, as
4–7 Draft horse or war horse well as suffering the effects of the energy drain.
8–12 Camel The protection remains in effect until the duration expires, or
13–14 Elephant (and howdah at 18th level) until the first negative energy attack strikes the subject (whether
15+ Griffon (and saddle at 18th level) the save succeeds or fails).

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

It is impossible to cast this spell on the Negative Energy Plane. ing those with infravision, to only 2d4 feet. The vapors cannot
exceed a height of 10 feet but will expand to fill narrow or con-
Neutralize Poison (Necromancy) stricted spaces. A strong wind, including that generated by a gust
Caster/Level (Sphere): Priest/4 (Healing) of wind spell, reduces the duration to 25% of normal. The spell
Range: Touch does not function underwater.
Duration: Permanent
Effective Area: 1 creature or 1 cubic foot of substance per 2 levels
Components: V and S P
Casting Time: 7 Part Water (Transmutation)
Saving Throw: None Caster/Level (Sphere): Priest/6 (Elemental (Water)), Wizard/6
This spell neutralizes any type of venom within a creature or Range: Priest—20 yards/level, Wizard—10 yards/level
object being touched, including a venomous creature, a poisoned Duration: Priest—1 turn/level, Wizard—5 rounds/level
weapon, or a victim of poison. Creatures unwilling to be touched Effective Area: Priest—3 feet/level × 20 yards/level × 30 yards,
require the caster to make a successful touch attack at the time Wizard—3 feet/level × 30 feet/level × 20 feet
of casting, while touching a poisoned weapon in an opponent’s Components: V, S and M
hand require a successful touch attack, modified as a called shot. Casting Time: Priest—6, Wizard—1 turn
A poison victim can be saved, if this spell is cast upon him before Saving Throw: Special
he dies. The spell is permanent with respect to existing poison, This spell forces water (or similar liquids), within range, to
but a creature can be poisoned again by the same source, and part, forming a 20-foot wide trough, for the spell’s duration or
venomous creatures will eventually generate more poison. until ended by the caster. The depth and length of the trough
The reverse, poison, inflicts a poison attack against a single are determined by the caster’s level. If the trough cuts through a
opponent, if the caster can roll a successful touch attack. Un- current, the current will look like it flows through the trough, but
less the creature successfully saves vs. poison, it is incapacitated swimmers, boats, ships, etc. can enter the trough only with great
for one turn, after which it dies. Slow poison functions normally effort. If the spell is cast beneath the surface of the water, a shaft
against this effect, but it can only be countered by neutralize poison of air equal to the effective area is created. If it is cast on a water
or more powerful magic. elemental or water-based creature, the creature suffers 4d8 points
of damage, and unless a save vs. spell is successful, it will panic
Non-detection (Abjuration) and run for 3d4 rounds.
Caster/Level: Wizard/3 The material component is two small sheets of crystal or glass.
Range: Touch
Duration: 1 hour/level This priests’ version of this spell functions as the wizards’
Effective Area: 1 creature or item spell of the same name, except the trough is 30 yards wide, and
Components: V, S and M the material component is the caster’s holy or unholy symbol.
Casting Time: 3
Saving Throw: None Pass Plant (Transmutation)
This spell allows the caster to hide himself, or a creature or Caster/Level (Sphere): Priest/5 (Plant)
object he touches, from divination spells (including clairaudience, Range: Touch
clairvoyance, locate object, ESP, and all spells starting with the Duration: Special
word ‘detect’), as well as prevent being located by an item such as Effective Area: Special
a crystal ball or medallion of ESP. If any these kinds of divinations Components: V, S and M
are attempted against the protected subject of this spell, the caster Casting Time: 8
of the non-detection must save vs. spell, modified by wisdom— Saving Throw: None
mental defense modifier. If this save is successful, the divination This spell allows the caster to enter one living tree and (if de-
is blocked. Know alignment or the ability of high level or intelli- sired) exit from another, with a maximum distance determined
gent creatures to detect invisible creatures cannot be blocked by by the type of tree involved. This spell will require some ad-
this spell. ditional terrain details to be provided by the GM, as both trees
The material component is 300 gp worth of diamond dust. must be of the same type, and they both must be large enough
for the caster to physically fit inside of them.
The caster, once inside the first tree may choose to stay in this
tree, being able to step out and end the spell, or give a command
to move to the second tree, at any time up to the end of the du-
ration. The caster must state the direction he desires to move
during the casting, but if there are no suitable trees in the caster’s
desired direction when he gives the command to move, he will
simply move to an appropriate tree within range, closest to the
stated direction. If no appropriate tree exists anywhere within
range, the command to move fails. If the command to move suc-
ceeds, movement requires only one round, and the caster can ei-
O ther step out immediately or remain in the second tree for the re-
mainder of the duration. If a tree containing the caster is attacked
Obscurement (Transmutation) by any means, such as lightning, fire, axe, etc., the caster within
Caster/Level: Wizard/2 (Weather)
Range: 0 dies, unless he steps out before the tree is cut down or otherwise
Duration: 4 rounds/level destroyed.
Effective Area: 10-foot cube/level
Components: V and S
Casting Time: 5
Saving Throw: None
This spell obscures the caster with misty vapors for the du-
ration of the spell, reducing visibility of all those within, includ-

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Tree Maximum Distance spell by normal means impossible, however, the ground or other
Oak 600 yards surface where the affected creature traveled radiates magic that
Ash 540 yards can be detected for 1d6 turns after his passing.
Yew 480 yards The material component is a sprig of pine or evergreen, burnt
Elm 420 yards to ashes, and those ashes scattered when the spell is cast.
Linden 360 yards
Deciduous 300 yards Permanency (Universal)
Coniferous 240 yards
Caster/Level: Wizard/8
Other 180 yards Range: Special
The material component is the caster’s holy or unholy sym- Duration: Permanent
bol. Effective Area: Special
Components: V and S
Pass Wall (Transmutation) Casting Time: 2 rounds
Caster/Level: Wizard/5 Saving Throw: None
Range: 30 yards This spell allows the caster to change the duration of certain
Duration: 1 hour + 1 turn/level other spells, making the duration permanent. Each casting of the
Effective Area: Special
permanency spell on himself or another creature permanently re-
Components: V, S and M
Casting Time: 5 duces the caster’s constitution by 1 point, however, if the spell is
Saving Throw: None cast upon a non-living thing, there is only a 5% chance that the
This spell opens an unseen, ethereal passage into or through a spell caster loses a point of constitution (Refer also to Crafting
stone, wooden, or plaster wall, door or other non-living obstacle. Magical Items). The caster must cast the permanency spell im-
Only the caster can see the opening. If the obstacle is smaller than mediately after casting the spell he intends to make permanent
a standard door (5-feet wide by 8-feet tall), the spell fails, but the and only the spell cast in the previous round is affected.
passage may be up to 10-feet deep per caster level. Finding a pas- The following spells are known to work in conjunction with
sage opening, without benefit of a gem of seeing or similar magic, permanency, but only when the caster casts one of them upon his
is equivalent to finding a secret door. Anyone who knows about own self: comprehend languages, detect evil, detect invisibility, detect
a passage’s location can pass through it in either direction, disap- magic, infravision, protection from cantrips, protection from evil, pro-
pearing when they do, for as long as the spell is in effect. Those tection from missiles, read magic, and tongues. When the spell is cast
entering the passage are able to act normally, as if they were in to make an effect permanent on the caster, his current caster level
an unlit, mundane, 5-foot wide passage, with solid walls of the determines the strength of the permanency spell. Only a wizard
appropriate material (stone, wood or plaster). Light, sound, and of a higher caster level can attempt to disrupt the effect by cast-
spell effects cannot enter or leave the ethereal passage, and no ing a successful mage’s disjunction; a successful dispel magic only
one within can see out or interact with anyone on the out side, suspends the effect for 1d4 rounds.
and vice versa. Permanency is also known to make the following spells that
Multiple castings can chain together to form passages affect an object, another creature or have an effective area, per-
through very thick walls, but the spell is blocked by any thickness manent: alarm, audible glamer, dancing lights, distance distortion, en-
of metal, glass, ceramic, earth, etc. The ethereal passage warps large, fear, gust of wind, invisibility, item, magic mouth, pass wall,
around any small objects not made of stone, wood, or plaster that phase door, prismatic sphere, solid fog, stinking cloud, symbol, tele-
may be embedded inside a wall (but not completely blocking the port, unseen servant, wall of fire, wall of force, and web. When the
passage). Those inside the passage can see whatever the object is spell is used on an object, effective area or another creature, any
(gold nugget, trap mechanism, gem, mirror, small wall safe, etc.), caster of sufficient level to cast the appropriate spells can attempt
and must maneuver around it, but they can’t actually touch the a successful dispel magic to suspend the effect for 1d4 rounds or a
item, or remove anything from the passage. A large number of successful mage’s disjunction to end the effect.
small items can effectively block the passage, if it is impossible The GM may also allow research into other select spells to be
to maneuver around them. If the conditions fall just right, a pass made permanent, however, note that instantaneous spells cannot
wall can also be chained to a plant door spell. For instance, if the be made permanent because their magic comes and goes imme-
passage through a wall of stone is blocked by a large tree or other diately. Research into new successful combinations requires time
thick plants, a priest may be called upon to cast plant door. and money as if researching the selected spell. Ultimately, the
Ethereal creatures can easily see the passage and can enter it GM must determine whether to allow a spell effect to be made
or leave it at will, becoming tangible to those inside the passage. permanent, and if so in what way.
At the GM’s discretion, permanency may start to fail after
Any creatures still inside of the passage when a successful dis-
1,000 years or more, causing the spell effects or magical items to
pel magic is targeted on it (or on any part of a chained passage),
become unstable. Unstable spell effects and items might operate
or when the spell’s duration expires, are harmlessly expelled into
sporadically, malfunction or fail altogether.
the closest empty space.
The material component is a pinch of sesame seeds. Permanent Illusion (Illusion)
Caster/Level: Wizard/6
Pass Without Trace (Enchantment) Range: 10 yards/level
Caster/Level (Sphere): Priest/1 (Plant) Duration: Permanent
Range: Touch Effective Area: 20-foot cube + 10-foot cube/level
Duration: 1 turn/level Components: V, S and M
Effective Area: 1 creature Casting Time: 6
Components: V, S and M Saving Throw: Special
Casting Time: 1 round This spell creates a permanent advanced illusion. The spell
Saving Throw: None can produce an illusion of any items, creatures or effects desired,
This spell allows the caster to bestow upon a creature desig- provided they fit within the effective area. All creatures exposed
nated by touch (or upon himself) the ability to move normally to the illusion will be affected, believing the illusion and tak-
through any natural terrain (mud, snow, dust, etc.) without leav- ing damage from illusory attacks and hazards. The spell can be
ing footprints or scent. This makes tracking the subject of this disbelieved as a normal illusion, modified by wisdom—mental

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

defense modifier and appropriate believability modifiers, and is


subject to dispel magic.
The material component is a bit of fleece.

Phantasmal Force (Illusion)


Caster/Level: Wizard/1
Range: 60 yards + 10 yards/level
Duration: Special
Effective Area: 400 square feet + 100 square feet/level
Components: V, S and M
Casting Time: 1
Saving Throw: Special
This spell creates a visual illusion of any objects, creatures, or
spell effects that fit within the spell’s effective area. The spell does
NOT recreate sound, smell, or temperature, making it easier to
disbelieve unless the caster can somehow use additional means
(whether magical or mundane) to supply the missing elements
or to distract a viewer from noticing their absence. The caster can
cause the illusion to move within the effective area and interact
with creatures. The illusion persists as long as the caster concen-
trates on it, however, movement, or a successful attack against
the caster, breaks concentration. The illusion can be disbelieved
with a successful save, modified by wisdom—mental defense
modifier and appropriate believability modifiers, or ended by a
successful dispel magic (Refer to Illusions). The undead never be- Phantom Steed (Conjuration, Illusion)
lieve illusions. Caster/Level: Wizard/3
The material component is a bit of fleece. Range: Touch
Duration: 1 hour/level
Phantasmal Killer (Illusion) Effective Area: Special
Caster/Level: Wizard/4 Components: V and S
Range: 5 yards/level Casting Time: 1 turn
Duration: 1 round/level Saving Throw: None
Effective Area: 1 creature This spell allows the caster to create a quasi-real creature of
Components: V and S similar appearance and size of a horse that can be ridden only by
Casting Time: 4 the caster, or any single rider whom the caster designates upon
Saving Throw: Special casting. The mount’s head and body are black, with milky grey
This spell attempts to bring the victim’s deepest subconscious eyes, grey tail and mane. Its insubstantial hooves are silent and
fears to life and transform them into a horrific monster. Only the made of smoke. The mount cannot engage in combat, but all
victim sees the monster, while the caster perceives only a shad- mundane, normal animals shun the creature. The mount has AC
owy shape. It attacks the victim each round as a 4 HD monster. If 2, 7 hit points +1 per caster level, movement value 4 per caster
the victim ignores the phantasm to perform another action, such level (to a maximum of 48). If the mount is killed, it vanishes.
as attack the caster, the monster may, at the GM’s discretion, gain Full riding gear is included, and the mount is able to carry its
bonuses to hit (for flank or rear attacks, etc.). If the monster suc- rider’s weight, plus up to 10 pounds per caster level.
ceeds in hitting the victim, the victim dies from fright. Since it The mount gains additional powers based on the caster’s
only lives in the victim’s mind, the monster cannot be harmed level. Lower-level powers are cumulative with higher-level ones.
by any form of attack or affected by any magical effect. It re- 8th level: The mount can pass over sandy, muddy, or swampy
lentlessly pursues the victim, regardless of the victim’s speed or ground without hindrance.
location, and ignores any barriers. 10th level: The mount can pass over water as if it were solid
If the victim has magic resistance, that is checked first, but ground.
if it fails, the monster will not stop attacking until the caster is 12th level: The mount can travel across air as if it were solid
killed or knocked unconscious, or the victim is killed or rendered ground. The mount doesn’t actually fly and thus cannot ascend
unconscious for the spell duration, or the victim can attempt to or descend over air. It must land on even ground, or be able to
disbelieve the illusion. The victim must specifically state his in- step up to slightly higher solid ground, or fall to a lower eleva-
tention to disbelieve and roll an intelligence check at a −1 penalty tion.
per four caster levels. In addition to any modifiers to resist fear, 14th level: The mount can fly as if it were a pegasus.
and the victim’s wisdom—mental defense modifier, special mod-
ifiers apply to this check. Phase Door (Transmutation)
Caster/Level: Wizard/7
Condition Modifier Range: Touch
Surprise −2 Duration: 1 use per 2 levels
Subject was target of spell in the past +1 Effective Area: Special
Subject is an illusionist +2 Components: V
Subject wears helm of telepathy +3 Casting Time: 7
If the victim wears a helm of telepathy and succeeds in his dis- Saving Throw: None
belief, the monster turns on the caster who must immediately dis- This spell allows the caster to affect a section of a stone,
believe the illusion or he becomes the victim for the remainder of wooden, or plaster wall, door or other non-living obstacle exactly
the spell’s duration. as if pass wall were cast on it, and then attune his body to the
If a spell, such as remove fear or cloak of bravery, is cast on the passage’s specific frequency. As with pass wall, the phase door is
victim after the monster has attacked but missed, the victim is invisible to all creatures other than the caster, however, only the
allowed another chance to disbelieve. caster can enter this ethereal passage, accompanied by up to one

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

other man-sized or smaller creature. The spell’s duration is normally 1 turn per caster level, how-
The spell effects are permanent until the portal is stepped ever certain types of trees within the effective area of the spell
through once per 2 caster levels; after which, it disappears. Bring- enhance its duration. An ash tree triples the duration, while an
ing an extra creature with him (not counting any familiars) counts oak multiplies it by 9. The GM must adjudicate what kinds of
as two usages. trees are found in the region and whether or not these trees fall
It requires a higher-level caster, or several lower-level casters within the effective area.
whose combined levels exceed the original caster’s level, to cast The material components are a piece of charcoal and the
a successful dispel magic on a phase door. This spell is often made caster’s holy or unholy symbol.
permanent in a lair using the permanency spell, and specific crea-
tures or items can then be attuned to its frequency, allowing that Plant Growth (Transmutation)
creature or one who wields the item to pass through. Caster/Level (Sphere): Priest/3 (Plant), Wizard/4
The spell will chain with a pass wall (or possibly a plant door) Range: Priest—160 yards, Wizard—10 yards/level
spell, but loses all its extra properties when cast in this manner. Duration: Permanent
Effective Area: Special
Plane Shift (Transmutation) Components: Priest—V, S and M, Wizard—V and S
Caster/Level (Sphere): Priest/5 (Astral) Casting Time: Priest—1 round, Wizard—4
Range: Touch Saving Throw: Priest- Special, Wizard- None
Duration: Permanent This spell causes mundane brush and trees to increase in
Effective Area: 1 creature (special) size and twist together, instantly forming an overgrown thicket
Components: V, S and M or heavy jungle environment. Briars, bushes, creepers, roots,
Casting Time: 8 saplings, thistles, thorns, trees, vines, and weeds grow into thick
Saving Throw: Negate and dense barriers, forcing creatures to hack their way through
This spell allows the caster to physically transfer to another at a movement value based on their physical size.
plane of existence, along with up to eight other creatures (linked
Size MV
together by holding hands). They remain in the new plane of
existence until a similar method is used to return home. Tiny .33
The caster must score a successful touch attack to target an un- Small .5
Medium 1
willing victim and then the victim is also allowed a saving throw Large 2
to avoid the effect. It is impossible for the caster to travel with Huge 4
pinpoint accuracy, so he and the other subjects (or victims) typi- Gigantic 8
cally arrive 1d100 miles from the intended destination. The effective area is equal to the caster’s level, squared, and
Unusually strong energy fields, such as magnetic or gravi- multiplied by 100 square feet. The caster can arrange the effective
tational forces, or even magical effects can, at the DM’s option, area in any square or rectangular shape. Each individual plant is
make the use of this spell hazardous or impossible. still within the normal size for its type, but they become fuller,
Note that astral travelers are not simply projected, and there- bushier, and more thickly woven and overgrown. The plants are
fore, do not have silver cords or the ability to form secondary subject to a plant door spell. The spell is permanent until de-
bodies. stroyed through mundane means such as fire or the axe, or a suc-
The material component is a small, forked metal rod. The cessful dispel magic is cast.
type of metal used and its size determines the specific plane The priests’ spell has two versions, one of which is chosen at
that the caster will be transported to, including sub-planes, the time of casting.
demi-planes, even those located in alternate dimensional or non-
The first version is identical to the wizards’ spell of the same
dimensional spaces. These planar forks are not destroyed during
name but affects an area equal to 20 square feet per caster level.
the casting, but the caster may find it quite difficult to complete
an entire set, as some planar forks may be harder to attain than The second version is often cast at planting time as part of a
others. The GM must determine these details. spring festival. In this version, the caster affects up to one square
mile. The GM secretly rolls a saving throw for the caster to deter-
Plant Door (Transmutation) mine if the spell is effective. If successful, plants in the effective
Caster/Level (Sphere): Priest/4 (Plant) area become hardier and produce up to 50% ((1d4 + 1) × 10%)
Range: Touch more yield during the fall harvest. The spell effects last for only
Duration: Special one growing/harvest season, and do not prevent natural or mag-
Effective Area: Special ical disasters, such as floods, droughts, insect plagues, etc., from
Components: V, S and M damaging the magically enhanced crops before, during or after
Casting Time: 7 the growing season.
Saving Throw: None
Plant door functions as if it were a pass wall with the follow- Polymorph Any Object (Transmutation)
ing differences. Caster/Level: Wizard/8
This spell opens an ethereal passage into or through natural Range: 5 yards/level
or magical plant growth, such as trees, undergrowth, thickets, Duration: Variable
etc., but not plant-based creatures. Only the caster, a higher- Effective Area: Special
level caster, or a dryad can see the opening to the passage. The Components: V, S and M
plants must be densely packed, and any air space large enough Casting Time: 1 round
for a man-sized creature to step out into ends the passage. If the Saving Throw: Special
plants are cut down, burned, or otherwise killed, anyone inside This extremely powerful, versatile, yet dangerous spell at-
the passage must leave before the plants are destroyed, or they tempts to transmute any creature into any other creature, any ob-
will be killed also. A plant door spell can be chained to another ject into any other object, any object into any creature, or any crea-
plant door spell, and if the conditions fall just right, a pass wall ture into any object. A non-magical object cannot be made into
or phase door spell. For instance, if a wooden fence or a wall of a magical item with this spell, and magical items aren’t affected
stone blocks the passage through the living plants, a wizard may by this spell. This spell cannot create material of great intrinsic
be called upon to cast pass wall or phase door. value, such as copper, silver, gems, silk, gold, platinum, mithral,

167
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

or adamantine. It also cannot reproduce the special properties constitution—system shock and special intelligence check to be
of cold iron in order to overcome weapon immunities of certain rolled.
creatures, but it easily duplicates a polymorph other, stone to flesh The material components are smoke, mercury and gum ara-
(or its reverse), transmute metal to wood, transmute rock to mud (or bic.
its reverse), or transmute water to dust (or its reverse) spell. When
used to duplicate a lower level spell, a living creature is granted Polymorph Other (Transmutation)
a saving throw to avoid the effect, modified by a −4 penalty, Caster/Level: Wizard/4
Range: 5 yards/level
all other rules of the duplicated spell must be consulted, and in Duration: Permanent
all cases, a living creature must survive a constitution—system Effective Area: 1 creature
shock roll and special intelligence check (Refer to the Polymorph Components: V, S and M
Other spell- items are considered 0 HD), however, the spell’s du- Casting Time: 4
ration is rarely permanent, and is dependent on the degree of Saving Throw: Negate
similarity between the original form and the new form, based on This spell attempts to transmute any living, corporeal crea-
the following tables. ture into any other living corporeal creature. The effect com-
New Form’s Description Duration pletely alters form and physical abilities, and possibly the per-
Properties Factor* sonality and mentality, of the subject. This is a powerful and dan-
Same kingdom Animal, vegetable, mineral +5 gerous spell, so the target is always allowed magic resistance (if
Same class Mammal, fungus, metal, etc. +2 any), and if that fails, a save vs. spell to avoid the effect. If the
Same size Compare size categories +2 saving throw fails, creatures affected by this spell must then roll
Same intelli- Compare intelligence scores +2 a constitution—system shock check to avoid death. If the crea-
gence or lower ture survives the sudden change, there’s a 100% base chance that
Related item Twig is to tree, sand is to +2 the creature’s personality and mentality become that of their new
beach, etc. form. For every point of the creature’s intelligence subtract 5%,
*Add all that apply. Look up the total on the next table. and for every point of difference between the original form’s HD
Duration Duration Example (or level) and the new form’s HD, add (if original is lower) or
Factor subtract (if original is higher) 5%. Check daily, until the creature
eventually fails.
0 20 minutes Pebble to human (no similari-
ties) As long as the intelligence check is successful, the creature
2 1 hour Mannequin to human (same acquires the physical form and natural, non-magical abilities of
size) the creature (AC, attacks, movement, etc.), but retains its own
4 3 hours Human to mannequin (same mentality (See also polymorph self ). A creature with a lower Intel-
size, lower intelligence) ligence can be transmuted into something with a higher intelli-
5 12 hours Lizard to manticore (same king- gence, but does not gain that creature’s mental ability. Transmut-
dom) ing a creature with higher intelligence into one of significantly
6 2 days Sheep to a wool coat (same size, lower intelligence results in a creature more intelligent than one
related item, lower intelligence) would expect. It may cast spells it has in memory, if it has the
7 or 8 1 week Shrew to manticore (same king- material components and its new form is physically capable of
dom, same class) casting spells. It does not gain any special or magical abilities
9+ Permanent Manticore to shrew (same king- (gaze attacks, breath weapons, energy drain, magic or weapon
dom, same class, lower intelli- immunities, etc.) and retains its original form’s hit points and
gence) saving throws. Those with the power to shapeshift are affected
An object transmuted to a living creature gains the intelli- for one round and are then allowed to resume a form of their
gence score of its new form. If the original form doesn’t have choice. The GM may assign a −2 penalty to all actions of those
a Wisdom or Charisma score, it also gains those scores as appro- not familiar with the new form. The subject’s equipment melds
priate for the new form. A living creature transmuted to an ob- into the new form, but the GM may allow magical items of pro-
ject that fails its special intelligence check is affected as if a fee- tection to continue to function. If killed, the creature reverts to its
ble mind spell had been cast when it reverts to its original form original form, albeit still dead.
(which can only be reversed by a wish or divine intervention). A creature that acquires the mentality of its new form effec-
If detect magic is cast, creatures and objects affected by this tively becomes that creature in thought and behavior, acquiring
spell radiate a strong magical aura, and a successful dispel magic its magical and other special abilities, if any, and losing all of
will revert them to their original forms. If the spell is used to du- its own personality and mental abilities. The creature becomes
plicate flesh to stone, the reverse can be an effective remedy (and an NPC controlled by the GM (if it is not already). The spell is
vice versa). The same is true for transmute rock to mud and trans- permanent, but a successful dispel magic can reverse the physi-
mute water to dust and their respective reverses. When the spell cal change, causing the subject to survive another constitution—
ends, living creatures must survive another constitution—system system shock check or die. A creature whose mentality has
shock check. changed and is then reverted to its original form will still believe
Damage taken by the new form can result in the injury or and behave as if it were the creature it had been transmuted into.
death of a creature affected by this spell. In many instances, the Even if another polymorph other spell is used and the creature fails
GM must be ready to adjudicate the results. In general, damage its save, the new personality will not be the same as his original.
occurs when the new form is changed through physical force. For Only a wish spell or divine intervention will restore a crea-
example, if a living creature were to be transmuted into a peb- ture’s original memory fully once it has acquired the new form’s
ble, and then the pebble were to be ground into dust, that would mentality.
inflict damage to the creature, and may even prove to be fatal. In any case, exact ability scores cannot be guaranteed, and
Wooden items can be burned, metal can be melted, a pile of dust class and experience levels are not natural abilities, so cannot be
can be scattered by a gust of wind spell, etc. Simply transmuting gained from the new form.
the form to still another form (transmute metal to wood or dust to The material component is a caterpillar cocoon.
water, etc.) does not directly cause damage to the creature, but
does allow another save to avoid the effect, and forces another

168
FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Polymorph Self (Transmutation) A creature with more than 100 current hit points is unaffected
Caster/Level: Wizard/4 and doesn’t count toward those affected by the spell. A crea-
Range: 0 ture also cannot be partially blinded. If its current hit point total
Duration: 2 turns/level would exceed the limit, it’s not affected. A cure blindness or suc-
Effective Area: The caster cessful dispel magic will reverse the effects.
Components: V
Casting Time: 4
Saving Throw: None Power Word, Kill (Conjuration)
Caster/Level: Wizard/9
This spell allows the caster to assume the form of any physi- Range: 5 yards/2 levels
cal, corporeal creature, from tiny-sized (like a small bird) to large- Duration: Permanent
sized (like a rhinoceros), taking on its physical form and abili- Effective Area: 10-foot radius
ties (attack, AC, breathing methods, mundane movement modes, Components: V
etc.), but retaining his original form’s hit points, attack rolls, Casting Time: 1
and saving throws. The caster can never gain magical or spe- Saving Throw: None
cial abilities of an assumed form, but he also does not roll for At the time of casting, the caster can choose to instantly kill
constitution—system shock to survive the change nor the special one creature with up to 60 current hit points, or multiple crea-
intelligence check to retain his own mind. The caster could fly in tures with 10 or fewer current hit points each, totaling up to a
the form of a hawk, but his eyesight would remain unchanged. maximum of 120 hit points, within range and in the effective area.
Assuming the form of a corpse ravager would allow the caster
to move along walls and ceilings with ease, but he would not Power Word, Stun (Conjuration)
have the creature’s paralysis ability. He may cast spells he has Caster/Level: Wizard/7
in memory, if he has the material components and his new form Range: 5 yards/level
is physically capable of casting spells. The subject’s equipment Duration: Special
melds into the new form, but the GM may allow magical items Effective Area: 1 creature
Components: V
of protection to continue to function. The GM may assign a −2 Casting Time: 1
penalty to all actions until the caster becomes familiar with the Saving Throw: None
new form. This spell allows the caster to stun one creature of his choice
The caster can choose another form at will for the duration of with less than or equal to 90 current hit points (within range). The
the spell, but each change requires a whole round, during which duration is based on the creature’s hit points at the time the spell
the caster can do nothing else, except dodge and defend himself is cast.
normally. He may also end the spell’s effect at any time, return- HP Duration
ing to his original form and regaining 1d12 hit points (up to his 1–30 4d4 rounds
normal maximum). The caster also returns to his original form if 31–60 2d4 rounds
he is slain or a successful dispel magic is cast upon him, but regains 61–90 1d4
no lost hit points in either of those cases.
Prayer (Conjuration)
Caster/Level (Sphere): Priest/3 (Combat)
Range: 0
Duration: 1 round/level
Effective Area: 60-foot radius
Components: V, S and M
Casting Time: 6
Saving Throw: None
This spell functions as if it was a chant, but the effect lasts until
the duration expires, and the caster can perform any other actions
once it has been cast. Multiple prayers do not stack, but another
caster of the same faith can cast chant, increasing the prayer’s
effectiveness to +2 and −2, for as long as both spells are in effect.
Power Word, Blind (Conjuration) The material components are a silver holy or unholy sym-
Caster/Level: Wizard/8 bol, high-quality prayer beads, or similar religious parapherna-
Range: 5 yards/level lia, which are not destroyed on casting.
Duration: Special
Effective Area: 15-foot radius Prismatic Sphere (Abjuration, Conjuration)
Components: V Caster/Level: Wizard/9
Casting Time: 1 Range: 0
Saving Throw: None
Duration: 1 turn/level
This spell causes one or more creatures within range and in Effective Area: 10-foot radius
the effective area to go blind. At the time of casting, the caster Components: V
may choose to affect any one creature (with 100 or fewer current Casting Time: 7
hit points), or he may select a creature near the center of a group, Saving Throw: Special
and the effect then travels outward, affecting all others in the ef- This spell functions as if it were a prismatic wall, except the
fective area, starting with the closest creature to the target with shimmering, multi-colored prismatic rays now form an immo-
the lowest current hit point total first, until up to a maximum of bile, opaque globe, which is so bright that sighted creatures with
100 hit points worth of creatures are blinded. The spell’s duration less than 8 HD that approach within 20 feet (from the outside)
depends on the combined current hit point total of the creature(s) are blinded for 10× longer (2d4 turns). In this case, a successful
involved. saving throw, modified by dexterity—surprise modifier, merely
HP Duration reduces the duration of the blindness to normal (2d4 rounds). If
Less than 25 Permanent the spell is cast on level ground, half the sphere projects above
26-50 1d4 + 1 turns ground and the other half below the ground. While the caster
51-00 1d4 + 1 rounds is able to enter and leave the sphere at will, other creatures may

169
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

be protected inside its effective area, but they cannot leave or re- Color Protection Effects Negated By
enter without suffering the appropriate ill effects. Red Blocks non-magical missiles Cone of cold
Orange Blocks magical missiles Gust of wind
Prismatic Spray (Conjuration) Yellow Blocks poison, gases, and Disintegrate
Caster/Level: Wizard/7 petrification
Range: 0 Green Blocks breath weapons Pass wall
Duration: Instantaneous Effective Area: 70 foot × 15-foot ray Blue Blocks location/detection/ Magic missile
mental attacks
Components: V and S Indigo Blocks all magical effects Continual light
Casting Time: 7 Violet Wall of force (blocks all ob- Dispel magic
Saving Throw: Special jects and effects)
This spell allows the caster to project seven multicolored rays The protection afforded by the violet wall makes the protec-
of light from his hand, each color has its own effect. The rays en- tion effects of the other six colors redundant, but certain magic
twine, split and twist in random ways, so that creatures in the ef- items can create prismatic effects one color at a time, and magic
fective area are hit by at least one. The GM rolls 1d8 to determine resistance might render some or all colors ineffective.
which color(s) hit. If two rays hit, their effects occur in ascending
order (red first, etc.). Any sighted creature with less than 8 HD hit Produce Fire (Transmutation)
by a ray is blinded for 2d4 rounds, in addition to the effect from Caster/Level (Sphere): Priest/4 (Elemental (Fire))
the ray(s) that strike him. The GM may allow the creature to roll Range: 40 yards
a saving throw, modified by its dexterity—surprise modifier, to Duration: 1 round
avoid the blindness. Effective Area: 12-foot square
1d8—Color Special Effect Components: V, S and M
Casting Time: 7
1—Red 20 points of damage, a successful save re- Saving Throw: None
duces by half This spell creates a normal fire within the area. The fire lasts
2—Orange 40 points of damage, a successful save re- only a single round, but combustibles (cloth, oil, paper, parch-
duces by half ment, wood, etc.) must save versus normal fire or ignite, and
3—Yellow 80 points of damage, a successful save re-
creatures in the effective area suffer 1d4 points of damage + 1 per
duces by half
4—Green Save vs. poison or die; a successful save caster level.
The reverse, quench fire, douses any normal, non-magical fires
reduces to 20 points of damage
5—Blue Save vs. petrification or be turned to stone in the effective area.
(as flesh to stone) The material components for both versions are sulphur and
6—Indigo Save vs. wand or go permanently insane wax, made into a paste, rolled into the shape of an orb, and then
7—Violet Save vs. spell or be sent to a random plane thrown at the effective area.
(as plane shift)
8—2 Colors Roll twice, ignoring this result hereafter. Produce Flame (Transmutation)
Caster/Level (Sphere): Priest/2 (Elemental (Fire))
Range: 0
Prismatic Wall (Conjuration) Duration: 1 round/level
Caster/Level: Wizard/8 Effective Area: Special
Range: 10 yards Components: V and S
Duration: 1 turn/level Casting Time: 5
Effective Area: 4 feet/level wide × 2 feet/level high Saving Throw: None
Components: V and S This spell allows the caster to produce a magical flame as
Casting Time: 7 bright as a torch in the palm of his hand. The flame does not
Saving Throw: Special harm the caster, but combustibles (paper, cloth, dry wood, oil,
This spell creates a vertical, opaque wall (no larger than the etc.) touched to the flame must save vs. magical fire or burst into
effective area) made up of the shimmering, colorful rays of a pris- flames. This spell cannot be cast underwater.
matic spray spell. Vision, including infravision, cannot penetrate The caster can also throw the flame with a range of 40 yards,
the wall in either direction. When touched, each color produces ignoring range modifiers. On impact, the flame bursts into a 3-
the same harmful effects as from that spell, and likewise any foot diameter effective area and then goes out. Within the effec-
sighted creature with less than 8 HD that approaches within 20 tive area of the burst, creatures suffer 1d4 + 1 point of damage
feet of the wall (from the outside) is blinded for 2d4 rounds, but and combustibles (paper, cloth, dry wood, oil, etc.) must save
the GM may allow a saving throw, modified by its dexterity— vs. magical fire or burst into flames. A miss is determined as if
surprise modifier, to avoid the blindness. The wall is immobile it were an indirect missile. If a creature’s belongings or clothing
but grants protection from all forms of attack. Each color protects catch fire, it requires a round to put them out, or the GM may as-
against a different effect. sign additional damage as the fire continues to burn. The caster
The spell fails if cast to form in a space that would strike one can hurl a maximum of one flame per caster level; one flame per
or more creatures. The caster is able to pass through the wall in round, until the duration expires or the caster ends the spell vol-
either direction at will, but any other creature that touches the untarily. He cannot extinguish fires caused by the flame.
wall suffers from every active color at once, in ascending order
(red first, etc.). Magic resistance is effective against a prismatic Programmed Illusion (Illusion)
wall, but the check must be made for each color present. Caster/Level: Wizard/6
Range: 10 yards/level
The proper magical effects used in ascending order (red first, Duration: Special
etc.) can negate the wall, layer by layer. A rod of cancellation or Effective Area: 20-foot cube + 10-foot cube/level
successful mage’s disjunction can destroy the wall completely, but Components: V, S and M
an anti-magic shell cannot pierce it. Any other magical items, Casting Time: 6
short of artifacts and relics, that touch the wall are subject to the Saving Throw: Special
effects of dispel magic. This spell functions as an advanced illusion, including visual,

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

auditory, olfactory and thermal components, except that it acti- Any cantrip cast upon the warded object or creature fails with an
vates with a command word or when a certain condition occurs. audible popping sound. An unwilling creature must be struck
The illusion can be of any creature, item, or effect, provided it fits with a successful touch attack, and gains a saving throw to avoid
within the spell’s effective area. The spell duration is permanent gaining the protection.
until triggered, at which point the illusion lasts one round per
caster level. Protection From Evil (Abjuration)
The caster must specify a triggering clause at the time of cast- Caster/Level (Sphere): Priest/1 (Protection), Wizard/1
ing (Refer to Magic Mouth). Only visual and/or audible triggers Range: Touch
can be used in the triggering clause, but otherwise it can be as Duration: Priest—3 rounds/level, Wizard—2 rounds/level
general or detailed as required. The maximum range at which Effective Area: 1 creature
an event can trigger the illusion is 5 yards per caster level. The Components: V, S and M
spell effect cannot discern invisible creatures, alignments, levels, Casting Time: Priest—4, Wizard—1
HD, or class. The illusory effect can be triggered intentionally by Saving Throw: None
using illusions, disguises, camouflage, and other simple tricks. This spell creates an invisible, magical shield, extending 1 foot
If a viewer attempts to disbelieve, they must save vs. spell, around and moving with the recipient’s body. The caster may
modified by wisdom—mental defense modifier and appropriate choose to be the recipient. The magical shield has three chief ef-
believability modifiers. A successful dispel magic will end the fects that operate simultaneously:
spell duration or disrupt the illusion. Hinder Evil Attacks: Any attack rolls against a protected sub-
The material component is a bit of fleece. ject from evil creatures, or creatures that have been enchanted by
evil force(s), suffer a −2 penalty, and saving throws against any
Project Image (Transmutation, Illusion) attacks from such creatures are made with a +2 bonus.
Caster/Level: Wizard/6 Block Extra-Planar Contact: Extra-planar creatures, conjured
Range: 10 yards/level animals and summoned monsters are unable to make physical
Duration: 1 round/level contact with a protected subject. Natural attacks that require
Effective Area: Special touching the protected subject automatically fail and force the
Components: V, S and M creature to recoil, however, magic resistance can allow a creature
Casting Time: 6 to overcome this protection and touch the protected subject. If the
Saving Throw: None protected subject makes a melee attack, or intentionally forces his
This spell allows the caster to gather material from the Demi- magical shield, against such creatures, this effect ends.
plane of Shadow and create a quasi-real, illusory duplicate of Block Mind Control: Any attempts to exercise mental control
his own person, including visual, auditory, olfactory and thermal over a protected creature are blocked, as are attempts at posses-
components, but which is intangible, so that attacks pass harm- sion. The protection does not block charm effects but does pre-
lessly through it. The duplicate materializes anywhere the caster vent domination or other direct, mental control. The protection
chooses in the spell’s range. keeps an attacking life force from possessing a body, but cannot
The caster can see through the duplicate’s eyes and hear expel a possessing life force in place before the spell is cast.
through its ears as if he were standing where it is, and he can The reverse, protection from good, produces a ‘hinder good at-
freely switch from using its senses to using his own, and back tacks’ effect, but effects 2 and 3 are otherwise the same.
again. While using its senses, the caster is considered blinded The material component for protection from evil is a 3-foot
and deafened. diameter circle of powdered silver, and for the reverse a circle of
The duplicate usually mimics the caster’s actions (including powdered iron, drawn on the ground during the casting.
movement, speech, and possibly even spell casting), but the du-
The priests’ version of this spell functions as the wizards’
plicate can also be directed by the caster to act independently,
spell of the same name, except the material components are a 3-
however, maintaining this effect requires concentration. While
foot diameter circle of holy water drawn on the ground during
controlling the duplicate’s actions, the caster can perform no
the casting and burning incense, and for the reverse a circle of
other actions, and his movement value is reduced to half. In any
unholy water and smoldering dung.
case, a spell with a range of touch or greater can be made to orig-
inate from the duplicate instead of from the caster. The duplicate
Protection From Evil, 10’ Radius (Abjuration)
cannot cast spells on itself except for illusion spells. A spell af-
Caster/Level (Sphere): Priest/4 (Protection), Wizard/3
fects its target normally, despite originating from the duplicate. Range: Touch
The caster must maintain visual contact with the duplicate at Duration: Priest—1 turn/level, Wizard—2 rounds/level
all times or the spell is broken. If the caster is invisible when the Effective Area: 10-foot radius
spell is cast the image is also invisible and the caster must have Components: V, S and M
some way of seeing it to continue using the spell. Any spell that Casting Time: Priest—7, Wizard—3
breaks the caster’s line of sight, such as teleport, ends the spell. Saving Throw: None
The spell can also be ended before the duration expires by a suc- This spell functions as protection from evil, which moves with
cessful dispel magic or at the caster’s choice. one targeted subject in the center, but has a larger effective area
The material component is a small doll in the form of the and longer duration. Any protected subject that makes a melee
caster. attack against an extra-planar creature, conjured animal or sum-
moned monster ends the protection against such creatures. If the
Protection From Cantrips (Universal)
targeted subject is larger than the effective area, the spell func-
Caster/Level: Wizard/2
Range: Touch tions as a normal protection from evil only for that creature. The
Duration: 5 hours + 1 hour/level GM may rule that other subjects that only partially fit into the
Effective Area: 1 creature or object effective area of the spell are only partially protected.
Components: V and S, The material component for protection from evil is a 20-foot
Casting Time: 1 round diameter circle of powdered silver, and for the reverse a circle of
Saving Throw: None powdered iron, drawn on the ground during the casting.
This spell allows the caster to grant immunity to the effects The priests’ version of this spell functions as the wizards’
of the cantrip spell to any object or creature (including himself). spell of the same name, except the material components are a 20-

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

foot diameter circle of holy water drawn on the ground during reduces damage caused by large projectiles (such as boulders or
the casting and burning incense, and for the reverse a circle of siege engine missiles), and even magically enchanted missile and
unholy water and smoldering dung. hurled weapons, by 1 point per damage die rolled (minimum roll
of 1 per die). This spell doesn’t protect against purely magical ef-
fects, such as fireball or magic missiles. The caster can choose to be
the subject.
The material component is a piece of shell from a turtle or
tortoise.
Purify Food & Drink (Transmutation)
Caster/Level (Sphere): Priest/1 (All)
Range: 30 yards
Duration: Permanent
Effective Area: 1 cubic foot/level
Components: V and S
Casting Time: 1 round
Saving Throw: None
This spell decontaminates any soured, spoiled, rotten, dirty
or otherwise non-edible food (meat, bread, fruit, vegetables, etc.)
and drink (milk, water, beer, wine, etc.) up to an amount filling
the effective area, making it edible again. This spell cannot pre-
Protection From Fire (Abjuration) vent rot, decay or spoilage from reoccurring. This spell also ruins
Caster/Level (Sphere): Priest/3 (Protection, Elemental (Fire)) unholy water, but no creatures, potions, or other substances are
Range: Touch affected.
Duration: 1 turn/level The reverse is putrefy food & drink. It spoils food and drink
Effective Area: 1 creature and ruins holy water in the effective area, but has no affect on
Components: V, S and M creatures, potions, or other substances.
Casting Time: 6
Saving Throw: None Note: Water weighs about 8 pounds per gallon. One cubic
foot of water contains roughly 7.5 gallons and weighs about 60
This caster can cast this spell, either on his self or on another
pounds.
creature, with different effects.
Personal: This effect bestows the caster with immunity to
Pyrotechnics (Transmutation)
mundane and magical fires, until the spell duration expires or
Caster/Level (Sphere): Priest/3 (Elemental (Fire)), Wizard/2
until 12 points of damage per caster level is absorbed from magi-
Range: Priest- 160 yards, Wizard- 120 yards
cal fires.
Duration: Special
Non-Personal: This effect bestows another creature with im-
munity to mundane fires; provides a +4 bonus to saving throws Effective Area: 1 fire source
Components: V, S and M
against magical fire attacks, and reduces damage incurred by
Casting Time: Priest- 6, Wizards- 2
magical fires by 50%.
Saving Throw: Priest- Special, Wizard- None
The material component is the caster’s holy or unholy sym-
This spell allows the caster to affect an existing fire within
bol.
range to produce one of two effects, chosen at the time of the
Protection From Lightning (Abjuration) casting.
Caster/Level (Sphere): Priest/4 (Protection, Weather) Fireworks: This effect causes flashing, fiery bursts of colored
Range: Touch air-borne fireworks to fly out of the existing fire for one round.
Duration: 1 turn/level Creatures within 120 feet of the effective area and that have an
Effective Area: 1 creature unobstructed view to the effective area are temporarily blinded
Components: V, S and M for 1d4 + 1 rounds, unless they save vs. spell. This effect fills a
Casting Time: 7 space up to 10 times greater than that of the original fire, but is
Saving Throw: None harmless, producing no heat or damage.
This caster can cast this spell, either on his self or on another Choking Smoke Screen: This effect creates a writhing stream
creature, with different effects. of thick smoke to pour forth from the existing fire source, ob-
Personal: This effect bestows the caster with immunity to all scuring vision (including infravision) beyond 2 feet. The smoke
electrical attacks, until the spell duration expires or until the spell otherwise behaves like normal, non-magical smoke, filling an
absorbs 10 points of electrical damage per caster level. area up to 100 times greater than that of the original fire, in a
Non-Personal: This effect provides a +4 bonus to saving roughly spherical shape for one round per caster level. Any crea-
throws against electrical attacks, and reduces such damage by ture caught in the smoke must save vs. spell or choke, suffering a
50%. +2 penalty to AC, and a −2 penalty to all attack and saving throw
The material component is the caster’s holy or unholy sym- rolls.
bol. The material component for this spell is the existing fire. The
spell extinguishes a mundane fire source up to 20 cubic feet in
Protection From Missiles (Abjuration) size. A larger mundane fire source is only partially extinguished.
Caster/Level: Wizard/3
Range: Touch Magical fire can be used as the material component but is not ex-
Duration: 1 turn/level tinguished. A fire-based creature can also be used as the material
Effective Area: 1 creature component, but the creature suffers 1 point of damage per caster
Components: V, S and M level.
Casting Time: 3 This spell does not function underwater.
Saving Throw: None The priests’ version functions as the wizards’ spell of the same
This spell grants the subject complete immunity to mundane, name, except that if a fire-based creature is the material compo-
non-magical missile and hurled weapons. In addition, the spell nent, damage is 1d4 + 1 points per caster level.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Q Color Special Effects


Red Double damage against fire-based creatures:
Quest (Enchantment) fire elementals and creatures that dwell in fire
Caster/Level (Sphere): Priest/5 (All) or use fire as a special attack
Range: 60 yards Orange Double damage against earth-based crea-
Duration: Until fulfilled tures: earth elementals and creatures or con-
Effective Area: 1 creature structs made of clay, sand, stone, etc.
Components: V, S and M Yellow Double damage against plant-based crea-
Casting Time: 8
Saving Throw: Negate tures: any natural or magical creature com-
This spell attempts to force a creature to perform a quest of posed of fungus or vegetation
Green Double damage against water-based crea-
some kind as determined by the caster and return with proof of
tures: water elementals and creatures that
the completed deed. dwell in the water
This spell often precedes an atonement spell. In this case, there Blue Double damage against air-based creatures:
is no saving throw allowed, assuming the creature shares the air elementals, creatures that use electricity as
caster’s faith, and the quest is reasonable reparation for its mis- a special attack, and creatures that predomi-
deeds. A creature not earning atonement can willingly agree to nately fly
undertake a quest, or even be coerced or duped into doing so, Indigo Double damage against creatures that use
and therefore gains no saving throw. However, unwilling crea- acid or poison as a special attack
tures are allowed a saving throw. If an unwilling creature shares Violet Double damage against creatures or con-
the caster’s alignment, it suffers a −4 penalty to its saving throw. structs made of metal and creatures that can
In addition, unreasonable quests provide bonuses (up to +4) to regenerate
the creature’s saving throw. Abusive use of a quest results in au- Bridge: This effect creates a rainbow-colored bridge that is
tomatic failure and can quickly anger a deity or cast disfavor on 3 feet wide per caster level and can be between 20 to 129 yards
the caster. long. The rainbow bridge exists for the spell’s duration, or until
If a quest is disregarded, delayed or in any way perverted, the the caster ends the effect.
action or inaction results in a −1 cumulative penalty per day to
the subject’s saving throws. Once incurred, this penalty remains The material components are the caster’s holy or unholy sym-
until the quest is properly resumed or is lifted by the caster. bol, a vial of holy or unholy water, and a visible rainbow. If no
The spell is not subject to dispel magic or mage’s disjunction, rainbow is available, the caster requires a specially prepared di-
but can be ended by the caster, or by a caster of the same faith amond worth at least 1,000 gp that’s had bless and prayer cast
or of higher caster level than the caster level when the spell was upon it while in sight of a rainbow. The holy or unholy water
originally cast. The GM may determine that divine intervention and the diamond (if used) are destroyed when the spell is cast.
can temporarily suspend the quest when a more important crisis
emerges, or cancel the quest altogether in cases of the most dire Rainbow Pattern (Transmutation, Illusion)
events. In very rare cases, an artifact or relic may have the power Caster/Level: Wizard/4
to suspend or end a quest in a similar manner. Range: 10 yards
The material component is the caster’s holy or unholy sym- Duration: Special
bol. Effective Area: 30-foot cube
Components: S and M
Casting Time: 4
R Saving Throw: Negate
Rainbow (Evocation, Transmutation) This spell creates glowing designs of interlaced rainbow-
Caster/Level (Sphere): Priest/5 (Weather, Sun) colors within the area of effect. Up to 24 levels or HD worth of
Range: 120 yards creatures within the effective area must save vs. spell, modified
Duration: 1 round/level by wisdom—mental defense modifier, or stand fixated, staring at
Effective Area: Special the effect for as long as it lasts. Causing damage to a fascinated
Components: V, S and M creature frees them immediately, but simply restraining them and
Casting Time: 7
Saving Throw: None removing them from the effective area has no effect. They will
This spell can create one of two effects, chosen at the time of continue to stare at the lights and attempt to return to the effec-
casting. tive area. Only if the view of the pattern is completely blocked
Bow: This effect creates a magical composite short bow made (magically or otherwise) is the effect negated.
of shimmering, rainbow colored light and 7 magical sheaf ar- The caster can point, causing the effect to move 30 feet per
rows, each corresponding to a color on the visible spectrum. Any round in that direction and stop it in place at will. The caster
member of a character class permitted to use a bow and a strength is able to move 30 feet per round while concentrating in order
score of 6 or more can fire it normally. Each arrow is a +2 mag- to keep the effect within range, or may stop concentrating and
ical missile, including bonuses to attacks and damage; however, move normally. The effect vanishes 1d3 rounds after the caster
a successful magic resistance check completely negates damage stops concentrating on it or allows it to move beyond the spell’s
from an arrow. range. If the pattern moves, affected creatures will move with it
When the bowstring is pulled and a color is called for, an ar- to attempt to remain within the effective area, but if the creatures
row of the requested color automatically appears in place ready are lead to an area with the potential to cause damage, they’re
to fire. If no specific color is called for, or a color that was already allowed a second save to shake off the effect before entering the
fired is called for, then the next arrow in order of the spectrum ap- dangerous area.
pears. Each time the bow is fired, it loses one color corresponding The material components are a piece of phosphor, which is
to the arrow that was fired, and if all seven arrows have been fired consumed upon casting, and a crystal prism, which the caster
before the spell’s duration expires, the bow disappears. Each ar- uses to gesture while concentrating, but is not lost.
row has its own special effect.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Raise Dead (Necromancy) ing, unless it is cursed, trapped or warded to do so.


Caster/Level (Sphere): Priest/5 (Necromantic) The material component is a clear prism made of crystal or
Range: 30 yards mineral, which is not destroyed upon casting the spell.
Duration: Permanent
Effective Area: 1 person
Reflecting Pool (Greater Divination)
Components: V and S
Caster/Level (Sphere): Priest/4 (Divination)
Casting Time: 1 round
Range: 10 yards
Saving Throw: Special
Duration: 1 round/level
This spell brings any dead creature with a soul, especially hu- Effective Area: Special
man, dwarf, gnome, half-elf, or halfling, back to life, provided Components: V, S and M
the creature has been dead for no longer than one day per caster Casting Time: 2 hours
level. Most other humanoids and demi-humans (including elves, Saving Throw: None
orcs, and half-orcs) are given spirits and cannot be raised by this This spell causes a naturally occurring pool of mundane wa-
spell, but the GM may determine that select races of creatures ter to act as a crystal ball, except its reach extends only to the
have souls. A creature killed by a death effect can’t be raised by Ethereal Plane and Inner Planes (including paraelemental planes,
this spell. Constructs, elementals, those from the outer planes, Demiplane of Shadow, etc.). The pool’s surface area can be no
and undead creatures can’t be raised, unless stated otherwise in more than 2-foot diameter per caster level. Detect magic, detect
their descriptions. snares and pits, and detect poison can be cast through the pool with
The complete body must be available, as missing parts are a 5% chance of success per caster level. Each new attempt to de-
not restored by this spell alone. Poison, disease, or other afflic- tect through the pool requires one round of concentration, and
tions are likewise not nullified. The spell cannot be used to raise infravision operates normally through the pool; however, the im-
a creature that has died of old age. age is always slightly hazy preventing the reading of text through
A creature to be raised must roll his constitution— the pool (Refer to Magical Items—Crystal Ball for additional in-
resurrection chance. If successful, the creature is raised back to formation). The GM may limit the use of this spell to once per
life, but loses 1 point of constitution permanently, must rest at day.
least one full day for each day or partial day he was dead, and
The material components are three 1-ounce measures of re-
has only 1 hit point until able to regain the remainder through
fined hickory, walnut or similar oil, dropped upon the surface of
rest or magic cures. A character’s starting constitution is the max-
the pool.
imum number of times he can be brought back to life in his own
body. If he fails his constitution-resurrection chance, only a wish Regenerate (Necromancy)
can restore his life to his original body. Caster/Level (Sphere): Priest/7 (Necromantic)
The reverse, slay living, kills any targeted creature within Range: Touch
range unless it saves vs. death magic. Even if the save is suc- Duration: Permanent
cessful, the spell inflicts 2d8 + 1 points of damage. Effective Area: 1 creature
Components: V, S and M
Ray of Enfeeblement (Enchantment) Casting Time: 3 rounds
Caster/Level: Wizard/2 Saving Throw: None
Range: 10 yards + 5 yards/level This spell causes lost limbs, including bones and organs (in-
Duration: 1 round/level cluding fingers, hands, arms, toes, feet, legs, tails, or even heads
Effective Area: 1 creature of a multi-headed creature) to grow back on to a living creature.
Components: V and S If the missing parts are available and touching the creature, they
Casting Time: 2 will regenerate in one round, otherwise, they require 2d4 turns
Saving Throw: Negate to grow back. If the missing parts are not available or have been
This spell weakens a creature of 5 HD or less that fails its sav- missing for more than one day per caster level, the creature must
ing throw vs. spell to the equivalent strength score of 5. Hu- also survive a constitution-system shock check.
manoid creatures lose any strength-based combat bonuses and The reverse, wither, requires a touch attack, but if success-
suffer a −2 penalty to attack and a −1 penalty to damage. Non- ful, the limb or organ touched becomes useless in one round and
humanoid creatures suffer a −2 penalty to attack and −1 penalty withers into dust in 2d4 turns.
to damage on each die, but, in any case, no die can be less than 1 The material components are any prayer device and holy or
point.
unholy water.
The GM may need to adjudicate other effects on a creature
suffering from severe weakness. Magical items that confer com- Reincarnate (Necromancy)
bat bonuses or increased strength are not affected. Caster/Level (Sphere): Priest/7 (Necromantic, Animal), Wiz-
ard/6
Read Magic (Universal) Range: Touch
Caster/Level: Wizard/1 Duration: Permanent
Range: 0 Effective Area: 1 person
Duration: 2 rounds/level Components: Priest- V and S, Wizard- V, S and M
Effective Area: Special Casting Time: 1 turn
Components: V, S and M Saving Throw: None
Casting Time: 1 round This spell brings back the life force of any creature that has
Saving Throw: None been dead for no more than one day per caster level to inhabit
This spell allows the caster to read cryptic, magical inscrip- a different body (possibly one very different from the original).
tions that may be written on any object, including spell books, This method of reviving a dead creature requires the most GM
scroll cases, weapons, sculpture, etc. The caster can read up adjudication.
to one page or its equivalent per round, for the duration of the The spell creates an entirely new young adult body from nat-
spell. Once cast on a specific set of magical writings, the caster is ural elements at hand for a life force to inhabit. The creature will
forevermore capable of reading it without casting the spell again. return to life in its new form within 1d6 turns. No saving throw,
This spell doesn’t normally trigger magic contained in the writ- constitution—system shock, or constitution-resurrection chance

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

need to be checked. Since the dead creature is returning to a new be used to increase the chances for the body of a specific race or
body, all physical ills and afflictions are repaired, and the condi- species to be created.
tion of the remains is usually not a factor. Constructs, elemen- The priests’ version of this spell functions in a similar manner
tals, those from the outer planes, and undead creatures (even the to the wizards’ spell of the same name with the following differ-
recently undead) can’t be reincarnated. The spell cannot bring ences. The person may be dead for up to one week per caster
back a creature who has died of old age, and as a further limi- level, and the GM may choose to use divine intervention to in-
tation the GM may determine that divine intervention prevents fluence the new form in any manner he feels appropriate. The
it from bringing back those dying from self-inflicted wounds or caster’s holy or unholy symbol serves in place of the small drum,
intentionally suicidal actions. The GM may also rule that divine but unlike the drum, it is not lost in the casting of the spell.
intervention will prevent a wholly good creature from being rein-
carnated into the body of a creature whose racial alignment ten- Table A.3: Reincarnate: Wizard’s Table
dencies is evil, or vice versa. Other GMs may not allow a body of Ability Modifiers
the opposite sex to be created, etc. 1d100 New Form Str Dex Con
The creature must be recreated taking into account its new 01–05 Bugbear +1 +0 +0
physical abilities and limitations, and the GM must take an active 06–11 Dwarf +0 −1 +1
role in the recreation process. A reincarnated creature retains its 12–18 Elf +0 +1 −1
knowledge, memories, intelligence, wisdom, and charisma of its 19–23 Gnoll +1 +0 +0
old form; however, it gains all physical abilities associated with 24–28 Gnome +0 +0 +0
29–33 Goblin −1 +0 +0
its new form, including forms of movement and speed, natural 34–40 Half-elf +0 +0 +0
armor, natural attacks, special abilities, etc., but it doesn’t auto- 41–47 Halfling −1 +1 +0
matically speak the language or understand the culture of the 48–52 Half-ogre +1 +0 +1
new form. The GM may also assign a −2 penalty to all actions 53–59 Half-orc +1 +0 +1
until the creature becomes familiar with the new form. The crea- 60–65 Hobgoblin +0 +0 +0
ture’s new strength, dexterity, and constitution scores depend on 66–79 Human +0 +0 +0
the new form. If the new form is humanoid, use a method for 80–85 Kobold −1 +0 −1
generating ability scores as determined by the GM to determine 86–90 Lizardman +0 +0 +0
3 new scores and apply racial ability score modifiers found on the 91–95 Mongrelman +1 player’s choice
charts below. Typical average ability scores are given on the chart 96–00 Orc +0 −1 +1
for possible animal forms, and the GM must consult the bestiary
to assign other abilities that are typical for the species. Table A.4: Reincarnate: Priest’s Table
The following additional guidelines are designed to limit Ability Modifiers
abuse of the spell. While a reincarnated creature retains the 1d100 New Form Str Dex Con
knowledge of any class abilities and other learned skills from its 01–03 Badger 8 17 15
former life, it’s highly likely that a change in the creature’s form 04–08 Bear, black 19 13 15
and/or ability scores will make it difficult or even impossible to 09–12 Bear, brown 20 13 19
13–16 Boar, wild 15 10 17
use those abilities to pursue its previous character class. The GM 17–19 Centaur +0 −2 +1
will usually rule that all racial restrictions to class, level limits 20–23 Dryad +0 +1 −1
and physical abilities apply. If the new form allows a character 24–28 Eagle 10 15 12
to pursue his original class or one within the same class group 29–31 Elf +0 +1 −1
(human ranger to hobgoblin fighter or elven mage to gnomish il- 32–34 Fox 13 17 15
lusionist), he returns to life with half his original levels and hit 35–36 Gnome +0 +0 +0
points. If the new form forces a character to choose a new class 37–40 Hawk 6 17 10
entirely (human mage to lizardman cleric), he loses half his origi- 41–44 Human +0 +0 +0
45–58 Lynx 16 19 15
nal hit points and begins his new class at 1st level. If the new form
59–61 Owl 4 17 10
is an animal or other unusual form that does not allow a class, the 62–64 Pixie −1 +1 −1
character loses half his hit points and starts his new life with the 65–68 Raccoon 5 16 12
lowest HD rating of an adult creature of his kind, rather than a 69–70 Satyr +0 +1 +1
character level. In any case, the GM should permit a character to 71–75 Stag 15 20 12
earn experience, advance in levels, or otherwise progress as far 76–80 Wolf 13 15 15
as his new form will allow, even if an animal form is determined. 81–85 Wolverine 14 15 19
For example, a character reincarnated into the body of a badger 86–00 GM Choice or Roll on Wizard’s Table
still has the intellect and knowledge of his former self and thus
could be allowed to wear specially crafted armor, use magic items Table A.5: Humanoid Minimum/Maximum Ability Scores
not requiring a comprehensible command word, gain bonus hit Race Str Dex Con
points per HD from high constitution and/or combat bonuses Bugbear 8/19 8/17 8/18
from high or exceptional strength, eventually grow to giant size Centaur 11/18 3/16 11/19
(attaining maximum hit dice for his kind), etc. Dryad 5/18 6/19 3/17
A wish cast in conjunction with this spell can fully restore a Gnoll 6/19 5/18 5/18
reincarnated creature to its original form and full class abilities. Goblin 4/15 4/17 5/16
If the GM allows, a limited wish cast in conjunction with this spell Half-Ogre 14/19 3/12 14/19
may restore a creature to its original race (but not original form), Half-Orc 6/19 3/17 13/19
or it may allow the character to pursue his former class in the Hobgoblin 6/18 6/18 5/18
body of a creature not normally allowed. Kobold 3/16 4/18 4/15
Lizardman 8/18 3/18 6/18
The material components are a small drum and a minimum Mongrelman 6/17 6/18 8/18
of a drop of blood or other small part that was attached to the Orc 6/18 3/17 8/19
creature’s body at the time of death. The GM may allow certain Pixie 3/14 8/19 7/16
rare incense, oils and unguents, worth a total of least 1,000 gp, to Satyr 6/18(75) 8/19 7/19

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Table A.6: Humanoid Class Level Limits


New Form Warrior Wizard Priest Rogue Multi-Class Options
Bugbear 12F 0 8C 9T fighter/cleric, fighter/thief, cleric/thief
Centaur 12F, 10R 12M 14D 12B fighter/mage
Dryad 7F, 8R 7M 9D 12T, 14B fighter/mage, ranger/mage, fighter/thief,
ranger/thief, mage/thief
Gnoll 11F 0 9C 11T fighter/cleric, fighter/thief
Goblin 10F 0 9C 12T fighter/cleric, fighter/thief, cleric/thief
Half-ogre 12F 0 4C 0 fighter/cleric
Half-orc 10F 0 4C 8T fighter/cleric, fighter/thief, cleric/thief
Hobgoblin 11F 0 9C 12T fighter/cleric, fighter/thief
Kobold 8F 0 9C 12T fighter/cleric, fighter/thief, cleric/thief
Lizardman 12F 0 7C 9T fighter/cleric, fighter/thief
Mongrelman 10F 10M 10C 12T, 8B fighter/cleric, cleric/thief, mage/thief, cleric/mage
Orc 10F 0 9C 11T fighter/cleric, fighter/thief, cleric/thief
Pixie 7F 0 0 12T fighter/thief
Satyr 11F 0 0 11T fighter/thief
Key–F=Fighter, R=Ranger, M=Mage, C=Cleric, D=Druid, T=Thief, B= Bard)

Table A.7: Humanoid Thief Ability Adjustments


New Form Pick Pock- Open Find/ Re- Move Hide in Detect Climb Read
ets Locks move Stealthily Shadows Noise Walls Lang.
Bugbear −5% −5% – +10% +10% +5% −5% −10%
Centaur – – – – – – NA −5%
Dryad – – – – +5% +5% – –
Gnoll −5% −5% – – +5% +5% – −10%
Goblin +5% – +10% +5% +5% – −10% −10%
Half-orc −5% +5% +5% – – +5% +5% −10%
Hobgoblin – +5% +5% – – – – −10%
Kobold +5% – – +5% +10% +10% −15% −10%
Lizardman −5% −5% – +5% +5% +5% −5% −5%
Mongrelman* +5% – – +5% +5% +5% −5% −5%
Orc −5% – – – +5% +5% +5% −10%
Pixie +5% −10% – +5% +10% +5% – –
Satyr +5% −5% – +5% +5% – −10% −5%
*Mongrelman also gains an additional 5% bonus to the ability of the player’s choice

Table A.8: Humanoid Height and Weight


New Form Base Height Modifier Base Weight Modifier
Bugbear 72”/68” 1d6 210 lbs./180 lbs. 6d10
Centaur 84”/80” 3d12 1000 lbs./960 lbs. 6d20
Dryad –/59” 2d10 –/100 lbs. 6d10
Gnoll 84”/80” 1d12 180 lbs./160 lbs. 4d10
Goblin 43”/41” 1d10 72 lbs./68 lbs. 5d4
Half-ogre 84”/78” 2d6 270 lbs./220 lbs. 6d10
Half-orc 60”/58” 1d12 135 lbs./95 lbs. 6d10
Hobgoblin 72”/68” 1d8 150 lbs./130 lbs. 5d10
Kobold 32”/30” 3d4 52 lbs./48 lbs. 5d4
Lizardman 60”/60” 2d12 170 lbs./170 lbs. 3d10
Mongrelman 60”/59” 2d12 145 lbs./105 lbs. 4d10
Orc 58”/56” 1d12 135 lbs./95 lbs. 6d10
Pixie 15”/13” 1d4 25 lbs./22 lbs. 1d4
Satyr 55”/– 1d10 110 lbs./– 4d10

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Table A.9: Humanoid Age


New Form Starting Age Variable Max Age Middle Age* Old Age** Venerable***
Bugbear 10 1d6 65+2d10 33 44 65
Centaur 18 1d4 75+2d20 37 50 75
Dryad 19 2d4 171+3d20 71 121 171
Gnoll 7 1d4 33+1d4 16 22 33
Goblin 12 1d6 40+1d20 20 27 40
Half-ogre 15 1d4 90+2d20 45 60 90
Half-orc 12 1d4 60+1d20 30 40 60
Hobgoblin 14 1d6 50+1d20 25 33 50
Kobold 12 1d4 95+2d20 48 62 95
Lizardman 15 1d4 110+2d10 55 73 110
Mongrelman 6 1d4 30+1d10 15 20 30
Orc 10 1d4 35+1d10 17 23 35
Pixie 106 5d6 200+2d100 100 133 200
Satyr 20 3d4 100+1d100 50 67 100
* −1 Str/Con; +1 Int/Wis
** −2 Str/Dex, −1 Con; +1 Wis
*** −1 Str/Dex/Con; +1 Int/Wis

The preceeding charts provide much needed information re- more courageous. The effect provides a +4 bonus to the subject’s
quired to create and flesh out the non-standard humanoid char- saving throws against fear attacks for one turn. If a subject is
acters that often result from the application of this spell. The currently under the effects of a magical fear attack, it is immedi-
GM must refer to the bestiary for any additional information, but ately granted a new saving throw with a +4 bonus to overcome
remember the reincarnated character only gains the new form’s the effect. Casting the reverse on a subject negates the effects,
natural abilities. automatically.
The reverse, cause fear, causes one creature within range to flee
Remove Curse (Universal) for 1d4 rounds. The subject is allowed a saving throw, modified
Caster/Level (Sphere): Priest/3 (All), Wizard/4 by wisdom—mental defense modifier, to avoid the effect. Cast-
Range: Touch ing remove fear on a subject automatically negates the effects.
Duration: Permanent
Effective Area: Special Neither the spell nor its reverse directly affects the undead,
Components: V and S but can be used to counter the effects of a fear attack from an
Casting Time: Priest—6, Wizard—4 undead.
Saving Throw: Special Remove Paralysis (Abjuration)
Remove curse typically (but not always) enables a creature af- Caster/Level (Sphere): Priest/3 (Protection)
flicted with an accursed magical item to get rid of the accursed Range: 10 yards/level
item, but most often the item remains cursed, except in the case Duration: Permanent
of magical cursed scrolls (remove curse destroys a targeted cursed Effective Area: 1-4 creatures in a 20-foot cube
scroll). The spell is also used to counter the effects of magical Components: V and S
cursed scrolls, its reverse, bestow curse, and similar curses, how- Casting Time: 6
ever, certain special curses may not be countered by this spell or Saving Throw: Special
may be countered only by a caster of a certain level or higher. The This spell frees up to 4 creatures, within the spell’s range and
spell can also counter lycanthropy, remove insanity caused from effective area, from paralyzation effects, including ghoul attacks,
contact other plane, and cure the sicken effect of an eye bite spell. or related magical effects, such as hold or slow.
1d100 Result If this spell is cast on only one creature, the paralyzation ef-
1–50 Lowers an ability score to 3 (roll 1d6 to deter- fect is instantly negated. If this spell is cast on two creatures, they
mine randomly) are both allowed a new saving throw against the effect with a +4
51–75 Inflicts a −4 penalty to attack rolls and saves bonus. If three or more creatures are targeted, each gets a new
76–00 Subject is 50% likely each round to drop any save with a +2 bonus. For the spell to be effective, there must be
items it is holding and do nothing no physical or magical barrier blocking the caster from his tar-
The reverse, bestow curse, places a curse on the subject. The geted subjects.
caster must roll a successful touch attack, and the victim gains a
Repel Insects (Abjuration, Transmutation)
save vs. spell to avoid the effect. Curses last one turn per caster
Caster/Level (Sphere): Priest/4 (Animal, Protection)
level. They cannot be removed by dispel magic, but can be re- Range: 0
moved with a limited wish, remove curse, or wish spell. Duration: 1 turn/level
The caster may also invent his own curse, but it should be no Effective Area: 10-foot radius
more powerful than those described above. Components: V, S and M
Casting Time: 1 round
Remove Fear (Abjuration) Saving Throw: None
Caster/Level (Sphere): Priest/1 (Charm) This spell creates an invisible barrier against all kinds of in-
Range: 10 yards sects. Normal insects and giant insects with less than 1 /3 the
Duration: Special caster’s levels in HD are not able to enter the effective area for
Effective Area: 1 creature per 4 levels the duration of the spell. Monstrous insects with 1 /3 or more HD
Components: V and S than the caster has levels can enter the effective area if they roll
Casting Time: 1 a successful save vs. spell, but they suffer 1d6 points of damage
Saving Throw: Special when passing through the barrier.
This spell makes a creature or creatures within range feel This spell has no effect on arachnids, crustaceans, other non-

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

insect vermin, or intelligent insect-like creatures. Restoration (Necromancy)


The material component is one of the following: crushed Caster/Level (Sphere): Priest/7 (Necromantic)
Range: Touch
marigold flowers, crushed leek, crushed stinging nettle leaves, Duration: Permanent
or a small lump of camphor resin. Effective Area: 1 creature
Components: V and S
Repulsion (Abjuration) Casting Time: 3 rounds
Caster/Level: Wizard/6 Saving Throw: None
Range: 0 This spell restores 1 drained level from a creature provided
Duration: 1 round per 2 levels the level was lost within one day per caster level. The spell raises
Effective Area: 10 feet wide × 10 feet per level long the character’s experience points to the minimum number re-
Components: V, S and M quired to regain one level. It also heals feeble mind, confusion
Casting Time: 6 and many other insanity effects. This spell ages both the caster
Saving Throw: None
and subject by two years if his venerable age is 150 years or less,
This spell allows the caster to point in a specific direction and four years if his venerable age is between 151 and 250 years, six
force all creatures in the effective area to move away from the years if his venerable age is between 251 and 350 years, etc.
caster. Each round, the caster can continue to point in the same
direction, point in a new direction or perform a different action. The reverse, energy drain, drains 1 level from a creature via a
Affected creatures move away at their highest movement value successful touch attack, in the same manner as a powerful un-
for at least one round, until the caster stops pointing or chooses dead. The reverse does not cause the caster or the victim to un-
naturally age.
another direction, even if this causes them to move beyond the
effective area.
Resurrection (Necromancy)
The material component is a small pair of magnetized bars
Caster/Level (Sphere): Priest/7 (Necromantic)
made of iron attached to two small dog figurines, one made of
Range: Touch
ivory and one made of ebony. Duration: Permanent
Effective Area: 1 creature
Resilient Sphere (Transmutation, Evocation) Components: V, S and M
Caster/Level: Wizard/4 Casting Time: 1 turn
Range: 20 yards Saving Throw: None
Duration: 1 round/level This spell restores life, limb and full health to any dead crea-
Effective Area: 1-foot diameter/level ture, including elves and others with spirits, provided they have
Components: V, S and M been dead 10 years per caster level or less. A complete body is
Casting Time: 4
Saving Throw: Negate not necessary, as this spell forms a new body from the remains
and natural elements at hand, however, if only a small amount
This spell allows the caster to trap one creature inside a globe
of the creature’s body remains intact, the GM may wish to assign
of shimmering force. The spell fails if the subject is larger than the
penalties to the creature’s constitution—resurrection chance. The
sphere or makes a successful save. The sphere imprisons the sub-
small part must have been attached to the creature at the time
ject for the duration of the spell, but it can be destroyed by a rod
of its death. Poison, disease, and other afflictions are absent from
of cancellation, wand of negation, disintegrate, or dispel magic, releas- the new body. The new body is the same age as the old; so that the
ing the imprisoned subject unharmed. Nothing except normal spell cannot be used to raise a creature that has died of old age.
air can pass in or out through the sphere, so that the subject can A character turned into an undead and then destroyed, as well as
breathe normally. The imprisoned subject can move the sphere, some other types of undead, can be resurrected, but constructs,
or creatures pushing from the outside can move it. elementals, and creatures from the outer planes can’t be resur-
The material components are a matched set of hemispheres, rected. A creature to be resurrected must roll his constitution—
one made of a hard, clear gemstone (diamond is preferred) and resurrection chance. If successful, the creature immediately loses
the other made of gum arabic. 1 point of constitution permanently, but is restored to life and full
hit points. In addition, the resurrected character retains the abil-
Resist Fire/Resist Cold (Transmutation) ity to cast any spells that he had remaining in his memory at the
Caster/Level (Sphere): Priest/2 (Protection) time of his death. A character’s starting constitution is the maxi-
Range: Touch mum number of times he can ever be raised from the dead in his
Duration: 1 round/level own body. If he fails his constitution—resurrection chance, only
Effective Area: 1 creature a wish can restore his life to his original body.
Components: V, S and M
Casting Time: 5 Casting this spell ages a caster three years if his venerable age
Saving Throw: None is 150 years or less, six years if his venerable age is between 151
and 250 years, nine years if his venerable age is between 251 and
This spell assists a creature to resist the effects of either heat or
350 years, etc. The caster must rest completely for one day per
cold (as determined by the caster at the time if the casting). The
level or HD of the revived creature.
caster may also choose to be the subject. Depending on the spell
effect chosen, the subject becomes immune to either freezing tem- On a successful touch attack, the reverse, destruction, instantly
peratures as low as −30◦ F or ordinary heat as high as 130◦ F, in- slays a creature and turns it to dust, unless the creature saves vs.
cluding brief contact with ordinary flames (1 round or less). The death magic with a −4 penalty. A wish or divine intervention is
subject also gains a +3 bonus to saving throws against more in- required to bring the creature back to life. If the save is successful,
tense heat or cold attacks, whether magical or mundane in nature the creature suffers 8d6 points of damage, which may still kill it,
(red-hot coals, large amounts of burning oil, flame tongue swords, but not turn the body to dust. The reverse does not unnaturally
fire storms, fireballs, meteor swarms, red dragon’s breath, frost brand age the caster.
swords, ice storms, wands of frost, white dragon’s breath, etc.). The The material components are the caster’s holy or unholy sym-
subject then suffers only 25% of the normal damage if the save is bol and holy or unholy water.
successful and only 50% of the normal damage if the save fails.
The material component is a drop of mercury.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Reverse Gravity (Transmutation) physically attack or directly target the protected creature with
Caster/Level: Wizard/7 any harmful effects must save vs. spell. Failure indicates the en-
Range: 5 yards/level emy aborts the current attack, and for the remainder of the spell’s
Duration: 1 /100 of a second/level duration completely ignores the protected creature and forgets
Effective Area: 30 feet × 30 feet his existence. Enemies who never attempt to attack the protected
Components: V, S and M
Casting Time: 7 creature are not affected, and the effect does not protect the crea-
Saving Throw: None ture from spells such as fireball or ice storm that cover an effective
This spell reverses the flow of gravity with respect to ob- area. If the protected creature attempts to inflict damage or oth-
jects and creatures within the spell’s range. The spell causes erwise directly harm an enemy, the spell ends, however, he may
unattached objects and creatures in the effective area to “fall” up- perform any other actions, such as cure wounds, cast divinations,
ward, and if they strike a solid object, they suffer damage as if chant, etc.
they had fallen normally. The creatures and objects remain under The material components are a small silver mirror and the
the spell’s effect for the spell’s duration, falling up to 1.67 feet per caster’s holy or unholy symbol.
caster level. When the effects end, gravity returns to normal for
the objects and creatures, and they fall back downward, possibly Scare (Enchantment)
taking falling damage again. Caster/Level: Wizard/2
Range: 30 yards + 10 yards/level
The material components are a lodestone and iron filings. Duration: 1d4 rounds + 1 round/level
Effective Area: 1 creature/ 3 levels, within a 15-foot radius
Rope Trick (Transmutation) Components: V, S and M
Caster/Level: Wizard/2 Casting Time: 2
Range: Touch Saving Throw: Special
Duration: 2 turns/level This spell besets one or more creatures, within range, inside
Effective Area: Special
the effective area, and with less than 6 HD or levels, with a fit
Components: V, S and M of trembling fear. The spell has no affect on undead or creatures
Casting Time: 2
Saving Throw: None from the outer planes, but otherwise only elves, half-elves, and
When cast upon a rope between 5 and 30-feet long, this spell priests are granted a saving throw, modified by wisdom—mental
allows the rope to attach to an inter-dimensional space, 10’ high, defense modifier, to avoid the effect. If lightly encumbered or
10’ long, and 20’ wide. During the casting, one end of the rope more, drops any item(s) it may be holding. The creature is also
rises into the air and fastens itself to this space. The caster and demoralized, but if forced to fight, suffers a −1 penalty to at-
up to seven other man-sized creatures can climb up the rope and tacks, damage (each die of damage for an unarmed creature), and
vanish into the space. saving throws. A frightened creature suffers a −2 charisma—
The rope can be brought into the space, but counts as a whole reaction modifier for the spell’s duration, allowing more favor-
creature. If not brought into the space, the rope hangs visibly in able reaction results for the caster, especially if attempting to cap-
mid-air. Creatures cannot see into it, but there is an invisible 3- ture, interrogate or recruit the creature.
foot × 5-foot window centered on the rope that allows creatures The material component is a bone fragment from an undead
inside the space to see out. A creature weighing over 2 tons or skeleton, zombie, ghoul, ghast, or mummy.
that otherwise makes a successful bend bars check can break the
connection between an exposed rope and the space, trapping the Screen (Greater Divination, Illusion)
occupants inside the space until the spell ends. Caster/Level: Wizard/8
No sort of spell effect or other attack can cross into or out Range: 0
of the space, including divinations, unless the effect can cross Duration: 1 hour/level
Effective Area: 30-foot cube/level
planes. Only one creature at a time can climb the rope, during Components: V and S
which time it is still in normal space. When the spell ends the Casting Time: 1 turn
rope drops, the inter-dimensional space collapses and everything Saving Throw: Special
inside falls to the ground below. This spell creates a powerful illusory effect that changes what
The GM may rule that additional spell effects creating and can or cannot be seen, felt, smelt and heard within the effective
accessing Inter-dimensional Space, such as another rope trick or area, by either scrying or direct observation. The effect is de-
a deep pockets spell, etc., simply fail to work while inside the rope clared in simple terms, it cannot be programmed with more than
trick, but that accessing Non-dimensional Space inside of an inter- one type of activity, or set of conditions, and the effect cannot
dimensional space is extremely dangerous (Refer to bag of holding be changed once created, for the duration of the spell. So that an
and portable hole). illusion may be created of the caster playing a game with pen, pa-
The material components are a piece of parchment twisted per and strange dice with a group of friends while he is actually
into a loop and a handful of powdered corn extract. casting a spell or not even in the vicinity at all, but the illusion
must play the same game for the whole duration of the spell. An
empty field with chirping birds could be made to appear as an ac-
S tive military camp, or the reverse. An army passing through the
effective area can be made totally invisible, or be made to appear
Sanctuary (Abjuration)
more or less numerous, and/or better or more poorly equipped
Caster/Level (Sphere): Priest/1 (Protection)
than they actually are. Many other uses are possible.
Range: Touch
Duration: 2 rounds + 1 round/level Those attempting to scry the effective area automatically be-
Effective Area: 1 creature lieve the illusion, but direct observers may be allowed a saving
Components: V, S and M throw, modified by wisdom—mental defense modifier and ap-
Casting Time: 4 propriate believability modifiers, if they have some reason to dis-
Saving Throw: None believe the effect, (Refer to Illusions). Even if the viewer enters
This spell allows the caster to create an invisible safe haven the effective area, the illusion is not automatically ended nor does
around his person, or another creature designated by touch, as he necessarily gain a saving throw, as long as any unseen crea-
protection against being attacked. Any enemy who attempts to ture(s) inside the effective area avoid those under the effect of the

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

illusion. If a direct observer has a vantage point that allows him Sending (Evocation)
to see the edge(s) of the effective area and therefore can see troops Caster/Level: Wizard/5
appear, disappear, seem to change armor, etc., this is reason to Range: Unlimited
disbelieve the illusion. The effect can be ended by a successful Duration: Special
dispel magic. Effective Area: 1 creature
Components: V, S and M
Casting Time: 1 turn
Secret Page (Transmutation) Saving Throw: None
Caster/Level: Wizard/3 This spell allows the caster to send a mental message to a sin-
Range: Touch gle creature whose name and appearance are well known to him.
Duration: Until dispelled The recipient will recognize the caster, if it knows him. The mes-
Effective Area: 1 page, up to 2-foot square sage must be 25 words or less, and even creatures with animal
Components: V, S and M intelligence can understand it. The creature can choose to answer
Casting Time: 1 turn
Saving Throw: None the message immediately in 25 words or less, or choose to ignore
the message. Those with animal intelligence cannot answer in
This spell allows the caster to alter the contents of a page to
words, but may respond empathically.
appear as a completely different page. Maps can look like recipes;
If the requested creature is not physically on the same plane
recipes look like spells, spells like book keeping records, etc. If
as the caster, there’s a base 5% chance the spell fails. The GM may
magic is detected for, the secret page radiates a dim magical aura.
determine that circumstances on the receiving plane and each in-
In addition, confuse languages, explosive runes or sepia snake sigil can
tervening plane may increase this chance of failure.
be cast on a secret page.
The material components are two tiny metal cylinders, each
The caster can speak a command word (chosen at the time of
open on one end, and connected to each other by a small piece of
casting), which suspends this spell’s effect and reveals the page’s
finely twisted copper wire.
true contents. After perusing the page, the caster can restore
the effect at will. The secret page is otherwise permanent, until Sepia Snake Sigil (Conjuration)
destroyed or the caster ends it by speaking the command word Caster/Level: Wizard/3
twice in succession. Range: 5 yards
Comprehend languages used alone has no effect and true see- Duration: Special
ing only reveals the presence of hidden material, but if cast to- Effective Area: 1 sigil
gether, they can reveal the true content, without ending the spell Components: V, S and M
or destroying the page. Casting Time: 3
The effect can be ended by a successful dispel magic, but a Saving Throw: None
failed attempt destroys the page. A successful erase spell will also This spell allows the caster to scribe a small symbol within
destroy the original writing without revealing it. the text of any written body of work. When the text containing
The material components are the essence of a will o’wisp or the symbol is read, a dark brownish grey snake springs from the
boggart, combined with powdered herring scales. page and immediately attacks the nearest living creature (usually
the reader) within range, but the snake will not attack the caster.
Seeming (Illusion) The snake strikes as a monster with HD equal to the caster’s level
Caster/Level: Wizard/5 at the time the spell was cast. If the attack is successful, the snake
Range: 10-foot radius transforms into a shimmering amber force field around the vic-
Duration: 12 hours tim, completely immobilizing it for 1d4 + 1 days per caster level
Effective Area: 1 person per 2 levels at the time of the casting, until released by the caster, or until a
Components: V and S successful dispel magic is cast. No form of attack or magical ef-
Casting Time: 5 fect can move the force field or damage the victim. While inside
Saving Throw: Negate the force field, the victim is in a state of timeless suspended an-
This spell functions as the change self spell except that it al- imation (See Temporal Stasis). If the attack fails, the sepia snake
lows the caster to change the appearance of one or more persons dissipates with a loud noise, a flash of brown light and a puff of
within range (and he may choose to include himself). Targeted dun-colored smoke, 10 feet in diameter and lasting for one round.
creatures that do not wish to have their appearance changed are The small symbol cannot be detected by normal visual inspec-
granted a saving throw to avoid the effect. All affected creatures tion, while a detect magic spell only reveals that the entire text is
must resemble the same race of humanoid. If a subject dies be- magical. A successful dispel magic can remove the symbol with-
fore the spell duration expires, the spell effect ends prematurely out destroying the page, but erase destroys the sigil along with
for that subject only, and it returns to its normal appearance. the entire page of text. The spell can be cast in combination with
Note: As with change self, this is an illusory effect and crea- other spells that change, garble or hide text.
tures that interact with a subject may be allowed a saving throw, The spell components are a snake’s scale, a pinch of mush-
modified by wisdom—mental defense and appropriate believ- room spores, and powdered amber of 100 gp value.
ability modifiers, if they have some reason to disbelieve the ef-
fect. The GM may determine that a will not be affected if the Sequester (Illusion, Abjuration)
appearance change would violate the height differential stated Caster/Level: Wizard/7
for the spell effect (for instance, a 3’ halfling could not be made Range: Touch
to look like a bugbear), however, the GM may allow the effect to Duration: 1 week + 1 day/level
work within the height strictures, so that the halfling appears as Effective Area: 2-foot cube/level
an unusually short or very young bugbear, which may prompt a Components: V, S and M
disbelief check. Casting Time: 7
Saving Throw: Special
This spell renders everything in the effective area invisible to
any form of vision, including scrying attempts, and undetectable
by locate and detect spells. The spell can thus hide a secret door,
treasure vault, statue, etc., but the affected object is still tangible

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and can be found through touch and revealed by using certain ated by a single casting must be of the same type. Each monster
magical items (like a robe of eyes or gem of seeing). retains its normal attack values, armor class, saving throws, and
The spell can be cast upon living creatures within the effec- special abilities, but only 20% of the hit points it would normally
tive area (including the undead, but not constructs, elementals have (round up .4 or more). If this hit point reduction results in
or creatures from the outer planes). An unwilling creature gains a monster with less than 0.4 hit points, the monster fails to mate-
a saving throw to avoid the effect. If the save fails, the creature rialize. Creatures viewing the quasi-real monsters are allowed a
not only becomes invisible and undetectable but also falls into a chance to disbelieve with a −2 penalty (Refer to Illusions). Those
coma and is placed in a state of suspended animation (See Tem- who fail the saving throw suffer normal damage from all attacks
poral Stasis), until the duration expires or a successful dispel magic and behave as if special attacks that do not inflict damage, such
is cast. as gaze effects, petrification, level drain, etc., were real, until a
The material components are the eyelash of a basilisk, gum successful dispel magic is cast on the illusory monsters, or a heal
arabic, and a dram (1 /8 of an ounce) of whitewash. is cast on the illusory effects.
Creatures that successfully disbelieve quasi-real monsters see
Shades (Illusion) them as transparent images superimposed on shadowy forms. To
Caster/Level: Wizard/6
Range: 30 yards them, the quasi-real monsters have AC 10, inflict only 20% of the
Duration: 1 round/level normal damage from attacks (discard damage less than .4), and
Effective Area: 20-foot cube they aren’t affected by the quasi-real monster’s special attacks.
Components: V and S
Casting Time: 6 Shadow Walk (Illusion, Enchantment)
Saving Throw: Special Caster/Level: Wizard/7
This spell functions as shadow monsters, except that the quasi- Range: Touch
real creatures each have 60% of the normal hit points. If disbe- Duration: 6 turns/level
lieved, they deal 60% damage and have AC 6. Effective Area: Special
Components: V and S
Shadow Door (Illusion) Casting Time: 1
Caster/Level: Wizard/5 Saving Throw: None
Range: 10 yards This spell can only be cast in an area of heavy shadows, but
Duration: 1 round/level then allows the caster to transport his own person, and up to 1
Effective Area: Special other creature per caster level he is touching, to the border be-
Components: S tween of the Prime Material Plane and the Demiplane of Shadow.
Casting Time: 2 Unwilling creatures that are touched are allowed a save to avoid
Saving Throw: None the effect. While in this border region, the caster moves at a rate
This spell creates an illusory door that the caster appears to of 7 miles per turn with respect to the Prime Material Plane and
step through, but the caster actually becomes invisible (Refer to can choose the exact location where he will return. However, due
Invisibility) for the spell’s duration, and can flee to one side or the to the blurring of reality between the Demiplane of Shadow and
other. The illusory door also remains for the spell’s duration, and the Prime Material Plane, he can’t make out details of the terrain
creatures that open it believe they see and can enter an empty or areas he passes over during transit, so that the spell is virtually
10-foot × 10-foot room on the other side. Casting true seeing or useless for scouting or spying.
similar magical means can spot the caster. Creatures with high Shadow walk can also be used to travel to other planes that
HD have the normal chance to notice the invisible caster, but they border on the Demiplane of Shadow, but this usage requires
must actively attempt to use the ability. traveling across the Demiplane of Shadow to arrive at a border
with another plane of reality. The transit across the Demiplane
Shadow Magic (Illusion) of Shadow requires 1d4 hours, requiring at least 1 random en-
Caster/Level: Wizard/5 counter check.
Range: 50 yards + 10 yards/level Creatures brought to this region by the caster may choose to
Duration: Special follow the caster, or go their own way. If they go their own way or
Effective Area: Special are otherwise separated from the caster, they have a 50% chance
Components: V and S to either become lost on the Demiplane of Shadow or find a way
Casting Time: 5
back to a random location within one mile from where the spell
Saving Throw: Special
was cast on the Prime Material Plane.
This spell allows the caster to draw energy from the Demi-
plane of Shadow to cast quasi-real arcane spells from the school Shape Change (Transmutation)
of evocation of not more than 3rd level (magic missile, fireball, light- Caster/Level: Wizard/9
ning bolt, etc.). Creatures struck by a quasi-real effect automat- Range: 0
ically gain a saving throw to disbelieve it, which if successful, Duration: 1 turn/level
reduces damage to 20% of normal. If the quasi-real spell allows a Effective Area: The caster
save, it is rolled normally. Components: V, S and M
Casting Time: 9
Saving Throw: None
Shadow Monsters (Illusion)
Caster/Level: Wizard/4 This spell allows the caster to assume the form of any living
Range: 30 yards creature below the rank of demigod that he is familiar with (in-
Duration: 1 round/level cluding gaseous form or incorporeal creatures, normal plant-life
Effective Area: 20-foot cube and the undead, but excluding constructs and elementals). Size
Components: V and S is not a factor, but the assumed form cannot have more than the
Casting Time: 4 caster’s level in Hit Dice (to a maximum of 25 HD). The caster
Saving Throw: Special retains his own current hit point total, intelligence, wisdom and
This spell allows the caster to pull strands of material from charisma, and does not gain the creature’s innate magical abili-
the Demiplane of Shadow out of thin air to create up to 1 HD ties or magic resistance, but does gain all of its strength, dexterity,
per caster level worth of quasi-real monsters. All creatures cre- constitution, movement value(s), physical abilities, and vulnera-

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

bilities. to large creatures.


Changing shape requires only a second, and no constitution— The material components are the leaf of a shamrock and the
system shock roll is necessary, allowing the caster to freely caster’s holy or unholy symbol. The weapon is unharmed by the
change his shape once per round while performing other actions, effect.
such as during combat. If the caster is killed, the spell ends, but
the caster does not revert to his original form, and this may pre- Shocking Grasp (Transmutation)
vent the caster from being brought back to life by magic that re- Caster/Level: Wizard/1
quires his original body. Range: Touch
The material component is a jade circlet worth at least 5,000 Duration: 1 round/level
Effective Area: 1 creature
gp, which shatters when the spell ends. The circlet remains upon Components: V and S
the caster’s head for the duration of the spell, and if it’s destroyed Casting Time: 1
(via a called shot, or by failing a save versus an attack that would Saving Throw: None
destroy it), the spell ends prematurely. This spell allows the caster to deliver a powerful electrical
shock to an opponent with a successful touch attack. The GM
Shatter (Transmutation) may allow up to a +3 attack bonus when used against those made
Caster/Level: Wizard/2 of metal, wearing metal armor, or carrying a lot of metal items.
Range: 30 yards + 10 yards/level The spell remains in effect for its duration or until discharged. A
Duration: Instantaneous
Effective Area: 3-foot radius successful attack deals 1d8 + 1 points of damage per caster level.
Components: V, S and M Touching the caster does not discharge the electricity.
Casting Time: 2
Saving Throw: Negate Shout (Evocation)
This spell produces a sonic (sound based) attack that affects Caster/Level: Wizard/4
mundane objects made of crystal, glass, ceramic, or porcelain (in- Range: 0
Duration: Instantaneous
cluding vials, bottles, flasks, jugs, windows, mirrors, etc.). Effective Area: 10-foot × 30-foot cone
This spell has two effects. The specific effect is chosen when Components: V and M
the spell is cast. Casting Time: 1
Blast the Area: All appropriate objects weighing 1 pound per Saving Throw: Special
caster level or less, within range and caught in the effective area, This spell allows the caster to produce a high volume sonic
must save vs. crushing blow or break into a dozen or more small attack, deafening creatures in the effective area for 2d6 rounds
pieces. and inflicting 2d6 points of damage. A successful save allows a
Target One: This effect is targeted against a single appropri- creature to avoid the deafness and halves the damage. The effect
ate object, within range, of up to 10 pounds per caster level. It shatters exposed brittle or crystalline objects within the effective
must save vs. crushing blow or break into hundreds of small area. Those objects in a creature’s possession gain a save to avoid
pieces. This effect can also be cast upon a single crystalline crea- the effect. The effect is blocked by silence, 15’ radius. The spell
ture. The creature suffers 1d6 points of damage per caster level, to can only be used once per day; each additional use forces the
a maximum of 6d6. A successful saving throw vs. spell reduces caster to save vs. spell or become permanently deafened.
this damage to half. The material components are a small cone made from the
The material component is a chip of mica. horn of a bull or a ram, and a drop each of honey and citric acid.
Shield (Evocation) Silence, 15’ Radius (Transmutation)
Caster/Level: Wizard/1 Caster/Level (Sphere): Priest/2 (Guardian)
Range: 0 Range: 120 yards
Duration: 5 rounds/level Duration: 2 rounds/level
Effective Area: Special Effective Area: 15-foot radius
Components: V and S Components: V and S
Casting Time: 1 Casting Time: 5
Saving Throw: None Saving Throw: None
This spell allows the caster to protect the front of his person This spell creates a zone of complete silence in the effective
with a magical barrier during combat. The invisible field com- area. No sound can enter, leave or occur within the effective
pletely negates the effects of magic missiles against the front of his area, preventing conversation and spell casting that requires ver-
person. It also provides a +1 bonus to saving throws, AC 2 ver- bal components, but also completely protecting those inside from
sus hurled weapons (axe, dart, javelin, spear, etc.), AC 3 versus any sonic-based attacks (including harpy song, shout spell, horn of
propelled missiles (arrow, bolt, manticore spike, sling bullets and blasting, etc.). The effective area can either be stationary, or it cast
stones, etc.), and AC 4 versus any other attacks or effects that on a mobile object or creature. An unwilling creature, or an item
come from in front of the caster. possessed by an unwilling creature, is allowed a saving throw. If
successful, the center of the effective area becomes a stationary
Shillelagh (Transmutation) point approximately one foot behind that creature.
Caster/Level (Sphere): Priest/1 (Combat, Plant)
Range: Touch Simulacrum (Illusion)
Duration: 4 rounds + 1 round/level Caster/Level: Wizard/7
Effective Area: 1 oak club Range: Special
Components: V, S and M Duration: Permanent
Casting Time: 2 Effective Area: 1 creature
Saving Throw: None Components: V, S and M
This spell allows the caster to enchant his mundane wooden Casting Time: 12 hours
club or staff to temporarily become in all ways magical. As long Saving Throw: None
as the caster wields the weapon during the spell’s duration, it This spell allows the caster to create a quasi-real, exact phys-
gains a +1 bonus to attack rolls and inflicts 2d4 points of damage ical duplicate of any specific creature with HD or levels equal
to man-sized and smaller creatures or 1d4 + 1 points of damage to or less than twice his caster level. While his creation has the

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

same physical abilities, countenance and general appearance as alignment (for example, the caster commands a paladin’s sim-
the original, it is a zombie-like, mindless being that follows the ulacrum, which has been enhanced by both reincarnate and lim-
caster’s simplest verbal commands. At this stage, the simulacrum ited wish, to rampage through a peaceful hamlet, killing innocent
is considered a non-intelligent, non-aligned construct. Its level peasants and burning their huts to the ground), the simulacrum is
or HD (for attacks, saves and all other non-learned abilities) is allowed a saving throw, modified by its wisdom—mental defense
only 20–50% ((1d4 + 1) × 10%) of that of the original creature, modifier, to refuse to follow the command. The GM may assign
and it has a maximum number of hit points between 51 and an additional penalty up to −4 or a bonus up to +4 to the save,
60% (50 + 1d10%) of the total hit points of the original creature. depending upon the severity of the alignment conflict, rewards
Once the simulacrum has been created, these two scores will never or punishments involved, and other factors.
change, however, the caster may choose to enhance his simu-
lacrum in other ways. If killed, a simulacrum (whether enhanced Sink (Enchantment, Transmutation)
or not) melts and evaporates instantly into water vapor, regard- Caster/Level: Wizard/8
less of the ambient temperature, but a damaged simulacrum can Range: 10 yards/level
be repaired via a complicated alchemical process. This process Duration: Special
requires a fully stocked laboratory, 100 gp worth of ruby dust (or Effective Area: 1 creature or object, 1 cubic foot/level maximum
other material the GM feels appropriate) per hit point repaired, Components: V and S
and 12-hours + 1 hour per hit point repaired above 12. Detect Casting Time: 8
magic, true seeing, or similar reveals the simulacrum for what it is, Saving Throw: Special
regardless of enhancements. This spell attempts to bury a creature or object, within range
The material components are a life-sized body made from ice and up to the effective area in size, by causing the ground below
or snow, a pinch of powdered ruby, and a small piece (feather, its feet to become temporarily less dense.
scale, lock of hair, fang, tooth, beak, claw, talon or fingernail, etc.) The caster must cast the spell without interruption for at least
from the creature that is to be duplicated. The latter is set inside the remainder of the round. At the end of the round, the sub-
the icy body, usually in the place of the heart, during the casting ject becomes rooted to the ground for 4 turns. Mundane objects
of the spell. get no saving throw, but a creature is granted one save vs. spell,
and magical items (including items with any kind of enchant-
Stage 1 Enhancement: To enhance the creation, a reincarnate ment cast upon them or magical origins) are allowed one save vs.
spell is initially used to infuse it with a spirit (or possibly a soul). disintegration, to avoid the effect. If this save is failed and the
The GM may choose to determine the original nature of the life subject becomes stuck, the caster can continue casting the spell
force by rolling d100 and consulting the wizard’s (or if desired, throughout the next round, so that the subject begins to sink into
priest’s) reincarnation table. The creation is then less zombie-like, the ground. Before the group that wins initiative performs its ac-
gaining intelligence, wisdom, and charisma scores equal to one- tions, the subject sinks 1 /4 of its height. After the first group per-
third of the original creature’s scores (generating scores between
forms its actions, the subject sinks 1 /2 of its height, after the sec-
1 and 6). The duplicate can now speak (and possibly read and
write) one language chosen by the caster from those that the orig- ond group performs its actions, the subject sinks 3 /4 of its height,
inal creature knows. At this stage of the enhancement process, and by the end of the round, the subject is completely buried. If
the simulacrum is considered a living creature, and feels a self- a subject becomes completely buried, it continues to sink until
preservation instinct that will allow it to refuse obviously suicidal it becomes entombed in a state of timeless suspended animation
commands. It will also begin to radiate an aura of alignment. Ex- (See Temporal Stasis), with its highest point at a depth equal to its
actly which alignment is up to the GM, but there are 3 sources to height. If detect magic is cast over an area where a subject is en-
consider, the alignment of the caster, the alignment of the crea- tombed, a faint magical aura is revealed, regardless of how deep
ture being duplicated, and the alignment of the life force that it is buried, however, if it is within the detection spell’s range, the
inhabits the body. While being directly controlled by the caster schools of alteration and enchantment may also be revealed.
by either verbal or written commands, the creature tends to ra- If the ground above and around an affected creature or object
diate the alignment of the caster. If left alone or undirected for can be excavated, the spell ends. An entombed creature revives
more than 24 hours, the alignment begins to drift towards that from its suspended animation and can climb out, or if an object,
of the original creature (75% chance) or that of the life force (25% it can be hauled out. Dig, transmute rock to mud, and freedom (Re-
chance). fer to Imprisonment) do not harm a partially buried or entombed
Stage 2 Enhancement: A limited wish can now be employed creature or sunken object and can often be useful in retrieving it.
to grant the creature learned class abilities of the original (at the
previously determined level or HD), and between 40 and 65% Sleep (Enchantment)
Caster/Level: Wizard/1
(35 + 5d6%) of the original’s intelligence, wisdom and charisma Range: 30 yards
scores. This also provides the simulacrum with partial knowledge, Duration: 5 rounds/level
limited memories, and general personality traits of the original Effective Area: 30-foot diameter circle
creature. The GM must then determine personality quirks that Components: V, S and M
are different from the original, incomplete or lost areas of knowl- Casting Time: 1
edge and memories that the duplicate does not gain. While mak- Saving Throw: None
ing these determinations, the GM may take into consideration This spell causes one or more creatures (excluding undead
the influence of the caster’s alignment and personality, the influ- and other very specific creatures), in range and within the ef-
ence of the infused life force, as well as the actions (if any) that fective area, to fall into a coma-like state. The spell affects up
the simulacrum has been commanded to perform before being en- to 2d4 HD of creatures with less than 4 + 3 HD each. Unless
hanced to this stage. Once determined, the creature cannot gain the caster targets a specific single creature of appropriate HD, the
levels of experience or learn new abilities. Since the simulacrum creature(s) with the lowest hit dice are affected first, and partial
has now acquired so much of the original creature’s mental at- effects are discarded. The creatures are not awakened by loud
tributes, the caster’s alignment may come into conflict with the noises and will remain asleep until the spell duration expires, un-
original creature’s alignment, but the life force’s alignment is no til they are shaken for an entire round, or until they take damage
longer a factor. If the caster commands the duplicate to perform from any source (assuming the damage doesn’t kill them first).
an action that is completely at odds with the original creature’s The material component can be any one of the following: a

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

pinch of fine sand, a small handful of rose petals, or a live cricket. The spell’s duration is dependent upon the attitude of the
snakes when the spell is cast. If the snakes are completely in-
Slow (Transmutation) active or asleep, the duration is 1d4 + 2 turns. If they are active
Caster/Level: Wizard/3 and alert (but not hostile or agitated), the duration is 1d3 turns.
Range: 90 yards + 10 yards/level If they are hostile when the spell is cast, the duration is 1d4 + 4
Duration: 3 rounds + 1 round/level rounds.
Effective Area: 40-foot cube If the GM so desires, this spell can be faith-specific and be
Components: V, S and M modified for use against other creatures significant to particular
Casting Time: 3
Saving Throw: Negate deities, pantheons, etc.
This spell attempts to reduce the movement value and num- Snare (Enchantment)
ber of attacks per round by half of up to one creature per caster Caster/Level (Sphere): Priest/3 (Plant)
level, in range and within the effective area. Affected creatures Range: Touch
also suffer a +4 penalty to AC, an attack penalty of −4, and lose Duration: Until triggered
all dexterity bonuses, for the spell’s duration. Effective Area: 2-foot diameter + 2 inches/level
The creatures are each granted a saving throw to avoid the Components: V, S and M
effect, but with a −4 penalty. Creatures near the center of the Casting Time: 3 rounds
effective area make their saves first, then the next farther out, un- Saving Throw: None
til the maximum numbers of creatures are affected, or no more This spell makes a magic snare trap. The snare can be made
creatures are in the effective area. from any supple vine, a thong, or a rope. As the spell is cast,
This spell cancels the effects of a haste spell or its equivalent, the cordlike object blends with its surroundings, making it 90%
negating both effects, but it does not cancel other magical types undetectable to normal, non-magical methods. One end of the
of speed, nor can it stack with another slow spell. snare is tied in a loop that contracts around one or more of the
The material component is one drop of molasses. limbs of any creature stepping inside of it. The neck can some-
times be considered a limb (particularly with snakes and worms,
Slow Poison (Necromancy) but giraffe also springs to mind). If a strong and supple tree
Caster/Level (Sphere): Priest/2 (Healing) is nearby, the snare can be fastened to it. The spell causes the
Range: Touch tree to bend and then straighten when the loop is triggered, in-
Duration: 1 hour/level flicting 1d6 points of damage to the creature trapped and lifting
Effective Area: 1 creature it off the ground by the trapped limb(s). The trapped creature
Components: V, S and M may suffocate if the neck is caught. If no such tree is available
Casting Time: 1 (or the caster simply chooses not to use one), the cordlike object
Saving Throw: None
magically wraps and entangles around the creature, dealing no
If cast before a poison takes full effect, this spell slows the
damage. If used underwater, the snare additionally wraps itself
poison’s onset time within an envenomed creature. The poison is
around an anchoring point to avoid drifting in the currents.
not neutralized but is prevented from farther harming the crea-
The snare is magically strong. To escape during the first hour
ture for the spell’s duration.
of being trapped, a creature requires a strength score of 23 and
The material components are the caster’s holy or unholy sym- a full round. Every hour that passes after the first reduces the
bol and a bud of crushed garlic, either spread upon an enven- strength score required by 1 point, until 6 hours after being cap-
omed wound or eaten by an envenomed creature to slow in- tured have passed, when a strength score of only 18 is required.
gested poisons. The snare has AC 7 and 5 hit points. It can be cut or broken by
any magical weapon, or by any mundane edged weapon whose
wielder has at least a +2 bonus to attack, either from magical en-
hancement and/or strength modifier. If a creature successfully
escapes from the snare, the loop breaks and the spell ends. Oth-
erwise, 12 hours after trapping a victim, the snare loses its en-
chantment and loosens automatically to release the creature.
The material components are the skin from a snake and sinew
from a strong animal, which are weaved into the cordlike object,
as well as the caster’s holy or unholy symbol.
Snake Charm (Enchantment) Solid Fog (Transmutation)
Caster/Level (Sphere): Priest/2 (Animal) Caster/Level: Wizard/4
Range: 30 yards Range: 30 yards
Duration: Special Duration: 2d4 rounds + 1 round/level
Effective Area: 30-foot cube Effective Area: 20 feet × 10 feet × 10 feet/level of caster
Components: V and S Components: V, S and M
Casting Time: 5 Casting Time: 4
Saving Throw: None Saving Throw: None
This spell creates a pattern that hypnotizes a number of ser- This spell functions like fog cloud, but in addition to obscuring
pentine, reptilian creatures, in range and within the effective area. sight, the solid fog is so thick that any creature attempting to move
The snakes’ total maximum hit points cannot exceed the caster’s through it progresses at a speed of 1 foot per round, regardless of
maximum total hit points. The affected snakes will stay in place, its normal speed, and suffers a −2 penalty on all melee attack and
only able to sway back and forth in a semi-erect posture for the melee damage rolls. The vapors prevent effective ranged weapon
duration of the spell. This spell can be effective against any va- attacks (except for magic rays and the like). A creature or object
riety of snakes, including giant snakes, snake-like monsters, and that falls into solid fog is slowed, so that each 10 feet of vapor that
intelligent snake-like beings (naga, couatl, etc.), as long as the hit it passes through reduces falling damage by 1d6.
point total is not exceeded. There is no save, but magic resistance The fog can be made to fill the effective area or can be made
still applies. as small as a 10-foot by 10-foot cube. A gust of wind spell does

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

not affect it, but a very strong wind (greater than 30 mph) will Speak With Monsters (Transmutation)
dissipate the vapors in one round. A fireball, flame strike, or wall of Caster/Level (Sphere): Priest/6 (All)
fire will burn it away in one round. Range: 30 yards
Solid fog can be made permanent with a permanency spell. A Duration: 2 rounds/level
Effective Area: The caster
permanent solid fog dispersed by wind reforms in 10 minutes. Components: V and S
The material components are a pinch of dried, powdered peas Casting Time: 9
combined with powdered animal hoof. Saving Throw: None
This spell functions as speak with animals, except that it allows
Speak With Animals (Transmutation) the caster two-way communication with any living creature (with
Caster/Level (Sphere): Priest/2 (Animal, Divination) an intelligence of 1 or higher), regardless of what form that com-
Range: 0 munication takes (including via pheromones, tactile, empathic,
Duration: 2 rounds/level etc.). The caster can speak to different types of creatures with the
Effective Area: 1 animal within 30 feet same casting, but only one type of creature at a time, per round,
Components: V and S
Casting Time: 5 until the spell duration expires.
Saving Throw: None
This spell allows the caster two-way communication with Speak With Plants (Transmutation)
any natural, mundane animals, including giant animals, whether Caster/Level (Sphere): Priest/4 (Plant)
Range: 0
warm or cold-blooded, so long as they have an intelligence score
Duration: 1 round/level
of 1 or higher. This includes creatures such as apes, bears, cats, Effective Area: 30-foot radius
dogs, elephants, etc. Components: V, S and M
The caster can ask questions and receive answers, but the Casting Time: 1 turn
animal is not necessarily friendly or cooperative. The GM may Saving Throw: None
wish to roll an encounter reaction check, modified by the caster’s This spell functions as speak with animals, except that it al-
charisma—reaction modifier. If the animal has a friendly reaction lows the caster a very basic two-way communication with every
or the caster is a druid or other nature-related priest, it may do plant within the effective area, including both normal, mundane
some additional favor or service for the priest (as determined by plants and plant creatures (including vegetables, fungi, molds,
the DM). Those animals with an indifferent reaction may answer and plantlike monsters).
or they may simply make absurd comments, while animals with Treat a plant creature or plantlike monster, with an intelli-
cautious or more hostile reactions will be terse and intentionally gence score of at least 1, in all ways as if it were an animal for pur-
evasive. poses of determining encounter reaction. Normal plants, how-
ever, will always have a friendly reaction to the caster, though
Speak With Dead (Necromancy)
their sense of surroundings is limited, and they aren’t able to pro-
Caster/Level (Sphere): Priest/3 (Divination)
vide (or recognize) detailed descriptions of creatures or answer
Range: Touch
questions about events outside their immediate vicinity. Normal
Duration: Special
Effective Area: 1 creature plants cannot uproot themselves and walk around, but they can
Components: V, S and M be made to move and stretch in a manner similar to the entangle
Casting Time: 1 turn spell. They can be made to part to allow passage, entangle the
Saving Throw: Special caster’s opponents (as the spell), release a creature caught in the
This spell allows the caster to ask a dead creature a number of effects of an entangle spell, or perform similar actions.
questions and possibly receive answers. The caster receives the The material components are a burning pinch of dung and a
answers in his mind. A dead creature’s knowledge is limited to drop of water.
what it knew in life, including its spoken languages, so the caster
must be able to speak a language that the creature knew in life. Spectral Force (Illusion)
An unwilling dead creature with either a different alignment than Caster/Level: Wizard/3
the caster, or higher HD at the time of death than the caster level, Range: 60 yards + 1 yard/level
is granted a saving throw to resist the spell. A successful save Duration: Special
means the creature refuses to answer and the spell ends. Each Effective Area: 40-foot cube + 10-foot cube/level
Components: V and S
individual dead creature can be spoken to no more than once per Casting Time: 3
week. Saving Throw: Special
The caster level determines the length of time the creature can
This spell functions as improved phantasmal force, with better
have been dead, the number of questions that can be asked, and
auditory elements and adding olfactory and thermal elements to
how much time is allowed to ask them, according to the table
the illusion. The spell lasts for three rounds after the caster stops
below: concentration.
Caster Level Max. Time Question Number of
Dead Time Questions Spectral Hand (Necromancy)
1–7 1 week 1 round 2 Caster/Level: Wizard/2
7–8 1 month 3 rounds 3 Range: 30 yards + 5 yards/level
9–12 1 year 1 turn 4 Duration: 2 rounds/level
13–15 10 years 2 turns 5 Effective Area: 1 opponent/round
16–20 100 years 3 turns 6 Components: V and S
21+ 1,000 years 1 hour 7 Casting Time: 2
Dead creatures can answer truthfully, however, they rather Saving Throw: None
tend to take questions from the living in a very literal sense, and This spell allows the caster to create a glowing, wraithlike
their answers are often brief, evasive and cryptic. hand, imbued with a part of his life force. The hand materializes
The material components are the caster’s holy or unholy sym- anywhere within the spell’s range and can move as the caster de-
bol, burning incense, and some part of the dead creature’s bodily sires, anywhere within the spell’s range. The hand can deliver
remains. The creature’s remains are not destroyed by this spell. the caster’s touch attack spells, with a +2 bonus, from spells of

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

4th level or lower that are cast while the spell is in effect. It can Spell Turning (Abjuration)
also gain flank or rear attack bonuses, if the caster is in the proper Caster/Level: Wizard/7
position. The hand can attack once per round for the spell’s du- Range: 0
ration, or the caster can dismiss the hand at any time prior to the Duration: Up to 3 rounds/level
end of the duration. If the hand is not attacking, it hovers near Effective Area: The caster
Components: V, S and M
the caster. Casting Time: 7
The hand is incorporeal and thus cannot be harmed by nor- Saving Throw: None
mal weapons and ignores most magical effects, but magical This spell alters the three physical dimensions to provide the
weapons can harm it. The hand has an AC −2. Damaging the caster with protection from any spell effect that directly targets
hand ends the spell and inflicts 1d4 points of damage to the his person. Spell effects targeting him are deflected back upon its
caster. A successful dispel magic ends the spell but does not dam- caster. This includes spells cast from scrolls and special abilities
age the caster. that mimic spells, but does not protect against effective area spell
effects that are not centered or targeted directly on the caster, spell
Spell Immunity—Arcane (Abjuration) effects that require a touch attack, or spell effects duplicated by
Caster/Level: Wizard/8 magical items. This spell effect cannot discern between beneficial
Range: Touch and harmful spells and attempts to turn all applicable effects.
Duration: 1 turn/level
Effective Area: 1 creature/4 caster levels The GM secretly determines the exact number of spell lev-
Components: V, S and M els between seven and ten (1d4 + 6) that can be turned before
Casting Time: 1 round/recipient the spell duration ends. If the protected caster is targeted by a
Saving Throw: None spell of higher level than the amount of spell turning levels he
has remaining, that spell is only partially deflected, and the spell
This spell allows the caster to grant the subjects a saving
turning effect ends. For spells that cause damage, both casters
throw bonus against wizard and priest spells that grant a normal
take a fraction of the damage. Divide the amount of the remain-
saving throw, including similar effects from a creature’s special
ing spell turning levels by the spell level of the incoming spell to
abilities and those from magical items. The caster may choose
determine what fraction of the effect is deflected. The protected
to be one of the recipients, however, the spell’s duration is di-
caster takes the rest of the damage as his spell turning effect ends.
vided amongst multiple recipients. If a 16-turn duration is indi-
A partially deflected hold or paralysis spell acts as a slow spell
cated and 4 creatures are affected, the duration is reduced to 4
turns. Five recipients would reduce the duration to 3 turns and 2 on whichever caster is successfully affected by at least 50%. The
rounds, three recipients would result in duration of 5 turns and 3 GM may adjudicate the results of other partially deflected, non-
rounds, etc. The amount of the saving throw bonus is a function damage causing spells, on a case-by-case basis, however in most
of the type of magic and the spell level being resisted, according instances, each caster can be given a proportional chance to be
to the following table: struck by the full effect. Saving throws and magic resistance ap-
ply as per normal.
Spell Level Wizard Spell Priest Spell
If both casters are protected by spell turning effects, a magi-
1st –3rd +9 +7 cal resonance field is created. The following table determines the
4th –6th +7 +5 results:
7th –8th +5 +3 1d100 Magical Resonance Field Effect
The material component is at least 500 gp worth of crushed 01–70 The spell effect ends with possibly noisy or
diamond, which is sprinkled over the recipients. Each recipient colorful, but not harmful effects
must also carry an intact diamond of any value on his person that 71–80 The spell effect strikes both casters equally, at
is not destroyed by the spell. full effect*
81–97 Both caster’s spell turning effects are negated
Spell Immunity—Divine (Abjuration) for 1d4 rounds
Caster/Level (Sphere): Priest/4 (Protection) 98–00 An extra-dimensional rift opens, sending
Range: Touch both to a random inner plane**
Duration: 1 turn/level *Saving throw allowed, as applicable
Effective Area: 1 creature **No save or magic resistance allowed
Components: V, S and M The material component is a small silver mirror.
Casting Time: 1 round
Saving Throw: None Spider Climb (Transmutation)
This spell allows the caster to grant his own person, or a crea- Caster/Level: Wizard/1
ture that he touches, immunity to any single, specific spell effect Range: Touch
named by the caster, whether from a spell, a creature’s special Duration: 3 rounds + 1 round/level
ability or a magical item. It can offer no protection against breath Effective Area: 1 creature
weapons or any type of gaze attacks. The caster must have per- Components: V, S and M
sonally experienced the named spell effect at least once previ- Casting Time: 1
ously. The spell cannot affect a creature that is already under Saving Throw: Negate
the protection of a potion, protection spell, ring, or other magical This spell enables the recipient (which can be the caster or an-
item. other creature touched) with the ability to climb and travel on
The material component(s) is the same (if any) as that of the vertical surfaces or even hang upside down from ceilings as well
named spell to be protected against. as a spider does. However, slippery surfaces (icy, oily, greased,
etc.) negate the effect. The caster must score a successful touch
attack against an unwilling recipient, and the victim is given a
saving throw to avoid the effect. The recipient must have bare
hands and feet to climb in this manner, but when doing so never
needs to roll a climb walls or similar check for success and has
a maximum movement value of 6 (or 3 if lightly encumbered or
more). It cannot, however, run while climbing. Objects weigh-

186
FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

ing less than 1 lb. stick to the recipient’s hands and feet for the however, this magical trap cannot be removed by normal means.
spell’s duration making spell casting requiring material compo- Any creature that takes damage from the spiky trap must also
nents practically impossible. The recipient retains its dexterity— save versus spell or suffer injuries to its feet and legs that slow its
AC modifier (if any) while climbing, and opponents get no spe- movement value by one-half (minimum of 1). This movement
cial bonus to their attacks against it. The recipient may be forcibly penalty lasts for 24 hours, or until the injured creature receives
pulled from a wall or ceiling (or an object may be pulled off of a heal spell or enough lesser curative spells to restore twice as
their hands or feet) by a creature with a strength score of 12 or many hit points as was lost by traversing the trap.
higher. If the recipient wishes to resist being pulled off a wall or This spell is most effective when cast to augment a pit trap.
ceiling, it is granted a save versus paralyzation. The caster can Falling into an augmented pit trap inflicts 6 attacks upon the vic-
end the spell’s effects prior to the end of the spell’s duration by tim for every 10’ fallen, with a +2 bonus to each attack, and every
speaking a command word. 10 feet fallen provides a cumulative +2 bonus to each damage
The material components are a drop of bitumen and a live roll. Normal falling damage is suffered at the end of the fall, as
spider, both of which must be eaten by the subject. well.
The material components are four tiny stalactites.
Spike Growth (Transmutation, Enchantment)
Caster/Level (Sphere): Priest/3 (Plant) Spiritual Hammer (Evocation)
Range: 60 yards Caster/Level (Sphere): Priest/2 (Combat)
Duration: 3d4 turns + 1 turn/level Range: 10 yards/level
Effective Area: 10-foot square/level Duration: 3 rounds + 1 round/level
Components: V, S and M Effective Area: Special
Casting Time: 6 Components: V, S and M
Saving Throw: None Casting Time: 5
This spell creates a magical trap. Typically, spike growth can Saving Throw: None
be cast in any outdoor setting except open water, ice, heavy snow, This spell allows the caster to transform his normal war ham-
sandy desert, or bare stone. Any ground-covering vegetation in mer into a magical, ranged weapon, keeping the same basic
the spell’s effective area becomes very hard and sharply pointed shape and size but infused with divine energy. The caster can
(as if covered in caltrops) without changing its appearance. In concentrate on the magical weapon and cause it to attack any vis-
areas of bare earth, roots and rootlets act in the same way. Any ible opponent within range that he chooses. The weapon attacks
creature moving on foot into or through the spell’s effective area as if wielded by the caster, except that no strength or dexterity
takes 2d4 points of piercing damage for each 10 feet of movement modifiers are applied to attack or damage rolls. The weapon at-
through the spiked area. tacks creatures based on the direction that the caster is facing,
which may allow rear attacks on an opponent that has its back
Any creature that takes damage from the spiky trap must also
to the caster. He may choose a different opponent each round as
save versus spell or suffer injuries to its feet and legs that slow its
long as it is still in range and visible to the caster. The weapon in-
movement value by one-third (minimum of 1). This movement
flicts the same damage as a normal war hammer, however, gains
penalty lasts for 24 hours, or until the injured creature receives
a +1 magical enchantment to attack and damage rolls between
a heal spell or enough lesser curative spells to restore twice as
caster level 1 and 6, +2 between caster level 7 and 12, up to a
many hit points as was lost by traversing the trap.
maximum of +3 at 13th level and above.
This magical trap cannot be found or removed by normal The spell ends prior to its normal duration if the caster stops
means, requiring true seeing, a detect traps spell, or similar effects. concentrating on it for any reason. A successful dispel magic spell
Even upon entering the effective area and suffering damage, a (whether targeted or using an effective area) against either the
victim is unable to determine the extent of the trap without mag- caster or the weapon will also end the spell before the duration
ical aid. expires. Magic resistance is checked the first time it is encoun-
The material components for this spell are the caster’s holy or tered. If the magic resistance check is successful, the spell ends,
unholy symbol and either seven sharp thorns or small, sharpened otherwise magic resistance is not checked again unless a stronger
twigs. magic resistance is encountered.
The material component is the normal war hammer, which
Spike Stones (Transmutation, Enchantment) the caster throws at his first chosen opponent within the spell’s
Caster/Level (Sphere): Priest/5 (Elemental (Earth)) range while casting the spell. The hammer changes into the mag-
Range: 30 yards
ical weapon while in mid-air.
Duration: 3d4 turns + 1 turn/level
Effective Area: 10-foot square/level, 1 spike/square foot
Spook (Illusion)
Components: V, S and M
Casting Time: 6 Caster/Level: Wizard/1
Saving Throw: None Range: 30 feet
Duration: Special
This spell creates a magical trap. Rocky ground, stone floors,
Effective Area: 1 creature
and similar surfaces in the effective area shape themselves into Components: V and S
long, sharp points that blend into the background. This effect Casting Time: 1
impedes progress through an area and may inflict damage. Any Saving Throw: Negate
creature moving on foot into or through the spell’s effective area This spell allows the caster to appear as someone or some-
moves at half speed, and suffers an attack from the trap each thing extremely terrifying to a creature within range. The spell
round as if the caster were attacking. A successful attack roll in- does not affect the undead, and the creature must have an intelli-
flicts 1d4 points of damage. The attacks begin as soon as the vic- gence score of 2 or more.
tim enters the trap and continue each round spent in the effective The caster must advance menacingly toward the creature dur-
area. Those who charge or run through the effective area suffer ing the casting, whereupon the creature is allowed a saving throw
two attacks per round. Although a victim notices being slowed, versus spell to avoid the effect, modified by wisdom—mental de-
the full effects may not be noticed until an attack is successful. fense modifier and a −1 penalty per 2 caster levels (maximum
Anyone who carefully observes the effective area (either before of −6 at caster level 12). A natural roll of 20 always succeeds
or after entering it) is given a 25% chance to notice the spikes, regardless of penalties, but if the save fails, the victim clutches

187
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

its items tightly and flees from the caster at its maximum move- transformed by this spell. If the caster desires at the time of cast-
ment value. An unseen menace formed in the victim’s mind then ing, he is given a 5% chance per caster level to create poisonous
begins to pursue the victim. The victim gains a new save each snakes. The snakes generally conform to the following standard
round to end the pursuit, modified by wisdom—mental defense abilities, but the GM may determine that these apply only when
modifier, but without the additional penalties, otherwise the du- a staff, spear or similar is used, and reduce these scores when
ration is permanent, until the save is made or a successful dispel smaller sticks are used.
magic is cast. Constrictor Poisonous
Armor Class 6 6
Star Shine (Evocation, Illusion) Movement 9 15
Caster/Level (Sphere): Priest/3 (Sun) Hit Dice 3+2 2+1
Range: 10 yards/level THACO 17 19
Duration: 1 turn/level Attacks 2—Bite (1) + Con- 1—Bite (1) + Poi-
Effective Area: 10-foot square/level strict (1d3) son*
Components: V, S and M *The poison provides a +2 to the victim’s save and has an on-
Casting Time: 6 set time of 2-5 rounds. The victim dies unless the save is suc-
Saving Throw: None cessful.
This spell lights up the effective area with starlight, provid-
ing vision equivalent to that on a bright, moonlit night. The soft The reverse, snakes to sticks, transforms normal-sized, non-
magical snakes within the effective area into sticks for the spell’s
light creates shadows, but does not affect infravision. The effect
duration. It can also reverse (or partially reverse) the effect of a
is partially an illusion, which tricks creatures into believing the
sticks to snakes spell, and vice versa, according to the caster level.
area above the effective area (regardless of its true height) is a
The material components for the spell and its reverse are the
clear night sky filled with stars. A successful save to disbelieve
correct number of sticks (or live snakes) of the correct size, a small
only reveals that the stars are not real and the light must not be piece of bark and several snake scales.
coming from a magical source. The spell does not function un-
If the GM so desires, this spell can be faith-specific and be
derwater.
The material components are several holly berries and stalks modified for use with other creatures significant to particular
from the belladonna lily. deities, pantheons, etc.

Statue (Transmutation) Stinking Cloud (Evocation)


Caster/Level: Wizard/7 Caster/Level: Wizard/2
Range: Touch Range: 30 yards
Duration: 1 hour/level Duration: 1 round/level
Effective Area: 1 creature Effective Area: 20-foot cube
Components: V, S and M Components: V, S and M
Casting Time: 7 Casting Time: 2
Saving Throw: Special Saving Throw: Special
This spell allows the caster to transform a subject (either him- This spell fills the effective area with a billowing mass of nau-
self or a creature touched), along with any garments and equip- seous vapors for the spell’s duration. The edge of the cloud near-
ment worn or carried, into solid stone as hard as granite. The est the caster can be as far away from the caster as the spell’s
subject is unable to move in this state. The initial transformation range. Any creature within the effective area must roll a success-
requires one full round after the spell is cast. During the trans- ful save vs. poison or immediately become nauseous and unable
formation there’s an 18% chance, minus the subject’s constitution to perform any action other than move while inside the cloud
score, that the creature dies. and for 1d4 + 1 rounds after leaving it. Those who make the save
The subject can return to its normal state, act, and then re- successfully avoid the nausea if they leave the cloud that round
turn instantly to the statue form, as desired, as long as the spell but must roll a new save vs. poison each round if they remain in
duration is in effect. Returning to his stone form doesn’t require the cloud. The poison can be slowed or neutralized by the appro-
another check to survive. priate spells or abilities. A breeze between 8 and 18 mph halves
In statue form, the subject appears to be made completely of the spell’s duration, and the cloud is dispersed in one round by
stone, yet radiates faint magic if detect magic is cast, and it retains stronger winds.
its current hit points. The subject can see, hear, and smell nor- The material component is one rotten egg or several leaves of
mally, but it does not need to eat or breathe. Feeling is limited the skunk cabbage.
to those sensations that can affect the granite-hard substance of
the individual’s body. Chipping is equal to a mere scratch, but Stone Shape (Transmutation)
breaking off one of the statue’s arms constitutes serious damage. Caster/Level (Sphere): Priest/3 (Elemental (Earth)), Wizard/5
The material component is lime, sand, and a drop of water Range: Touch
stirred by an iron bar, such as a nail or spike. Duration: Permanent
Effective Area: Priest—9 cubic feet + 1 cubic foot/level,
Wizard—1 cubic foot/level
Sticks to Snakes (Transmutation) Components: V, S and M
Caster/Level (Sphere): Priest/4 (Plant) Casting Time: 1 round
Range: 30 yards Saving Throw: None
Duration: 2 rounds/level This spell allows the caster to form an existing piece of stone
Effective Area: 1d4 sticks + 1 stick/level in a 10-foot cube
Components: V, S and M into any shape of the same volume that suits his purpose. While
Casting Time: 7 it’s possible to use this spell to make a crude stone coffer, weapon,
Saving Throw: None idol, etc., fine detail isn’t possible. The spell can shape a door into
This spell transforms a number of sticks within the effective a wall of stone, assuming the amount of stone involved is within
area, no smaller than a torch and no larger than a staff, into snakes the effective area, however, there is a 30% chance that any shape
under the caster’s command. A stick in the possession of a crea- that includes moving parts simply doesn’t work.
ture can avoid the effect if the creature rolls a successful save vs. The material component for both priests’ and wizards’ ver-
polymorph. Magical items, staves, wands, spears, etc., cannot be sions is soft clay, which is worked roughly into the desired shape

188
FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

of the stone and touched to the stone while the spell is being cast. stood is equal to 1d4 + 1 per two caster levels, so that a ninth
level caster blocks up to 1d4 + 4 attacks. Each attack subtracts 1
Stone Tell (Greater Divination) from the current total whether or not the attack was successful
Caster/Level (Sphere): Priest/6 (Elemental (Earth), Divination) or whether or not the recipient takes damage. A claw/claw/bite
Range: Touch attack always subtracts 3 points each round, but has no chance
Duration: 1 turn of damaging the recipient. An attack from magic missiles inflicts
Effective Area: 1 cubic yard normal damage and each missile subtracts 1 point. An oil flask
Components: V, S and M
Casting Time: 1 turn inflicts 1 /2 damage and subtracts 1 point. When the total reaches
Saving Throw: None zero, the spell effect ends. Stone skin effects cannot stack with
The caster gains the ability to speak with natural or worked each other. A new casting replaces the previous.
stones within the effective area for the spell’s duration. The The material components of the spell are granite and dia-
stones can describe who or what has touched them as well as mond dust sprinkled on the recipient’s skin.
revealing what is covered or concealed behind or under them.
If asked, the stones truthfully provide as complete a descrip-
tion as possible; however, the stones’ perspective, perception,
and knowledge may prevent them from providing the details the
caster is looking for. The GM must determine details based on
the circumstances.
The material components are a bit of soft clay and a drop of
mercury.

Stone to Flesh (Transmutation)


Caster/Level: Wizard/6
Range: 10 yards/level
Duration: Permanent
Effective Area: 1 creature or special
Components: V, S and M
Casting Time: 6
Saving Throw: Special
This spell restores a petrified creature, regardless of size, to its
flesh and blood state, also restoring their possessions and possi- Strength (Transmutation)
bly their life; however, the creature must have made a successful Caster/Level: Wizard/2
constitution—system shock check to survive being petrified and Range: Touch
another to survive the reversal. The spell can also convert any Duration: 1 hour/level
Effective Area: 1 person
mass of stone into a fleshy substance. Such flesh is inert and life-
Components: V, S and M
less unless a life force or magical energy is available. For example, Casting Time: 1 turn
this spell turns a stone golem into a flesh golem, but an ordinary Saving Throw: None
statue becomes a corpse. The caster can affect a stone object of This spell increases a man-sized or smaller humanoid’s
up to 9 cubic feet (for example, 3’ × 3’ × 1’) per caster level or an strength score for the spell’s duration, up to its racial maximum.
equal volume within a larger stone. The maximum number of additional strength points that may
The material components are a pinch of earth and a drop of be granted is based on the recipient’s class group. Multi-classed
blood. characters use the most favorable class group.
The reverse, flesh to stone, turns any kind of flesh (either a Class Strength Gain
piece of meat or a creature, including any possessions held or car-
ried) into mindless, inert stone. Unwilling subjects are granted a Priest 1d6 points
Rogue 1d6 points
save vs. spell to avoid the effect. A creature that then survives
Warrior 1d8 points
a constitution—system shock roll is not killed by the transforma- Wizard 1d4 points
tion, but it does not seem to be alive either. If the statue resulting
If the subject is in the warrior group and reaches a strength
from this spell is broken or damaged, the subject (if ever returned
score of 18, multiply the remaining points by 10% and apply it as
to its original state) has similar damage or deformities, though
extraordinary strength. The spell cannot confer a strength score
the GM may allow the damage to be repaired via regenerate, or
of 19 or more and does not stack with other magic that improves
similar magic.
the strength score. If the GM desires, a non-descript person with
The material components are lime, water, and earth. no known strength score (such as an average human, dwarf, gob-
lin, elf or orc) simply gains a strength score of 16.
Stone Skin (Transmutation)
Caster/Level: Wizard/4 The material component is a few hairs or a pinch of dung from
Range: Touch a strong animal.
Duration: Special
Effective Area: 1 creature Succored Retreat (Transmutation, Enchantment)
Components: V, S and M Caster/Level (Sphere): Priest/7 (Summoning), Wizard/9
Casting Time: 1 Range: Touch
Saving Throw: None Duration: Special
This spell grants the recipient complete immunity to blows, Effective Area: 1 object
cuts, stabs, and slashes. No weapon, trap, tool, etc., short of an Components: V, S and M
artifact or relic, can inflict damage against the subject while the Casting Time: Priest—1 day, Wizard—1 to 4 days
spell remains in effect. The caster may choose to be the recipient. Saving Throw: None
The recipient suffers only half damage from normal fire and other This spell enchants a specially prepared object worth no less
non-magical effects; however, magical effects cause normal dam- than 500 gp (such as a small idol, necklace, rod, large gemstone,
age. The number of damage-causing attacks that can be with- etc.) and binds it to a specific location, usually somewhere safe

189
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

within the caster’s stronghold, but any location well known to The material components are the tongue of a snake and either
the caster may be chosen during the casting. The object radi- a bit of honeycomb or a drop of sweet oil.
ates strong magic if such is detected for. When a creature that
the caster has willingly given it to shatters or otherwise destroys Summon Insects (Conjuration)
the object and speaks a command word given him by the caster, Caster/Level (Sphere): Priest/3 (Animal)
he, and all the gear that he is wearing or carrying (up to his Range: 30 yards
strength—max weight score), is instantly teleported (without er- Duration: 1 round/level
ror) to the specified location. He can bring no other creature with Effective Area: 1 creature
him, aside from his familiar (if applicable). Components: V, S and M
The reverse, succored summons, teleports (without error) the Casting Time: 1 round
Saving Throw: None
caster and his familiar (if desired) to the location of the creature
that the object was given to when that creature breaks the object This spell summons a swarm of normal insects to attack any
and speaks the command word. The caster instantly gains gen- of the caster’s opponents as directed, for the spell’s duration. 70%
eral knowledge of the situation at the creature’s location but can- of the time, the caster calls flying insects (bees, stinging flies, hor-
not refuse to answer a succored summons and will be instantly nets, or wasps) while 30% of the time, crawling insects (ants or
teleported to the location. beetles) are called. The swarm assembles while the spell is being
Effects that block or hinder a plane shift spell also affects the cast in a spot dictated by the caster within range. In the following
use of this spell or its reverse. A person can perform no actions round, the caster can direct it against any single opponent.
during the round he arrives from a teleport. The victim suffers a −2 penalty to attack rolls and a +2 penalty
The material components for either the spell or its reverse are to AC. If he ignores the insects, he suffers 4 hit points of damage
the object to be enchanted (which must be replaced at each cast- each round, but if he stops doing anything except running away
ing) and another similar object costing 10× more. This more ex- and/or swatting at the insects, damage is reduced to 2 hit points
pensive component must be crafted by a master craftsman, with each round. If the victim attempts to cast a spell, roll initiative
gemstones and precious metals totaling at least 5,000 gp, and is for the insects, and if the insects win initiative against the victim,
not destroyed. The caster may have more than one set of ma- 4 hit points of damage is dealt to the victim (as normal) and the
terial components, as each particular set can only be enchanted victim’s spell is ruined.
once per month. The spell ends and the insects disband if the victim enters an
The priests’ version of the spell functions as the wizards’ area of thick smoke or hot flames while the insects are swarming
spell of the same name, except that in addition to gaining instant on him. Crawling insects move 10 feet per round while flying
knowledge of the situation, the priest may choose whether or not insects move 60 feet per round. Running away or leaping into
water that is deep enough to cover the victim, allows the caster
to answer a succored summons. The decision to go or not must be
to chose a new victim. The insects require 1 round to reform be-
made immediately and is final.
fore pursuing a new victim, and they must be able to reach the
The priests’ minimum material component costs are only 200
new victim before the spell duration expires. The caster must
gp and 2,000 gp respectively, but if the GM allows, material com-
concentrate to maintain the spell effect, and the spell ends if he’s
ponents of at least 500 gp and 5,000 gp values will allow the crea-
disturbed, suffers damage, moves or takes any other actions.
ture (or caster) to teleport across planes.
If the spell is cast underground, the caster may attempt to
Suggestion (Enchantment) summon 1d4 giant ants (or other giant variety of insect men-
Caster/Level: Wizard/3 tioned above), but the chance of success is only 30%, unless the
Range: 30 yards giant insects are close by. The spell does not function underwater,
Duration: 1 hour + 1 hour/level or summon any vermin other than those specifically mentioned.
Effective Area: 1 creature The material components are the caster’s holy or unholy sym-
Components: V and M bol, a flower petal, and a bit of mud or soft, wet clay.
Casting Time: 3
Saving Throw: Negate Summon Shadow (Conjuration, Necromancy)
This spell allows the caster to influence the actions of a crea- Caster/Level: Wizard/5
ture within range that is able to hear his words and understand Range: 10 yards
the language he speaks. The undead are unaffected by this spell. Duration: 1 round + 1 round/level
While casting the spell, the caster suggests a course of activity Effective Area: 10-foot cube
to the creature. The suggestion can be spoken in any language Components: V, S and M
that the caster knows, and may simply be a short phrase or may Casting Time: 5
Saving Throw: None
be as long as two sentences. If the suggestion is completely and
obviously unreasonable or suicidal, the spell fails. Otherwise the This spell summons one shadow for every three caster lev-
creature is granted a save vs. spell, modified by wisdom—mental els. The creatures appear anywhere the caster chooses within the
defense modifier to avoid the effect. Dishonesty, in the form of spell’s range. They obey the caster’s commands and attack his
trickery, bluffing and lying may make unreasonable or harmful opponents as directed. They remain until the duration expires,
suggestions sound less so. or until they are slain or turned.
The suggested course of activity usually begins immediately The material component is a small piece of smoky quartz.
and continues for the entire duration, but if a suggested activity
Summon Swarm (Conjuration)
can be completed in a shorter time, the spell ends when the crea-
Caster/Level: Wizard/2
ture finishes. The caster can optionally specify a triggering clause Range: 60 yards
(Refer to Magic Mouth) at the time of the casting, but if the condi- Duration: Special
tions are not met before the spell duration expires, the suggestion Effective Area: 10-foot cube
is not carried out. If the victim(s) fail their saving throws, they do Components: V, S and M
not hear and are unaware of the triggering clause. Casting Time: 2
If the suggested activity is exceptionally reasonable and/or Saving Throw: None
seems to be in the creature’s best interests, the GM may allow a This spell calls upon certain small animals (vermin) in the
penalty of up to −4 to the creature’s saving throw. vicinity to form a swarm, which then viciously attacks any and

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

all creatures within the effective area. The swarm is stationary Symbol (Conjuration)
once conjured. Caster/Level (Sphere): Priest/7 (Guardian), Wizard/8
If a victim ignores the animals or attempts to leave the effec- Range: Touch
tive area, he suffers 1d4 hit points of damage + 1 hit point per Duration: Special
three caster levels each round while still within the effective area, Effective Area: 60-foot radius
but if he stops doing anything except defending against the ani- Components: V, S and M
mals, damage is reduced to 1 hit point each round. If the victim Casting Time: Special
attempts to cast a spell, roll initiative for the animals, and if the Saving Throw: Special
animals win initiative against the victim, damage is dealt to the This spell allows the caster to inscribe any one of a number
victim as normal and the victim’s spell is ruined. of different magical warding runes. A symbol does not function
The GM may choose an animal from the following table, al- unless a potential victim can see it, and it must be triggered to
low the caster to choose it, or he may roll a d100 to determine the cause an effect. Covering or hiding a symbol renders it ineffective
type of animals called. (However, See Triggers below). The caster and a number of other
1d100 Swarm Type creatures become immune to the effects of the symbol during its
casting and are unable to trigger its effects upon others.
01–40 Rats
41–70 Bats The spell can be cast in one of two ways, chosen at the time of
71–80 Spiders casting:
81–90 Centipedes & Beetles Quickly Scribbled: Only lesser runes can be quickly scrib-
91–00 Flying insects bled. A quickly scribbled symbol has a casting time of 3. It can be
The swarm does not suffer damage from weapons, however scribed in the air or upon any surface. The symbol activates im-
fire and other damage-causing effects with an effective area do mediately giving off a faint glow, and its duration is one turn per
inflict normal damage and disperses the swarm after inflicting 2 caster level. The caster can grant any creatures that he’s aware of
hit points of damage per caster level upon it. within the effective area at the time of the casting immunity to the
Protection from evil prevents the swarm from causing damage effects of the symbol being scribed, and the immunized creatures
to a protected creature, while certain spells with an effective area, are likewise unable to trigger the symbol against others.
for example stinking cloud or gust of wind (particularly when The material components for a quickly scribbled symbol are
used against flying creatures), may disperse a swarm instantly. mercury and phosphorus.
The caster must concentrate to maintain the spell effect, and if Carefully Inscribed: Any rune (whether lesser or greater) can
he’s disturbed, suffers damage, moves or takes any other actions, be carefully inscribed onto a surface. A carefully inscribed sym-
the swarm disperses after two rounds. bol has a base casting time of 1 turn. The symbol remains inactive
The material component is a square of red cloth. until triggered. Once triggered, the symbol glows faintly, and its
duration is then one turn per caster level or until completely dis-
Sunray (Evocation, Transmutation) charged (such as when a symbol of insanity affects 120 hit points
Caster/Level (Sphere): Priest/7 (Sun) worth of creatures, etc.).
Range: 10 yards/level During the casting of a carefully inscribed symbol, the caster
Duration: 1d4 + 1 rounds may determine a password or short phrase. Anyone who speaks
Effective Area: 5-foot radius (+ special) it just before entering the effective area gains immunity to the
Components: V, S and M symbol and avoids triggering it. The creature remains immune
Casting Time: 4 so long as they remain in the effective area, but if they leave
Saving Throw: Special the area and return, they must speak the password again. Ad-
This spell allows the caster to invoke an area of pure natural ditionally, as with a quickly scribbled symbol, the caster is able
sunlight each round that he performs no other action (aside from to immunize creatures during the casting, but doing so for more
normal movement) anywhere within the spell’s range for the du- than two increases the casting time. Every additional creature
ration of the spell. beyond two and up to ten increases the casting time by one turn
Creatures within the effective area must save vs. spell or be each, therefore immunizing 10 creatures adds 8 turns or 1 hour
blinded for 1d3 rounds. If a creature within the effective area is and 20 minutes to the casting time. For each additional creature
using infravision, it is blinded for 2d4 rounds on a failed save. beyond ten and up to 25 add one hour, so that immunizing 25
Creatures who are harmed by natural sunlight, or to whom sun- creatures would add 16 hours and 20 minutes. If the GM allows
light is unnatural, are permanently blinded on a failed save and immunization of more than 25 creatures, casting time increases
blinded for 2d6 rounds if the save is successful. All creatures dramatically to as much as 6 additional hours per creature above
within the effective area and within 20 feet of its edge lose the 25.
ability to use infravision (if applicable) for 1d4 + 1 rounds. The material components for a carefully inscribed symbol in-
In addition, the light functions as natural sunlight for the pur- clude mercury, phosphorous, and powdered opal and diamond
poses of special weaknesses, and if they fail their save, certain dust worth a combined total of 10,000 gp.
undead creatures may be completely destroyed by the spell’s ef- Permanent symbol: A carefully inscribed symbol that has
fects. If not immediately destroyed, the undead suffer 8d6 points been engraved into a non-portable surface (such as the floor, ceil-
of damage for each round they remain within the effective area, ing, wall, or a large, heavy immovable door) can be made per-
but a successful save reduces the damage by half. Those within manent using the permanency spell. When a permanent symbol is
20 feet of the edge of the effective area suffer 3d6 points of dam- triggered and the normal duration of 1 turn per caster level ex-
age, but a successful save avoids the effect completely. pires, it merely becomes inactive unless triggered again. There is
The effect is strong enough to damage fungus and fungus- no limit to the number of times it can be triggered. If a symbol
based creatures as if they were undead (either 8d6 or 3d6), but affects a number of creatures based on their hit points (such as
fungi are not allowed a saving throw. the symbol of insanity) then the effect resets every round, so that
The material components are the seed of an aster and a sun- a permanent symbol of insanity affects up to 120 hit points worth
stone (a variety of feldspar). of creatures each round until the duration expires, and the symbol
can also be triggered indefinitely.
Triggers: Triggering mechanism(s) are determined at casting
time and cannot be changed. A creature must be within the ef-

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

fective area to trigger a symbol. The default triggers include any their normal chances to resist the effect. Charmed creatures be-
attempt to study the symbol or determine it’s meaning, touch the come friendly to the caster, and their alignment changes to that
symbol, enter a doorway warded by the symbol, or pass over, un- of the caster, for 1d20 turns. This brief, involuntary change in
der or near the symbol. The caster can select one or more of these alignment isn’t enough to cause alignment-restricted classes to
default triggers, or he can set any conditional trigger, as basic or permanently lose their abilities, but any actions committed while
as complicated as he wishes. The conditional trigger may com- under the influence may require atonement.
bine a specific creature’s name and/or titles with one or more de- Greater Runes
fault triggers, or it may reference a specific alignment. It can also Symbol of Death: This rune irrevocably kills one or more
reference other observable actions and qualities within the effec- creatures within the effective area whose total hit points equal
tive area and combine them however desired, such as “when a 80 or less, as if struck by a death spell. No saving throw is allowed
lawful good elf sits in the chair”. The chair must be in the ef- and only a wish spell can bring them back to life. Creatures with
fective area when he sits in it. It specifically cannot reference lower hit points are killed first. The symbol remains active for the
level/HD, hit points or class, or be triggered by just being seen duration or ends when the total death factor is reached.
(since it must always be in plain sight). Symbol of Discord: This rune causes all creatures within the
If a symbol is triggered by touch, it activates if a creature tries effective area to immediately start to argue loudly and violently
to cover it, affecting everyone in the effective area immediately with each other for 5d4 rounds. No saving throw is allowed.
before becoming inactive. Conversation and spell casting are impossible.
A symbol must be considered a trap, not a weapon. For exam- Creatures with different alignments will attack each other
ple, if a symbol is placed upon a sword and set to activate when 50% of the time. The GM should randomly determine during
the sword is touched, the symbol attempts to protect the sword which round of discord the fight breaks out. If a fight breaks out,
from unauthorized handling but does nothing when the sword is it will last for 2d4 rounds after it starts, even if starting on the last
unintentionally touched or when it strikes a creature in combat. round of the discord effect. If the symbol remains active when the
Once triggered, a symbol affects all creatures in the effective discord effect ends, those same creatures won’t be affected again
area, except for the caster and those that are immunized. A sym- until they leave the effective area and return to it.
bol remains active until its duration expires, a dispel magic is suc- Symbol of Insanity: This rune inflicts a number of creatures
cessfully targeted at the symbol, or the surface upon which the within the effective area whose total hit points equal 120 or less
symbol is drawn is destroyed. Attempting to destroy the surface with permanent insanity. The insanity also manifests immedi-
that a symbol has been scribed upon will immediately activate the ately. No saving throw or wisdom checks are allowed. Creatures
symbol, and it stays active until the surface is destroyed (at least with lower hit points go insane first. Dispel magic will not remove
one or two rounds). If the symbol is quickly scribbled in the air, the insanity. It lasts until heal, restoration, or wish is cast.
a magically created gust of wind or similar magical effect is con- Symbol of Sleep: This rune causes all creatures of 8 + 1 HD
sidered attempting to destroy the symbol. Mundane winds do not or less, and of 8th level or less, within the effective area to fall
affect the symbol. into a catatonic slumber. No saving throw is allowed, and they
A successful dispel magic can also remove the effects of a sym- cannot be awakened by any means for 1d12 + 4 turns. Elves and
bol from its victims so long as the duration is greater than instan- half-elves have their normal chances to resist the effect.
taneous and the description does not specify a different cure. Symbol of Spell Loss: This rune only affects spell casters.
The priests’ version of the spell functions as the wizards’ spell All spell casters within the effective area immediately forget 1d4
of the same name (including material components). previously memorized spells that have not as of yet been cast.
The following symbols are the best known and most widely No saving throw is allowed. The GM must determine randomly
used, but the GM may introduce other lesser and greater runes which spells are forgotten. If a spell caster does not have enough
as desired. spells memorized to suffer the symbol’s full effect upon him, he
Lesser Runes simply forgets all spells that he has left in memory.
Symbol of Fear: This rune duplicates the effects of the fear Symbol of Stunning: This rune severely stuns a number of
spell to all creatures in the effective area that fail a save vs. spell, creatures within the effective area whose total hit points equal
modified by wisdom—mental defense modifier. If quickly scrib- 160 or less for 3d4 rounds. No saving throw is allowed. Creatures
bled, apply a -4 penalty to the victims’ saves. If carefully in- with lower hit points are stunned first. In addition to the nor-
scribed, the penalty increases to −8. mal effects suffered from being stunned, affected creatures drop
Symbol of Hopelessness: This rune inflicts a deep depres- whatever they are holding, and their movement value is reduced
sion lasting for 3d4 turns upon all creatures in the effective area to 3, or 1 /3 of their normal movement value (whichever is less),
that do not successfully save vs. spell, modified by wisdom— for the duration of the effect.
mental defense modifier. If the symbol is carefully inscribed, ap-
ply a −4 penalty. Hopeless creatures will automatically submit to T
simple commands as if affected by a suggestion spell (surrender Taunt (Enchantment)
and retreat are two rather common suggestions). If no one makes Caster/Level: Wizard/1
any suggestions, they have a 25% chance to do nothing but stand Range: 60 yards
where they are. If a creature does not become stationary, there’s Duration: 1 round
a 25% chance it will flee. In any case, hopeless creatures are com- Effective Area: 30-foot radius
pletely demoralized, but will defend themselves normally if at- Components: V, S and M
tacked. Casting Time: 1
Symbol of Pain: This rune causes intense pains, lasting for Saving Throw: Negate
2d10 turns, to all creatures in the effective area. No saving throw This spell allows the caster to magically insult, irritate, anger
is allowed. This effect reduces the creatures’ dexterity scores (if and issue a personal challenge to any creature(s) with an intelli-
applicable) by 2 points and imposes a −4 penalty to their attack gence of at least 2. If the effective area contains more than one
rolls. type of creature, the caster must decide which type to taunt.
Symbol of Persuasion: This rune duplicates the effects of The caster does not need to speak the creatures’ language.
charm monster to all creatures within the effective area that fail a His meaning is clearly understood by all of his chosen listen-
save vs. spell, modified by wisdom—mental defense modifier. If ers within the effective area, and they must make a successful
carefully inscribed, apply a −4 penalty. Elves and half-elves have save vs. spell, modified by wisdom—mental defense modifier, or

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

immediately rush to attack the caster in melee combat and will The caster may hurl creatures or objects at other creatures or
not use missile attacks or spells for the spell’s duration. They objects. The caster must succeed on attack rolls (one per creature
move as quickly and as recklessly as possible, breaking off com- or object thrown) to hit his targets, using his THACO, modified
bat with current enemies (suffering the retreat attack) and taking by intelligence. Every point of intelligence above 14 adds 1, and
the shortest route to the caster. If they have a clear path, they’ll every point below 5 subtracts 1. Telekinetically hurled weapons
charge (accruing both bonuses and penalties). The presence of cause normal damage (with no strength modifiers; note that ar-
a strong leader (as determined by charisma score, HD/level, and rows or bolts deal damage as daggers when used in this man-
other factors) may provide the victims with a saving throw bonus ner). Other objects cause damage ranging from 1 point per 25
of up to +4, as the GM allows. The effect immediately ends if the pounds (for less dangerous objects) to 1d6 points of damage per
victim(s) are separated from the caster by an impassable bound- 25 pounds (for hard, dense objects).
ary (such as a wall of fire, a deep chasm, other opponent(s), etc.). Wrestling Maneuver (Optional): If the GM allows this ef-
The caster may attempt to cast this spell in conjunction with fect in his campaign, the caster can use telekinesis to perform a
ventriloquism. In this case, creatures that fail their save vs. spell wrestling maneuver upon an opponent, once per round. Resolve
and became angered will then have to roll a successful intelli- these attempts as normal, without any armor penalties, and holds
gence check (modified as applicable for a strong leader and other cannot be broken by melee attack. Use the caster’s intelligence
factors the GM may allow). If the intelligence check is failed, the rather than strength modifier to calculate damage (every point of
creature rushes to attack the source of the sound, rather than the intelligence above 14 adds 1). No save is allowed against these
caster. attempts, but magic resistance applies normally. This effect can
The material component is a live slug, which is thrown at the last 1 round per caster level but ends if the caster ceases concen-
creatures to be taunted. tration. The GM may require the caster to re-roll any results that
he does not agree with or provide his own customized tables.
Telekinesis (Transmutation)
Caster/Level: Wizard/5
Range: 10 yards/level Telekinetic Sphere (Evocation, Transmutation)
Duration: Special Caster/Level: Wizard/8
Effective Area: Special Range: 20 yards
Components: V and S Duration: 2 rounds/level
Casting Time: 5 Effective Area: 1 foot/level diameter sphere
Saving Throw: Negate Components: V, S and M
Casting Time: 4
This spell allows the caster to move objects or creatures men- Saving Throw: Negate
tally, simply by concentrating on them. The spell can provide a
This spell functions as an advanced resilient sphere, and ev-
gentle, sustained force, exert a single short, violent thrust, or if
the GM allows, perform a variety of wrestling maneuvers. The erything within the globe weighs only 1 /16 normal.
specific effect is chosen at casting time. The effects can be coun- The caster can use the globe to telekinetically move anything
tered by using an enlarge spell to make the body weight go over within it that normally weighs up to 5,000 pounds (reduced to
the maximum spell limit. The various big hand spells can also less than 370 pounds), as either a sustained force effect or violent
counter this spell. thrust effect, with a distance of 10 yards per caster level. Refer to
Sustained Force: A sustained force moves an object weighing the telekinesis spell for details regarding the sustained force and
no more than 25 pounds per caster level (maximum 375 pounds violent thrust effects.
at 15th level) up to 20 feet per round. A creature can negate the The globe may be used to move objects and creatures heavier
effect on an object it possesses with a successful save vs. spell, than 5,000 pounds manually by applying sufficient force to roll
with a modifier between −2 and +4 depending on the conditions the globe at its reduced weight (370 pounds or more).
(such as how the object is held or worn, surprise, etc.), or with The effect on the encapsulated victim is similar to that of a
magic resistance. feather fall, i.e. rapid motion, falling, or crashing the sphere into
This effect lasts up to 2 rounds + 1 round per caster level. The solid objects is relatively harmless to what’s inside of it, however,
object can be moved vertically, horizontally, or in both directions, the results could be tragic, should the spell’s duration expire or
but cannot be moved beyond the spell’s range. If the object is the globe otherwise vanish while it is high in the air or just be-
forced beyond the range, or the caster ceases concentration for fore it hits a solid object at high speed. The caster can dismiss the
any reason, the object falls or stops. sphere at will.
An object can be telekinetically manipulated as if with one The material components are a matched set of hemispheres,
hand. For example, a lever or rope can be pulled, a key can be one made of a hard, clear gemstone (diamond is preferred), the
turned, an object rotated, and so on, if the force required is within other of gum Arabic, as well as a small pair of bar magnets.
the weight limitation. The caster might even be able to untie sim-
ple knots, though delicate activities such as these require intelli- Teleport (Universal)
gence checks. Caster/Level: Wizard/5
Violent Thrust: A violent thrust expends the spell’s energy Range: Touch
Duration: Instantaneous
in a single round. The caster can hurl up to a total weight of Effective Area: Special
25 pounds per caster level (maximum 375 pounds at 15th level). Components: V
The caster can hurl one object or creature per caster level directly Casting Time: 2
away from his person. Up to a maximum of 15 objects and/or Saving Throw: None
creatures, within range and each within 10 feet of the next, are This spell allows the caster to instantly transport a maximum
hurled at high speed up to 10 feet per caster level. of 250 pounds + 150 pounds per caster level above 10th (a 14th
Creatures who fall within the weight capacity of the spell can level caster could teleport a total of 850 pounds). This includes the
be hurled, but they are allowed a save vs. spell (and magic re- combined weight of his person, his gear, plus any other creatures
sistance) to negate the effect, as are those whose held possessions and their gear that the caster is touching. He can travel to any
are targeted by the spell. If a creature is telekinetically hurled location that has something solid to stand upon, within his cur-
against a solid surface, it takes damage as if it had fallen (1d6 rent plane of existence, but the caster may not arrive there safely.
points per 10 feet of distance hurled). The caster can do nothing else during the round he arrives from

193
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

a teleport. The GM may determine that certain types of strong attack against an unwilling creature. For the creature, time ceases
physical or magical energies block teleportation into or out of an to flow and its condition becomes fixed (he cannot heal, rest, re-
area or increase the chance of arriving dangerously. gain spells, etc.). The creature does not grow older, and is not
Effects that block or hinder a plane shift spell also affects the aware of its surroundings. Its body functions virtually cease, and
use of this spell. no force or effect can harm it.
The normal chances of arriving at the location safely depend The effects are permanent until a successful dispel magic or the
on how familiar the caster is with the location. “Very familiar” is spell’s reverse is cast.
a place where the caster has been very often and feels at home. The material components are powdered diamond, emerald,
“Studied carefully” is a place the caster knows well, either be- ruby, and sapphire dust, where each crushed stone must be worth
cause he can currently see it, has been there often, or has used at least 100 gp (minimum 400 gp total).
other means (such as scrying) to study the place for at least one The reverse, temporal reinstatement, requires only a verbal
hour. “Seen casually” is a place that the caster has seen more than component, and the caster utters but a single word to cast it.
once but with which he is not very familiar. “Viewed once” is a
place that the caster has seen only once, possibly using magic. Time Stop (Transmutation)
“Never seen” is a place that the caster may have only seen listed Caster/Level: Wizard/9
on a map, or been told its exact details by someone who is very Range: 0
familiar with the location. Duration: Special
Familiarity Low On Target High Effective Area: 15-foot radius
Components: V
Very familiar 01 02–98 99–00 Casting Time: 9
Studied carefully 01–02 03–96 97–00 Saving Throw: None
Seen casually 01–04 05–92 93–00
Viewed once 01–08 09–84 85–00 This spell removes the caster from the normal space-time con-
Never seen 01–16 17–68 69–00 tinuum by allowing him (and objects that he is touching, wear-
If “on target”, the caster arrives safely but has no control over ing, carrying, etc.) to enter an inter-dimensional time bubble
the direction he faces upon arrival. Arriving “high” indicates the the size of the effective area, so that time ceases to flow for all
creatures everywhere, except the caster and those creatures of
caster arrives 10 feet above the ground for every 1% he rolls above
demigod status and higher. The caster remains in hyper-time
the highest “on target” probability (up to 320 feet). A “low” result
for what seems like 1d3 minutes, but actually takes no normal
indicates the opposite of “high” (as low as 160 feet). Any result
time. The caster immediately resolves 1d3 rounds worth of ac-
of “high” or “low” which teleports the caster into mid-air results
tions before reverting to normal space-time. Unless the caster
in a normal fall, while a result that teleports the caster into a solid
brings enemies into the time-bubble (see below), this is consid-
object almost always instantly destroys him and all that teleported
ered a non-combat situation as far as spell casting is concerned,
with him, though the GM may determine exceptions. For exam-
so most casters use the additional time to improve their defenses,
ple, teleporting high and hitting a small tree branch may not kill
summon allies, or flee from combat, but as will be seen, it can also
everyone (at least maybe not instantly) or destroy all of the gear, be used to “instantly” move objects around, save one or more al-
but there will most likely be substantial damage. lies from harm, set up an ambush, or challenge one or more op-
ponents within the time bubble.
Teleport Without Error (Universal)
The caster cannot move or harm objects that are being held,
Caster/Level: Wizard/7
Range: Touch carried, or worn by a creature stuck in normal space-time, but
Duration: Instantaneous he can affect any object that is not in another creature’s posses-
Effective Area: Special sion. Objects held by those in hyper-time return to reality when
Components: V released. Objects lose all of their momentum when crossing from
Casting Time: 1 hyper-time to normal time, so if thrown or left in mid-air, an ob-
Saving Throw: None ject just hangs there until the spell effect ends and then falls. This
This spell functions as an advanced form of teleport. The makes missile weapons ineffective inside the time bubble.
caster is able to teleport the same combined amount of weight, Creatures outside of the time bubble cannot be attacked or
including his person, gear, any other creatures and their gear, as targeted by a spell. Spells with an effective area must be targeted
allowed by that spell, to anywhere within his current plane of ex- inside the time bubble and do not damage those outside of it. If
istence without a chance of “high” or “low” results, even if he has the caster targets one or more creatures inside the time bubble
never seen the location. with any spell or melee attack, or otherwise physically interacts
The caster is also able to teleport between the planes of ex- with them, the creature or creatures (and the gear they carry or
istence using the same chances for error found with the teleport wear) enter hyper-time with the caster. The caster makes his first
spell, except that familiarity categories are reduced by one, such attack as if automatically winning initiative, but otherwise the at-
that the highest chance of success is “studied carefully” and the tack is resolved normally (the opponents’ AC and saves remain
caster cannot travel to a location on another plane that he has unchanged), and the caster’s opponent(s) are able to react imme-
“never seen”. diately, before initiative is rolled normally or the time stop spell
Effects that block or hinder a plane shift spell also affects the ends (as applicable). Only the caster is able to interact with ob-
use of this spell. jects or creatures stuck in normal space-time. If a creature that
the caster has interacted with leaves the time bubble, it returns
Temporal Stasis (Transmutation) to normal space-time, but if the caster leaves the time bubble in
Caster/Level: Wizard/9 any way (including teleport, plane shift, etc.), the time stop ends
Range: 10 yards immediately.
Duration: Permanent
Effective Area: 1 creature Normal and magical fire, cold, gas, and similar effects that ex-
Components: V, S and M isted when the spell was cast still exist (albeit frozen in time) and
Casting Time: 9 can cause damage to the caster and other creatures brought into
Saving Throw: None hyper-time.
This spell allows the caster to place a creature into a state of The caster cannot enter an area protected by an anti-magic
suspended animation. The caster must succeed on a melee touch field while under the effect of time stop.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

To prevent abuse of the spell, the GM must carefully time the the mud cannot exceed 10 feet.
caster’s actions, either by calculating the game time of each of the Tiny-sized or smaller creatures, those specially adapted for
caster’s actions, or if the caster acts in ways that do not have def- movement on top of the mud, and those able to levitate, fly, or
inite times associated with them, the GM may use an egg-timer otherwise get free from the mud, can avoid ill effect. Small-
or other device to time the spell. sized or larger creatures (up to 10’ tall) sink 1 /3 of their height
each round, until they are chest-deep, hip-deep, and finally com-
Tongues (Transmutation) pletely submerged by the end of the third round. While partially
Caster/Level (Sphere): Priest/4 (All), Wizard/3 submerged, a creature moves at a speed of 1, and suffers a −2
Range: 0 penalty on its attack rolls and a +2 penalty to its AC. A completely
Duration: Priest—1 turn, Wizard—1 round/level submerged creature can no longer move or attack effectively and
Effective Area: 60-foot radius may suffocate unless rescued (Refer to Holding A Character’s
Components: Priest—V and S, Wizard—V and M Breath). Large, heavy creatures, over 10’ tall, sink all the way to
Casting Time: Priest—7, Wizard—3
Saving Throw: None the bottom and can wade through the effective area as if partially
submerged.
This spell allows the caster to speak and understand one addi-
Brush thrown atop the mud can support creatures able to
tional language per three caster levels. The caster need not name
climb on top of it, however, the GM must adjudicate the exact
a specific language but can simply target one or more creatures,
results.
within the effective area, that he wishes to communicate with. If transmute rock to mud is cast upon the ceiling of a cavern
All such creatures within the effective area understand the
caster, but the creature(s) are not necessarily friendly or coop- or tunnel, the mud falls to the floor and spreads out in a pool at a
erative. The GM may wish to roll an encounter reaction check, depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6
modified by the caster’s charisma—reaction modifier. The caster points of bludgeoning damage to anyone caught directly beneath
cannot use this spell to speak with animals or mindless creatures. the effective area, or half damage to those who successfully save
vs. spell, modified by their dexterity—surprise modifier.
The reverse, confuse tongues, disrupts all conversation within
Castles and large stone buildings are generally immune to
the effective area, or can be used to cancel the effects of a tongues
the effect of the spell, since transmute rock to mud can’t affect
spell.
worked stone and doesn’t reach deep enough to undermine such
The material component for both the spell and its reverse is a buildings’ foundations. However, small buildings or structures
small model of a ziggurat made of clay, which the caster shatters often rest upon foundations shallow enough to be damaged or
while casting the spell. even partially toppled by this spell’s effect.
The priests’ version of this spell functions as the wizard spell The mud remains until a successful dispel magic or transmute
of the same name, except there is no material component. mud to rock restores its substance–but not necessarily its form.
Evaporation turns the mud into normal dirt over a period of
Transmute Metal to Wood (Transmutation) days. The exact time depends on exposure to the sun, wind, and
Caster/Level (Sphere): Priest/7 (Elemental (Earth))
Range: 80 yards normal drainage, with a rate of 1d6 days per 10 cubic feet being
Duration: Permanent average.
Effective Area: 1 metal object The material components are clay and water.
Components: V, S and M The reverse, transmute mud to rock, transforms normal mud or
Casting Time: 1 round quicksand into soft stone (sandstone or similar mineral) perma-
Saving Throw: Special nently, until a successful dispel magic or transmute rock to mud is
This spell allows the caster to transform a metal object of up to cast. Creatures in the mud are allowed a saving throw, modified
10 pounds per caster level within range into one made of wood. by dexterity—surprise modifier, to escape before the area hard-
Metal objects with magical properties gain a 90% resistant to the ens into stone. Dry sand is unaffected.
effect, and objects carried, held or worn by a creature receive a The material components for the reverse are sand, lime, and
water.
saving throw equal to the creature’s save vs. spell. Artifacts and The priests’ versions of this spell and its reverse function as
relics cannot be affected by this spell. Only a limited wish, wish or the wizards’ spell of the same name (including material compo-
similar effect will restore the object to its original form. nents).
Weapons converted from metal to wood suffer a −2 penalty
on attack and damage rolls, and they splinter and break on any Transmute Water to Dust (Transmutation)
natural attack roll of 1 or 2. Armor converted from metal to wood Caster/Level (Sphere): Priest/6 (Elemental (Water, Earth)), Wiz-
suffers a +2 AC penalty and an additional armor class penalty ev- ard/6
ery time it is struck with a natural attack roll of 19 or 20. Range: 60 yards
The material component is the caster’s holy or unholy sym- Duration: Permanent
bol. Effective Area: Priest—1 cubic yard/level, Wizard—10-foot
cube/level
Transmute Rock to Mud (Transmutation) Components: V, S and M
Caster/Level (Sphere): Priest/5 (Elemental (Earth, Water)), Wiz- Casting Time: Priest—8, Wizard—5
ard/5 Saving Throw: None (Special)
Range: Priest—160 yards, Wizard—10 yards/level This spell allows the caster to transform an amount of water-
Duration: Special based liquid, up to the effective area and within range, into fine
Effective Area: Up to two 10-foot cubes/level dust. Only the watery component of the liquid is affected, how-
Components: V, S and M ever if cast on muddy water, the effective area is doubled, and
Casting Time: Priest—8, Wizard—5 if wet mud is used, the effective area is quadrupled. If sufficient
Saving Throw: None water still exists after the spell’s casting, it soaks the dust, creat-
This spell allows the caster to transform natural, uncut rock ing a silt-laden mud. The dust is magical and can be dispelled
of any sort, in the effective area and within range, into an equal in the first round of its creation, after which it becomes normal,
volume of mud. Magical or enchanted stone is not affected by mundane dust. If this spell is cast on a single, unattended potion,
the spell. Rocks or stones in the possession of a creature gain a the potion is permanently ruined. A potion in a creature’s pos-
saving throw equal to the creature’s save vs. spell. The depth of session is allowed a saving throw equal to the creature’s save vs.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

spell. ble) within a specially prepared gem. In some ways, this spell
This spell does not affect most creatures, although it can be acts as an advanced form of the magic jar spell.
cast on a single creature from the Elemental Plane of Water, in- The caster chooses a gem specifically for the creature that he
flicting 1d6 points of damage per caster level. The creature is intends to trap. It must be a flawless gem, cut by a master gem-
allowed to roll a saving throw vs. spell to reduce the damage by cutter, worth at least 1,000 gp per HD or level of the creature. The
half. gem is then prepared by casting enchant an item followed by a
The material components are diamond dust worth at least 500 maze spell, which permanently forms a prison within it.
gp and a bit of seashell. If successful, the gem traps the creature indefinitely or until
The reverse, transmute dust to water, acts as an extremely pow- broken, releasing the life force and allowing the material body to
erful create water spell, creating clean water in the effective area. reform. While trapped, the creature is aware of its surroundings
The water is magical and can be dispelled in the first round of its outside the gem, but does not age, nor does it feel the need to eat,
creation, after which it becomes normal, mundane water. breathe or sleep. The creature can go free once the gem is bro-
The material components for the reverse are diamond dust ken, unless it is from another plane (including creatures from the
worth at least 500 gp and a bit of seashell, and a pinch of dust. Prime Material trapped on other planes). In this case, the creature
The priests’ version of this spell and its reverse functions as that broke the gem can require the trapped creature to perform a
the wizards’ spell of the same name (including material compo- service immediately upon being freed. However, as with magic
nents), except that it slays a creature from the Elemental Plane of jar, long-term entrapment may cause long-term or permanent in-
Water, unless a successful save vs. spell is rolled. A successful sanity, and the GM must adjudicate the results.
save inflicts 1d6 points of damage per caster level.
There are two triggering methods, one of which is chosen
when the spell is memorized.
Transport Via Plants (Transmutation)
Caster/Level (Sphere): Priest/6 (Plant) Spell Completion (Verbal): The caster can trigger the effect
Range: Touch by speaking the spell’s final verbal component while the subject
Duration: Special is in range, as if he were casting a regular spell with a casting time
Effective Area: Special of 1. The target is allowed a saving throw and magic resistance
Components: V and S check to avoid the effect. If the creature’s true name is spoken
Casting Time: 4 as well, magic resistance is ignored and the creature suffers a −2
Saving Throw: None penalty on its saving throw. If the save or magic resistance check
This spell allows the caster to enter any normal plant (man- is successful, the gem shatters.
sized or larger) and exit a second plant of the same kind in a Spell Completion (Written): The second method is far more
single round, regardless of the distance separating the two. The insidious, for it tricks the subject into accepting an object in-
caster cannot use this spell to travel through plant-based crea- scribed with the final verbal spell component. The caster must
tures. The entry plant must be alive. The destination plant need inscribe both the creature’s true name and the final verbal com-
not be familiar to the caster, but it also must be alive. If a par- ponent upon the object while preparing the gem. A sympathy
ticular destination plant is desired, but that plant is not living, spell can also be placed on the object at any time. As soon as
the spell fails and the caster must leave the entry plant within 24 the subject picks up or accepts the object (even if done under the
hours or he is ejected. If the caster is uncertain of the location of influence of charm or other enchantments), its life force is au-
a particular destination plant, he merely needs to designate di- tomatically transferred to the gem without the benefit of magic
rection and distance and he will be moved as close as possible to resistance or a save.
the desired location, usually within 1 mile, but there’s a 20% − 1% The material component for this spell is the prepared gem. If
per caster level chance of being transported to a plant 1d100 miles the gem isn’t valuable enough to contain the creature, the spell
away from his desired destination. fails and the gem shatters during the casting. While creatures
The caster can bring along objects as long as their combined have no concept of level or Hit Dice as such, the value of the gem
weight doesn’t exceed his strength—max weight score. He may needed to trap an individual can be researched. This value can
also bring one additional willing man-sized or smaller creature change over time if the creature gains more Hit Dice (or levels).
(carrying gear or objects up to its strength—max weight score) or
its equivalent per three caster levels. Use the following equiva- Tree (Transmutation)
lents to determine the maximum number of larger creatures that Caster/Level (Sphere): Priest/3 (Plant)
the caster can bring along: A large creature counts as two man- Range: 0
sized creatures, and a huge creature counts as two large creatures, Duration: 6 turns + 1 turn/level
etc. All creatures to be transported must be in contact with one Effective Area: The caster
Components: V, S and M
another, and at least one of those creatures must be in contact Casting Time: 6
with the caster. Unwilling creatures gain a save vs. spell to avoid Saving Throw: None
the being taken along.
This spell allows the caster, along with all of the gear he is
The destruction of an occupied plant slays the caster and any
wearing and carrying, to take the form of either a small living
creatures that he has brought along, and ejects the bodies and all tree or shrub, or a large, dead tree trunk. The caster is aware of
carried objects.
his surroundings and retains his current AC, saves and hit points
while in tree form, however, in other mundane ways, he cannot
Trap the Soul (Conjuration)
be distinguished from a genuine tree. If properly detected for, the
Caster/Level: Wizard/8
Range: 10 yards caster radiates his alignment and a faint aura of magic (transmu-
Duration: Permanent tation), while in tree form.
Effective Area: 1 specific creature The caster can end the spell before the duration expires by re-
Components: V, S and M verting to his normal form at the beginning of a round. The caster
Casting Time: Special is then able to roll initiative and act normally during the rest of
Saving Throw: Special that round.
This spell allows the caster to imprison a creature’s life force The material component is the caster’s holy or unholy symbol
(whether it be a soul or spirit) and its material body (as applica- and a twig from a tree.

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Trip (Enchantment) darkness (seeing those hiding in shadows), notices secret and
Caster/Level: Priest/2 (Plant) magically hidden doors, sees the exact locations of creatures or
Range: Touch objects under blur or displacement effects, sees invisible crea-
Duration: 1 turn/level tures or objects normally, sees through illusions, and sees the true
Effective Area: 1 object up to 10 ft. long
form of polymorphed, changed, or transmuted things (the true
Components: V and S
Casting Time: 5 form appears as a translucent outline superimposed over the im-
Saving Throw: Negate age). Furthermore, once per round, the subject can adjust its vi-
This spell allows the caster to enchant an otherwise mundane sion to see into the Ethereal (including out-of-phase), Astral or
length of vine, stick, pole, rope, or similar long slender object to other adjacent planes. The GM may allow this spell to see into an
rise slightly off the ground and attempt to trip all creatures that inter-dimensional space, like a rope trick, but not into a non-planar
cross over it, including the caster, until the duration expires. The space, like a portable hole. The range of true seeing conferred is 60
enchanted object can be discovered as if it were a magical trap feet.
(via rogue’s ability, detect traps, detect snares and pits, etc.), but True seeing, however, does not penetrate solid objects. It in no
is otherwise 80% undetectable. The other 20% of the time, a care- way confers X-ray vision or its equivalent. It does not negate con-
ful observer will see the object move as he or someone crosses cealment, including that caused by fog and the like. True seeing
over it. A successful save vs. spell avoids the effect, otherwise does not help the viewer see through mundane disguises, spot
the creature trips, falls and has a 50% chance to drop whatever it creatures who are simply hiding behind something, or notice se-
is carrying. The GM may decide that dropped items must make cret and concealed doors hidden by mundane means. In addi-
a saving throw to avoid being damaged or ruined. Getting back tion, the spell effects cannot be further enhanced with known
on their feet (and picking up any dropped items) consumes a full magic, so one cannot use true seeing through a crystal ball or in
round. If a creature is aware of the object before it crosses over, it conjunction with clairaudience or clairvoyance.
gains a +4 bonus to its saving throw and only has a 25% to drop The material component is an eye ointment made from pow-
what it is carrying. dered mushroom, saffron, and fat, costing at least 300 gp per dose
For every 3 feet of material the spell is cast upon, 2 small-sized and then aged for 1d6 months.
or 1 man-sized creature can be tripped each round, and when it is The priests’ version of this spell functions as the wizards’
cast upon a 10-foot long object, up to 6 small-sized, 3 man-sized, spell of the same name (including its material component) with
or 1 large-sized creature can be tripped each round. Huge-sized the following exceptions: It is reversible, the caster’s vision range
and larger creatures are immune to the effects, but they can still is 120 feet, and the caster is able to see a creature’s aura and de-
trigger the trap. termine its alignment.
The reverse, false seeing, provides the caster with a limited
Creatures that are running when tripped suffer 1d4 + 1 hit
ability to falsify what the subject sees for the spell’s duration. An
points of damage and are stunned for the same number of
unwilling victim must be struck with a successful touch attack,
rounds, if they fall on hard ground, but suffer only 1 hit point
however, trickery is often used to gain unknowing and there-
of damage and are stunned for only one round if the ground is
fore willing victims. The caster mentally influences the subject
soft. The spell does not function underwater.
to think it sees something different than what its eyes actually re-
port. The caster cannot make the subject see something that is not
there, nor make the subject completely oblivious to something,
but he can replace the appearance of one thing with another. For
instance, he could make a human look like a dwarf (or one hu-
man look like another specific human), a closed door look like
it is open, a vat of acid look like rose water, a parrot look like a
bookend, stale rations look like fresh fruit, a light pat on the back
look like a dagger thrust, etc.
The caster cannot alter the apparent size of a creature or ob-
ject by more than 50%. Thus, he cannot make a castle look like
a hovel, but he could make it look like a different castle or a
rough hillock, whether smaller, larger or of approximately the
same size.
Because the caster is overriding the victim’s senses, he can
fool a victim who is using true seeing or some other method of
gathering information, assuming he knows that the victim is ac-
tively using such an effect and concentrates for the spell’s dura-
tion.
The material component for the reverse is an eye ointment
made from oil, poppy dust, and pink orchid essence, costing at
least 300 gp per dose and then aged for 1d6 months.

Turn Wood (Transmutation)


True Seeing (Greater Divination) Caster/Level (Sphere): Priest/6 (Plant)
Caster/Level (Sphere): Priest/5 (All), Wizard/6 Range: 0
Range: Touch Duration: 1 round/level
Duration: 1 round/level Effective Area: 20 feet/level × 120 feet wide
Effective Area: 1 creature Components: V and S
Components: V, S and M Casting Time: 9
Casting Time: Priest—8, Wizard—1 round Saving Throw: None
Saving Throw: None This spell allows the caster to project waves of force in the di-
This spell allows the caster to confer upon the subject the abil- rection that he faces, which cause all wooden objects in the path
ity to see all things as they actually are. The caster may choose of the effective area to be forced away from him to the limit of
to be the subject. The subject sees through normal and magical the effective area. Loose objects are repelled at the rate of 40 feet

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

per round. Wooden objects larger than 3 inches in diameter that these attacks. In addition, if the caster attempts to send it beyond
are fixed firmly are not affected, but loose objects are. Objects 3 the spell’s effective area (measured from the caster’s current po-
inches in diameter or smaller (such as spears) that are fixed in sition), the servant will cease to exist.
place splinter and break, and the pieces move with the wave of The material components are small amounts of string and
energy. wood.
Objects such as wooden shields, spears, wooden weapon
shafts and hafts, and arrows and bolts are pushed back, dragging
V
those carrying them along. A creature being dragged by an item
it is carrying can let go. Even magic items with wooden sections Vacancy (Transmutation, Illusion)
are repelled, although an anti-magic field blocks the effects. Caster/Level: Wizard/4
The waves of force continue to sweep down the set path for Range: 10 yards/level
the spell’s duration. After the spell is cast, the path is set, and the Duration: 1 hour/level
caster can do other things or go elsewhere without affecting the Effective Area: 10-foot radius/level
spell’s power. A successful dispel magic will end the effect. Components: V, S and M
Casting Time: 4
U Saving Throw: None
This potent spell allows the caster to combine invisibility and
Uncontrollable Hideous Laughter (Enchantment)
illusion effects to make any location (up to the size of the effective
Caster/Level: Wizard/2
Range: 60 yards area) appear to be completely vacant, unused and abandoned for
Duration: 1 round/level a long period of time. The illusion has visual, auditory, olfactory,
Effective Area: 30-foot cube and thermal components, but it is most effective when used in-
Components: V, S and M doors or underground. The GM must adjudicate the results in
Casting Time: 2 outdoor wilderness settings.
Saving Throw: Negate Those who pass through the effective area will see dirt and
This spell allows the caster to afflict one creature per 3 caster dust, feel cobwebs, smell mold, and otherwise believe it to be a
levels, in range and within the effective area, with uncontrol- typical, empty location. They see their own tracks in the dust,
lable laughter. Unless a saving throw versus spell is successful, and think they are ripping away cobwebs, etc. It cannot disguise,
each creature starts to believe that everything it sees and hears conceal, or add creatures, however, it will appear as if they too
is uproariously hilarious. The saving throw is modified by in- have just discovered the vacant area. Only fresh tracks appear in
telligence. Creatures with an intelligence score of 4 or less are the dust (as appropriate), with no other trace of the creature(s)
unaffected, those with intelligence of 5–7 save with a −6 penalty, being there for longer than a few minutes.
those with intelligence of 8–12 save with a −4 penalty, those with The spell cannot alter the appearance of structures (or add
intelligence of 13–14 save with a −2 penalty, and those with in- them where none are present). All furnishings and objects within
telligence of 15 or more save normally. If the creature fails its the effective area are made invisible. If a creature makes forceful
save, it immediately stops whatever it is doing and begins to contact with an invisible object (such as running into a statue or
chuckle. Finally, the creature collapses into gales of manic laugh- something, finding smaller objects on a tabletop, etc.), it naturally
ter by the end of the 1st round. The laughing continues during the becomes suspicious and is granted a saving throw to disbelieve
2nd round. The creature must then spend the 3rd round regaining the entire effect. A successful save allows the viewer to see the
its feet. For each remaining round of the spell’s duration (if any), location as it truly is and provide a +4 bonus to their allies’ saves
the creature can act normally, but suffers a 2 points penalty to its (Refer to Illusions). If a creature fails the save, it will conclude
strength score. The GM applies a −2 penalty to attack and dam- that the object(s) it has found are simply invisible. A successful
age rolls if a creature’s strength is unknown. dispel magic cast over the entire location will end the spell effect,
The material components are a feather and miniature tarts. but when cast upon an individual object only reveals that object.
The caster throws the tarts at the creature(s) and waves the Otherwise, objects made invisible will remain invisible for the en-
feather in one hand. tire duration, even if removed from the effective area. True seeing,
or similar can see through the illusion, but detect invisibility will
Unseen Servant (Conjuration) only reveal objects already discovered.
Caster/Level: Wizard/1 The material component is a square of fine black silk worth at
Range: 0
Duration: 1 hour + 1 turn/level least 100 gp.
Effective Area: 30-foot radius
Components: V, S and M Vampiric Touch (Necromancy)
Casting Time: 1 Caster/Level: Wizard/3
Saving Throw: None Range: 0
This spell allows the caster to create an invisible, mindless, Duration: One touch
shapeless force that performs simple tasks at his command. It Effective Area: The caster
can step and fetch things, open unstuck doors, and hold chairs, Components: V and S
as well as clean and mend. It can open only normal doors, draw- Casting Time: 3
Saving Throw: None
ers, lids, etc. The servant can perform only one activity at a time,
but it will repeat the same activity over and over again if told This spell allows the caster to channel negative energy inflict-
to do so. It can lift 20 pounds or push/pull 40 pounds. It can ing 1d6 hit points of damage per two caster levels with a success-
trigger traps and such, but it can exert only 20 pounds of force, ful touch attack (up to a maximum of 6d6). As soon as a success-
which is not enough to activate certain pressure plates and other ful touch attack is scored or one turn passes, the spell effect ends.
devices. It can’t perform any task that requires training to learn. The damage can be healed by any normal mundane or magical
Its movement value is 3, but it cannot run. method. The caster gains hit points equal to the damage he in-
The servant cannot attack in any way; it is never allowed an flicts (up to the amount required to kill the victim). Hit points
attack roll. It cannot be killed but dissipates if a successful dispel above the caster’s normal maximum are temporary. Temporary
magic is cast upon it, or if it takes 6 points of damage in a single hit points not already lost disappear after 1 hour.
round from attacks with effective areas. It gets no saves against The undead cannot be negatively affected by this spell.

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Vanish (Transmutation) save, modified by wisdom—mental defense modifier and a −2


Caster/Level: Wizard/7 penalty, recognizes it as illusory (but still hears it). Ventriloquism
Range: Touch
can be combined with other illusory effects. Doing so reduces
Duration: Special
the penalties or provides bonuses to the save as determined by
Effective Area: 1 object
Components: V the GM.
Casting Time: 2 The material component is a parchment rolled up into a small
Saving Throw: None cone.
This spell allows the caster to cause an object to “go away”. Vision (Greater Divination)
The spell only affects one inanimate object, which the caster must Caster/Level: Wizard/7
be touching for the entire casting time. It cannot affect artifacts, Range: 0
relics, creatures, constructs, accursed items or magical forces. The Duration: Special
object must be both no more than 50 pounds per caster level and Effective Area: The caster
no larger than 3 cubic feet per caster level. If the caster targets Components: V, S and M
an object that surpasses either one of these limitations, the spell Casting Time: 7
fails. Saving Throw: None
This spell can have one of two effects, chosen at the time of This spell is similar to contact other plane. The caster requests
casting. There is a 1% chance that the object disintegrates when supernatural guidance from a power of his choice, and is allowed
the spell is cast upon it regardless of which effect is chosen, no to ask a question that is answered with a vision. The chances
save granted. that the power provides a useful vision is determined by a 2d6
Teleport Object: The caster causes the object to reappear at roll (with appropriate modifiers for using a valuable material
a desired location, as if it had been teleported (Refer to Teleport, component—see below).
including chances for arriving high or low). 2d6 Result
Hide Object: The caster hides the object deep in the Ethereal 2–6 The power is annoyed and refuses to answer the
Plane. The spot where the object was located will permanently question. The power demands a service from the
radiate a faint aura of magic until a successful dispel magic cast caster in the form of a geas that even a wish cannot
upon that spot returns the object. There’s a 1% chance that a crea- remove.
ture from the Ethereal Plane can use the object’s link to travel to 7–9 The power is indifferent and answers with a minor
the Prime Material. A check is made when the object is sent away, vision. The vision is not necessarily directly related
once per day while it abides there, and once more when it is re- to the question, but will provide at least one clue.
turned. No less than 3 checks will be made. 10–12 The power is pleased and grants a fully detailed
vision specifically answering the question, but the
Veil (Illusion) caster will need to interpret the vision properly.
Caster/Level: Wizard/6 The material component is an item that the caster values or
Range: 10 yards/level is valued by the power being contacted. The caster sacrifices the
Duration: 1 turn/level item to the power during the casting of the spell. Items valued at
Effective Area: 20-foot cube/level 5,000 gp or more grant a +1 bonus to the 2d6 results roll. Those
Components: V and S
Casting Time: 6 valued at 25,000 gp or more grant a +2 to the roll, while those
Saving Throw: None valued at 50,000 gp or more grant the maximum bonus of +3.
This spell acts as a more powerful version of hallucinatory ter-
rain, allowing the caster to instantly change the appearance of W
a location and/or any creatures, within range and the effective Wall of Fire (Evocation)
area, whether the setting is indoors or outdoors. The illusion has Caster/Level (Sphere): Priest/5 (Elemental (Fire)), Wizard/4
visual, auditory, olfactory, tactile and thermal components, and Range: Priest—80 yards, Wizard—60 yards
retains that appearance for the spell’s duration. The caster can Duration: Special
make the location and/or its occupants appear to be any combi- Effective Area: Special
nation of things he desires. Creatures resume their normal ap- Components: V, S and M
pearances if slain. Casting Time: Priest—8, Wizard—4
Unlike most other illusions, this one is so convincing that only Saving Throw: None
true seeing or similar effects will reveal the hallucinatory terrain This spell allows the caster to create an immobile, blazing cur-
portion of the effect. This portion of the illusion cannot be dis- tain of shimmering reddish-blue fire. The effective area can be
believed. Creatures who do not desire to have their appearance formed into either an opaque sheet of flames up to one 20 foot
altered may make a save vs. spell or by magic resistance (as appli- square per caster level or a ring of fire with a radius up to 10
cable). Those who interact with an affected creature may gain a feet + 5 feet per two caster levels. In either form, the wall is ver-
save to disbelieve that part of the illusion, modified by wisdom— tical with respect to the caster’s angle and 20 feet high. The wall
mental defense modifier, but magic resistance will not help. lasts for as long as the caster concentrates or one round per caster
level thereafter.
Ventriloquism (Illusion) One side of the wall, selected by the caster, sends forth waves
Caster/Level: Wizard/1 of heat, dealing 2d4 points of damage to creatures within 10 feet
Range: 10 yards/level, 90 yards maximum and 1d4 points of damage to those past 10 feet but within 20 feet.
Duration: 4 rounds + 1 round/level The wall inflicts this damage when it appears and on his initiative
Effective Area: 1 creature or object each round to all creatures in the area. In addition, the wall deals
Components: V and M 2d6 points of damage + 1 point of damage per caster level (max-
Casting Time: 1 imum + 20) to any creature passing through it. The wall deals
Saving Throw: Negate double damage to the undead.
This spell allows the caster to make his voice (or any sound If the caster evokes the wall so that it appears where basically
that he can normally make vocally) seem to issue from some- stationary creatures are, each creature takes damage as if passing
place else within range. The caster can speak in any language through the wall, however, creating a wall to intentionally catch
he knows. Anyone who hears the sound and rolls a successful and cause damage to a moving creature grants a saving throw to

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

allow it to escape the effective area before the wall forms. The
moving creature may take subsequent damage normally if it re-
mains inside the effective area when the caster gains his next ini-
tiative.
If any 5-foot section of the wall takes 20 points or more of
damage from cold attacks in a single round, that section goes out.
Wall of fire can be made permanent with a permanency spell. A per-
manent wall of fire that is extinguished by cold damage becomes
inactive for a turn, and then reforms at normal strength.
The priests’ version of this spell functions as the wizards’
spell of the same name except that the flames are yellowish-green
in color, and creatures passing through the wall suffer 4d4 points
of damage + 1 per caster level.
The material component for both priests’ and wizards’ ver-
sions is phosphorus.

Wall of Fog (Evocation)


Caster/Level: Wizard/1
Range: 30 yards
Duration: 2d4 rounds + 1 round/level
Effective Area: 20-foot cube + 10-foot cube/level
Components: V, S and M
Casting Time: 1
Saving Throw: None
This spell allows the caster to create billowy clouds of misty
vapors within the spell’s range that form a wall up to the effective
area in size. The fog obscures all normal vision and infravision
beyond 2 feet. The wall must be a cube or rectangular-shaped,
and at least 10 feet across at its smallest point. The duration is
halved by a moderate wind and a strong wind immediately ends
the spell effects. Wall of Ice (Evocation)
The material component is a pinch of split, dried peas. Caster/Level: Wizard/4
Range: 10 yards
Wall of Force (Evocation) Duration: 1 turn/level
Caster/Level: Wizard/5 Effective Area: Special
Range: 30 yards Components: V, S and M
Duration: 1 turn + 1 round/level Casting Time: 4
Effective Area: Special Saving Throw: Special
Components: V, S and M This spell allows the caster to create a barrier made of ice. The
Casting Time: 5 wall must be continuous and unbroken. If any object or creature
Saving Throw: None breaks the wall’s surface while it is being created, the spell fails.
This spell allows the caster to create an invisible, immobile This spell can create one of three effects, chosen at the time of
wall anywhere within range. The caster can either form the wall casting.
into a flat wall made of one 10 foot × 10 foot square per level, a Ice Plane: This effect creates a sheet of strong, hard ice, which
sphere with a radius up to 1 foot per caster level, or into a hemi- lasts for the duration, it is melted or until a successful dispel magic
sphere with a radius of 1.5 feet per caster level. The wall must is cast. The wall is 1 inch thick per caster level. It covers up to
be continuous and unbroken. If any object or creature breaks the a 10-foot-square area per caster level (so a 10th -level wizard can
wall’s surface while it is being created, the spell fails. The wall create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long
blocks ethereal creatures as well as material ones, but dimension and 20 feet high, or some other combination of length and height
door, teleport, and similar effects can bypass the barrier, and ethe-
that does not exceed 1,000 square feet). The plane can be oriented
real creatures can usually get around a flat wall or hemispheri-
in any fashion as long as it is anchored. A vertical wall need only
cal form by floating under it or around it through the material
be anchored on the floor, while a horizontal or slanting wall must
floors, walls or ceilings. Creating a wall to intentionally capture a
be anchored on two opposite sides. It is possible, but difficult, to
creature grants a saving throw, modified by dexterity—surprise
trap a mobile opponent with an ice plane, provided the ice forms
modifier, to allow it to escape before the wall forms.
to block the only way out. Creating an ice plane to intentionally
Breath weapons and spells cannot pass through the wall in ei- capture a creature grants a saving throw, modified by dexterity—
ther direction, but gaze attacks can operate through a wall of force. surprise reaction modifier, to allow it to escape before the wall
The wall is immune to damage of any kind and is unaffected by forms.
most spells, including dispel magic. However, disintegrate imme- Each 10-foot square of wall has 3 hit points per inch of thick-
diately destroys it, as does a rod of cancellation, a sphere of annihi- ness. Creatures can hit the wall automatically. A section of wall
lation, or a successful mage’s disjunction spell, and the caster can whose hit points drop to 0 is breached, but an area of frigid air re-
end the effect before the duration expires with a command word. mains. If a creature passes through the breach in the ice, it suffers
Wall of force can be made permanent with a permanency spell. If 2 points of damage per inch of thickness of the wall. Fire-based
brought down by disintegrate, mage’s disjunction or other powerful creatures suffer 3 points of damage per inch, and cold-based crea-
effect, a permanent wall of force will return after 1 turn. tures suffer only 1 point of damage per inch when going through.
The material component is a pinch of powdered diamond Magical fire (including fiery breath weapons and spell effects of
worth 5,000 gp. 3rd level or better) melts an ice plane in one round, but doing so

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creates a steamy fog 10 times larger than the spell’s effective area, Wall of Stone (Evocation)
which acts as if it were a wall of fog spell for one turn. Lesser spell Caster/Level: Wizard/5
Range: 5 yards/level
effects and normal fires do not affect the wall. Duration: Permanent
Hemisphere: This effect creates a hemisphere with a maxi- Effective Area: Special
mum radius of 3 feet plus 1 foot per caster level, which lasts until Components: V, S and M
it is broken, melted, or a successful dispel magic is cast. Magical Casting Time: 5
fire (including fiery breath weapons and spell effects of 3rd level Saving Throw: None
or better) melts the hemisphere in one round, but doing so creates This spell allows the caster to create a wall of granite that
a steamy fog 10 times larger than the spell’s effective area, which merges into adjoining rock surfaces. A wall of stone is 1 /4 inch
acts as if it were a wall of fog spell for one turn. Lesser spell effects thick and up to 20 square feet per caster level. The caster is al-
and normal fires do not affect the hemisphere. lowed to double the wall’s effective area by halving its thickness.
The hemisphere is just as thick and as hard to break through The wall must be continuous and unbroken. If any object or crea-
as the ice plane form, but it does not deal damage to those who go ture breaks the wall’s surface while it is being created, the spell
through a breach. It can be used to trap immobile creatures, but fails.
creating a wall to intentionally catch a moving creature grants a Unlike a wall of iron, the caster is allowed to create a wall of
saving throw, modified by dexterity—surprise modifier, to allow stone in almost any shape desired. The wall need not be verti-
it to escape before the wall forms. cal, nor rest upon any firm foundation; however, it must merge
with and be solidly supported by existing stone. It can be used to
Hail Storm: The final effect does not create a barrier; rather it
functions as an ice storm’s hail effect for one round, in an effec- bridge a chasm, for instance, or as a ramp. For this use, if the span
tive area of 10-foot square per caster level. The fallen ice remains is more than 20 feet, the wall must be arched and buttressed. This
on the ground for the spell’s duration, a successful dispel magic is requirement reduces the spell’s effective area by half. The wall
cast or until it is melted with magical fire. Melting the effects of can be crudely shaped to allow crenellations, battlements, and so
the hail storm does not create an effective fog. forth by likewise reducing the effective area.
The wall is permanent until a successful dispel magic is cast
The material component for all three of the effects is the same:
but is otherwise normal, non-magical stone. Like any other wall
a small piece of a quartz or similar rock crystal.
made of stone, this one can be destroyed by a disintegrate spell
or by normal means such as breaking and chipping. Each 5-foot
Wall of Iron (Evocation) square of the wall has 15 hit points per inch of thickness. A sec-
Caster/Level: Wizard/5
Range: 5 yards/level tion of wall whose hit points drop to 0 is breached.
Duration: Permanent It is possible, but difficult, to trap a mobile opponent within
Effective Area: Special or under a wall of stone, provided the wall is shaped so it can hold
Components: V, S and M the creature. Creating a wall to intentionally capture a creature
Casting Time: 5 grants a saving throw, modified by dexterity—surprise modifier,
Saving Throw: None to allow it to escape.
This spell allows the caster to cause a flat, vertical iron wall The material component is a small block of granite.
to spring into being. The wall inserts itself into any surrounding
non-living material (to seal off a passage, for instance) if its effec- Wall of Thorns (Conjuration)
tive area is sufficient to do so. The wall must be continuous and Caster/Level (Sphere): Priest/6 (Plant, Creation)
unbroken. If any object or creature breaks the wall’s surface while Range: 80 yards
it is being created, the spell fails. It must always be a flat plane, Duration: 1 turn/level
though the caster can shape its edges to fit the available space. It Effective Area: Special
is possible, but difficult, to trap a mobile opponent with a wall of Components: V and S
iron, provided the wall forms to block the only way out. Creating Casting Time: 9
a wall to intentionally capture a creature grants a saving throw, Saving Throw: None
modified by dexterity—surprise modifier, to allow it to escape. This spell allows the caster to create a barrier of very tough,
pliable, tangled brush bearing needle-sharp thorns as long as a
A wall of iron is 1 /4 inch thick and 15 square feet per caster
human’s finger (about 3 inches). Only the nearest edge of the
level. The caster is allowed to double the wall’s effective area by
wall must be within range. The caster can form the wall into any
halving its thickness. Each 5-foot square of the wall has 30 hit
basic shape he desires, up to one 10-foot cube per caster level or
points per inch of thickness. A section of wall whose hit points
two 10-foot by 10-foot by 5-foot blocks per caster level. The effect
drop to 0 is breached.
lasts for the duration, until a successful dispel magic is cast or until
If the caster desires, the wall can be created vertically resting the caster dismisses it.
on a flat surface but not attached to the surface, so that it can be Creatures with the ability to pass through overgrown areas
tipped over to fall on and crush creatures beneath it. The wall unhindered can pass through a wall of thorns at normal speed
is 50% likely to tip in either direction if left alone. Creatures can without taking damage. Otherwise, a creature forced into or at-
attempt to push the wall in one direction rather than letting it tempting to move through a wall of thorns takes slashing damage
fall randomly. If a combined strength of at least 30 or a com- per round of movement equal to 8 plus the creature’s AC (up to
bined mass of 400 pounds pushes against it, each pound over 400 a maximum of 18 damage per round). A negative AC reduces
and/or point of strength over 30 increases the chance of falling the damage taken, until an AC of −8 reduces the damage to 0.
toward the weaker side by 1%. Creatures with room to flee the Dexterity modifiers to AC do not count for this calculation.
falling wall may do so by making successful save vs. death, mod- Creating a wall to intentionally capture a creature grants a
ified by dexterity—surprise modifier. Any large-sized or smaller saving throw, modified by dexterity—surprise modifier, to allow
creature that fails is instantly crushed to death. The wall cannot it to escape unharmed. A failed save indicates the creature is
crush huge-sized and larger creatures. caught in the effective area and takes damage as if it had been
The wall is permanent until a successful dispel magic is cast but forced into the wall. In order to escape, it must attempt to force
is otherwise normal, non-magical iron. Like any iron wall, this its way through the wall, or it can wait until the spell ends. A
wall is subject to rust, perforation, and other natural phenomena. creature can force its way slowly through the wall by making a
The material component is a small piece of sheet iron. strength check. It can perform no other actions while moving

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

through the thorns. For every point below the score required to ter for the spell’s duration. Divide the duration evenly among all
succeed the strength check, a creature moves 1 foot (up to a maxi- the creatures touched. The spell does not make creatures unable
mum distance equal to its normal land speed). Of course, moving to breathe air.
through or attempting to move through the thorns incurs dam- The reverse, air breathing, enables water-breathing creatures
age as above. Damage is checked for each 10 foot of thickness or to also breathe air.
fraction thereof a creature attempts to move through. A creature The material component for the spell and its reverse is a short
trapped in the thorns can choose to remain motionless in order to reed or piece of straw.
avoid taking damage. A 5-foot thick wall inflicts the same dam- The priests’ version of this spell, and its reverse, functions as
age as a 10-foot wall; however, breaking through the 5-foot wall the wizards’ spell of the same name, except there is no material
takes half as much time. component.
A wall of thorns can be breached from the outside by slow
work with edged weapons. Each person chopping away at the Water Walk (Transmutation)
wall creates a 10-foot deep by 3-foot wide safe passage for ev- Caster/Level (Sphere): Priest/3 (Elemental (Water))
ery 4 turns of effort. A 5-foot thick wall only requires 2 turns. Range: Touch
Magical fire (including fiery breath weapons and spell effects of Duration: 1 turn + 1 turn/level
Effective Area: Special
3rd level or better) burns a wall of thorns, but doing so causes it Components: V, S and M
to act as if it were a wall of fire spell for two turns (the cool side Casting Time: 6
always faces the caster of the wall of thorns spell). Lesser spell Saving Throw: None
effects and normal fires do not affect the wall. This spell allows the caster to empower one creature touched
Despite its appearance, a wall of thorns is not actually a living plus one additional creature per caster level above 5th (which may
plant, and thus is unaffected by spells that affect plants. or may not include the caster) to tread on any liquid as if it were
firm ground for the spell’s duration. Mud, oil, snow, quicksand,
Warp Wood (Transmutation) running water, ice, and even lava can be traversed easily, since
Caster/Level (Sphere): Priest/2 (Plant) the subjects’ feet hover an inch or two above the surface on a
Range: 10 yards/level thin, invisible field of force under the wearer. Creatures cross-
Duration: Permanent ing molten lava still take damage from the heat because they are
Effective Area: Special
near it. The subject(s) can walk, run, charge, or otherwise move
Components: V and S
Casting Time: 5 across the surface as if it were normal ground. The subject(s) of
Saving Throw: Special the spell leaves depressions the size of his feet and 11 /2 inch deep
This spell allows the caster to cause wooden items within per 100 pounds of weight in snow, quicksand or other semi-solid
range to bend and warp, permanently destroying their straight- surfaces, caused by the field of force. If the spell is cast under-
ness, form, and strength. A warped door springs open or be- water (or while the subject(s) are partially or wholly submerged
comes stuck, requiring a Strength check to open, at the caster’s in whatever liquid they are in), subjects that desire to go to the
option. A boat or ship can be made to spring a leak. Warped mis- surface rise at a rate of 120 feet per round, while those who are
sile weapons are useless. A warped melee weapon causes a −4 dead, unconscious, more than lightly encumbered, or unwilling
penalty on attack rolls. to go to the surface rise at a rate of only 60 feet per round, un-
The caster may warp a 15-inch shaft of wood up to 1-inch di- til they can stand on the surface. The spell’s subject(s) must also
treat liquids as solid objects for the purpose of falling.
ameter or its equivalent per caster level. At 3rd level, the caster is
The material components are a piece of cork and the caster’s
able to warp 2 or 3 hand-axe handles or a dozen crossbow bolts,
holy or unholy symbol.
and at 5th level, he can warp the shaft of a typical spear. The caster
can combine multiple consecutive castings to warp an object that Weather Summoning (Conjuration)
is too large for him to warp with a single spell. Until the object is Caster/Level (Sphere): Priest/6 (Weather)
completely warped, it suffers no ill effects. Range: 0
Enchanted items made of wood (such as magically held Duration: Special
doors, temporary magical weapons, etc.) can be affected only Effective Area: Special
if the caster is higher level than the caster who enchanted it. Per- Components: V and S
manent magical items made of wood are treated as if a caster of Casting Time: 1 turn
at least 12th level enchanted them. The spell has a 20% cumula- Saving Throw: None
tive chance of success per caster level higher than the level of the This spell allows the caster to invoke severe weather condi-
caster who enchanted the wood. Artifacts and relics cannot be tions. The caster can alter the wind speed, precipitation, and
affected by this spell. temperature to any extreme for the region and season. This in-
The reverse, straighten wood, warps the same quantity of wood cludes tornadoes, thunderstorms, ice storms, or hot weather in
back to normal, straightening wood that has been warped either the spring, torrential rains, heat waves, or hailstorms in the sum-
by this spell or other means. mer, hot or cold weather, fog, or ice in the autumn, and extreme
cold, blizzards, or a fast thaw in the winter. If cast in coastal re-
Water Breathing (Transmutation) gions during late winter or early spring the caster may invoke a
Caster/Level (Sphere): Priest/3 (Elemental (Water, Air)), Wiz- hurricane.
The GM must determine the spell’s effective area and its dura-
ard/3
Range: Touch tion. The GM may consult the control weather spell for more spe-
Duration: Priest—1 hour/level, Wizard—1 hour/level + 1d4 cific weather details; however, the effects are always at or beyond
hours the extreme ends of the scales. The changes to the weather condi-
Effective Area: 1 creature tions start to become noticeable within 1d4 turns, and reach their
Components: Priest—V and S, Wizard—V, S and M full strength in 1d12 + 5 turns. Depending on the severe weather
Casting Time: Priest—6, Wizard—3 conditions desired, the effective area might be between 1 and 100
Saving Throw: None square miles and the duration (after the effect has reached full
This spell allows the caster to empower one or more creatures strength) may be just 1 turn or up to a few days. The caster deter-
touched (which may or may not include the caster) to breathe wa- mines which type of extreme weather is desired, but otherwise

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FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

has no control over the weather that arrives and cannot change take 2d4 points of fire damage from the flames.
his mind once it has been called. If a successful dispel magic is This spell can be made permanent with a permanency spell. A
cast at the location the weather summoning spell was cast, before permanent web is stationary, and if damaged or destroyed it re-
the severe weather reaches its full strength, the weather slowly forms in the same location. Permanent webs close in behind those
reverts back to normal, however once it reaches its full strength who hack through them in one round and return in 1 turn if de-
it can no longer be dispelled. stroyed by fire. Pieces of the web dissolve in just a few seconds if
Several casters working in concert (either through the use of a they are removed from the spell’s effective area.
combine spell or by casting similar complimentary spells, such as The material component is a bit of spider web.
control weather, control winds, etc.) can invoke the most extreme
and/or unlikely weather conditions, such as frost and snow dur- Weird (Illusion)
ing the summer or a heat wave in the winter. Caster/Level: Wizard/9
Range: 30 yards
Web (Evocation) Duration: Concentration
Caster/Level: Wizard/2 Effective Area: 20-foot radius
Range: 5 yards/level Components: V and S
Casting Time: 9
Duration: 2 turns/level
Effective Area: 8,000 cubic feet Saving Throw: Special
Components: V, S and M This spell is similar to phantasmal killer, except the caster can
Casting Time: 2 select any number of potential victims, within the effective area,
Saving Throw: Negate or Half that he is able to communicate with. While casting this spell, the
This spell allows the caster to create many-layers of strong, caster threatens his intended victims with impending doom in
sticky strands, similar to spider webs but far larger and tougher. whatever language(s) they can understand.
The web covers a maximum area of eight 10 × 10 × 10 foot cubes The selected creatures must roll a saving throw vs. spell,
and must be at least 10 feet thick. The webs must be anchored modified by wisdom—mental defense modifier.
to two or more solid and diametrically opposed points, such as Those who fail the save are suddenly involved in a seem-
floor and ceiling or opposite walls, or else the web collapses and ingly real battle with phantasmal images culled from their dark-
disappears. est subconscious. The GM must adjudicate the phantasmal mon-
Creatures caught within a web become entangled among the sters, but in general, each phantasmal monster shares the caster’s
gluey fibers. Any creature in the effective area when the spell is Level/HD, and possibly other stats. Escape of any sort (including
cast must make a save vs. spell, modified by dexterity—surprise teleport, plane shift, etc.) is impossible. In reality, the victims are
modifier and a −2 penalty. paralyzed, and the combat is only occurring within their minds.
If the save fails, the creature is entangled. Creatures with Combat begins immediately, but each round of this mental com-
strength score of 12 or less are trapped and unable move or per- bat takes only 1 /10 of an actual round. If the mental combat
form any actions until freed by another creature or the spell’s du- reaches 1 turn (1 round of actual time), initiative is rolled for all
ration expires. Creatures with strength between 13 and 17 can others who are not affected by the spell. Those creatures under
break through 1 foot of web per round, and those with strength the effects of the spell can be attacked and suffer damage, but
above 17 break through 2 feet per round. Huge creatures or those they cannot be brought out of the mental combat until the spell
with great mass can move through 10 feet of webs per round, ends or they have successfully defeated the phantasmal monster.
while creatures larger than huge ignore the webs completely. If the victim dies in mental combat, he dies in reality, but if he de-
If the save succeeds and the creature is adjacent to at least feats the phantasmal monster, the spell ends. The victim revives
5 feet of clear space, it avoids the effect entirely, but if insuffi- unharmed, and he has not used any actual equipment or spells.
cient clear space is available, the web affects the creature at half He also gains experience for defeating the phantasm.
strength. Creatures with strength score of 7 or less are trapped An affected creature sees only the phantasmal monster attack-
and unable move or perform other actions until freed by another ing it but not those attacking others. The caster must concentrate
creature or the spell’s duration expires. Creatures with strength to maintain the phantasms. The spell ends if the caster loses con-
between 7 and 12 can break through 1 foot of half-strength web centration.
per round, and all other movement values while entangled (listed Those victims who successfully save are paralyzed with fear
above) are doubled. for a full round and lose 1d4 points of strength, but do not face
Entangled creatures (whether at full or half strength) lose a phantasmal monster. If a creature does not have a known
any dexterity bonuses to their AC until they leave the effective strength the GM may instead assign −1d4 in combat penalties.
area, however, missiles weapons are less effective against those The victim’s strength returns after 1 turn. If a creature that saved
trapped in the web. If at least 5 feet of web lie between the at- successfully is attacked and sustains damage while paralyzed
tacker and the entangled opponent, it provides 25% cover. 10 with fear, the paralysis effect ends and they can react immedi-
feet provides 50% cover, 15 feet provides 75% cover and 20 feet ately, albeit with a lowered strength score.
of web or more provides 90% cover.
Whispering Wind (Transmutation, Illusion)
In addition, using a melee weapon or other tool to attack a Caster/Level: Wizard/2
creature entangled in a web, or to hack at the webs to free an Range: 1 mile/level
ally, may cause the attacker (or rescuer) to become entangled. If Duration: Special
less than 5 feet of web lie between the attacker/rescuer and the Effective Area: 2-foot radius
entangled creature, the attacker/rescuer makes a save vs. spell, Components: V and S
modified by dexterity—surprise modifier. If the save fails, he is Casting Time: 2
entangled at half strength. If more than 5 feet of web exists, a Saving Throw: None
failed save indicates he is fully entangled, and if more than 10’ This spell allows the caster to send a message or a sound on
feet exists, he suffers the additional -2 penalty to the save. the wind to a designated spot. The whispering wind travels to a
The strands of a web spell are flammable. A magical flaming specific location within range that is familiar to the caster, pro-
sword can slash them away as easily as a hand brushes away cob- vided that it can find a way to the location. A whispering wind
webs. Any fire can set the webs alight and burn away a 10-foot is as gentle and unnoticed as a zephyr until it reaches the loca-
cube per round. All creatures within flaming parts of the web tion. It then delivers its whisper-quiet message or other sound.

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APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

Note that the message is delivered regardless of whether anyone when caught in a wind wall. Arrows, bolts and sling stones are
is present to hear it. The wind then dissipates. deflected upward and miss, while any other hurled weapon pass-
The caster can prepare the spell to bear a message of no more ing through the wall suffers a −4 penalty to the first shot and −2
than twenty-five words, cause the spell to deliver other sounds penalty to further shots. A giant-thrown boulder, a siege engine
for 1 round, or merely have the whispering wind seem to be a projectile, and other massive ranged weapons are not affected.
faint stirring of the air. He can likewise cause the whispering wind Gases, most gaseous breath weapons, and creatures in gaseous
to move as slowly as 1 mile per hour or as quickly as 1 mile per form cannot pass through the wall, but it poses no barrier to in-
turn. corporeal creatures.
When the spell reaches its objective, it swirls and remains While the wall must be vertical, the caster can shape it in any
in place until the message is delivered. As with magic mouth, continuous path along the ground that he likes. It is possible
whispering wind cannot speak verbal components, use command to create cylindrical or square wind walls to enclose specific lo-
words, or activate magical effects. cations.
The material components are a tiny fan and a feather from an
Wind Walk (Transmutation) exotic creature.
Caster/Level (Sphere): Priest/7 (Elemental (Air))
Range: Touch Wish (Conjuration, Evocation)
Duration: 1 hour/level Caster/Level: Wizard/9
Effective Area: The caster + 1 person per 8 levels Range: Unlimited
Components: V, S and M Duration: Special
Casting Time: 1 round Effective Area: Special
Saving Throw: None Components: Special
This spell allows the caster to alter the substance of his body Casting Time: Special
and everything worn or carried to a cloudlike vapor (as a potion of Saving Throw: Special
gaseous form) and move through the air, possibly at great speed. This spell allows the caster to alter reality to better suit him. It
The caster can take a maximum of up to three other creatures is the mightiest spell a wizard can cast, and like limited wish, can
with him. A magic wind allows them to move at a rate as slow require GM and player adjudication. It can have any of several
as 6 with maneuver class of 1, up to 20 with a maneuver class of effects chosen at casting time.
2, up to 40 with a maneuver class of 3, up to 60 with maneuver Change Race: A wish can be used to change a character’s race.
class of 4, and as fast as 60 mph (or 1 mile per round) if flying at or Unwilling subjects are granted magic resistance and a save vs.
above altitudes of 600 feet with only maneuverability necessary spell to avoid the effect. The results are handled as if a reincar-
for long distance traveling. nation had been cast upon the living creature, but the caster is
Wind walkers are not invisible but rather appear misty and allowed to select the race.
translucent. If fully clothed in white, they are 80% likely to be Duplicate Spell Effects: The simplest form of the wish spell
mistaken for clouds, fog, vapors, etc. A wind walker can regain allows the caster to create nearly any type of known magical ef-
its physical form as desired and later resume the cloud form. fect, of equal or lesser level. A wish can duplicate any wizard spell
Each change to or from vaporous form requires 1 full round, of 9th level or lower, provided the spell is from a school of magic
which counts toward the duration of the spell (as does any time allowed to the caster, and any wizard spell of 7th level or lower,
spent in physical form). The caster can dismiss the effect com- even from a prohibited school, or duplicate any priest spell of 6th
pletely and for everyone at once, or he can dismiss it for individ- level or lower, provided the spell is from a school of magic al-
ual wind walkers and not others. lowed to the caster, and any priest spell of 5th level or lower, even
During the last round of the spell’s duration, a wind walker from a prohibited school. Using this spell to duplicate another
in cloud form automatically descends as much as 600 feet in or- spell must follow all rules for the spell being duplicated. Sub-
der to land. This rapid descent serves as a warning that the spell jects are allowed the same saving throws and magic resistance as
is about to end. normal. The caster is subject to the same risks and rewards as
While in vapor form, creatures are immune to attacks from
if they had cast the actual spell, with the following exceptions.
normal weapons. No spell casting is possible while in vapor
Any variable that can benefit the caster (such as range, duration,
form. Winds may allow a wind walker to move faster than 60
damage, etc.) will be as if the most favorable result was rolled,
mph if blowing from behind, and move at a slower speed or have
and if used to duplicate a spell with a material component that
difficulty navigating if blowing against them. Wind speeds of tor-
costs less than 10,000 gp, the caster does not need to provide the
nado strength and higher will completely impede travel in that
component. All verbal and somatic components must be used,
direction.
and the casting time is equal to that of the duplicated spell.
The material components are fire and holy or unholy water.
Increase Ability Score: A wish can grant a creature a +1 bonus
Wind Wall (Transmutation) to an ability score as long as the score is not raised above 16. It
Caster/Level: Wizard/3 requires the casting of 10 wish spells to increase an ability score
Range: 10 yards/level from 16 to 17, and 10 more to increase a score from 17 to 18.
Duration: 1 round/level The recipient’s strength score must progress through the excep-
Effective Area: 10 feet × 5 feet/level, 2 feet wide tional strength categories, even for non-warriors. In regards to
Components: V, S and M exceptional strength ratings, it requires 10 wish spells to increase
Casting Time: 3 strength from 18 to 18/01-50, 10 more to increase to 18/01-50 to
Saving Throw: Special 18/51-75, 10 more to increase to 18/76-90, etc. These bonuses can
This spell allows the caster to create an invisible vertical cur- exceed racial maximums, are permanent and cannot be affected
tain of wind, 2 feet thick and of considerable strength. It is a by dispel magic, though if the GM agrees, a mage’s disjunction may
roaring blast of upward wind sufficient to blow away any bird temporarily negate the effect (1d4 rounds).
smaller than an eagle, or tear papers and similar materials from Increase Life Expectancy: A wish can be used to reduce a crea-
unsuspecting hands. A save vs. spell, modified by dexterity— ture’s age by up to 20 years if its venerable age is 150 years or
surprise modifier, allows a creature to maintain its grasp on less, up to 40 years if its venerable age is between 151 and 250
an object. Small-sized and smaller flying creatures cannot pass years, up to 60 years if its venerable age is between 251 and 350
through the barrier. Loose materials and clothing fly upward years, etc. An unwilling creature is granted magic resistance and

204
FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

a save vs. magic to avoid the effect. The caster may choose the fuse the body with life again. A wish cannot prevent a character
exact number of years, but a creature cannot be reverted to a form brought back to life from losing a point of constitution, nor can
prior to its birth or hatching. The caster may be the subject of this it reset a character’s original constitution as regards to the total
effect, but he cannot choose the exact number of years for him- number of times he may be brought back to life.
self, rather a variable number of years is used, such as 1d10 + 10, Transport Travelers: A wish can lift one creature per caster
2d10 + 20, 3d10 + 30, etc. The magical aging caused by casting level from anywhere on any plane and place those creatures any-
the wish spell then offsets the final result. where else on any plane, without chance of error, regardless of
Loosen Racial Restrictions: A wish cannot completely re- local conditions. An unwilling target is granted a save vs. spell
move a racial class level restriction, however each wish can add 1 to avoid the effect, and magic resistance (if any) applies.
level to a character’s racial maximum level for a single class. Undo Misfortune: A wish can undo a single recent event. The
Magic or Money: A wish can allow the caster to immediately wish forces a re-roll of any roll made within the last round. Real-
create any number of magical items with a total value of up to ity reshapes itself to accommodate the new result. For example,
5,000 experience points, any amount of mundane items totaling a wish could undo an opponent’s successful save or attack roll,
up to 25,000 gp in value, or a proportionate combination of the a friend’s failed save, and so on. The re-roll, however, may be
two. No experience can be awarded for gaining this “treasure”. as bad as or worse than the original roll. An unwilling target is
A wish may never be used to directly gain experience points or granted a save vs. spell to avoid the effect, and magic resistance
class levels. If a mundane item valued at more than 25,000 gp, is (if any) applies. A wish can undo the harmful effects of many
wished for, it arrives in an unfinished state (a castle’s foundation, other spells, such as geas, quest or insanity. The specifics are given
the keel of a boat, etc.). Either additional wishes or mundane labor in the description of each spell.
can finish the work. And finally, the caster can produce any other effect whose
power level is in line with the above effects, a single creature may
be granted a +9 bonus to hit on its next attack or suffer up to a −9
penalty on its next saving throw, etc. The caster is allowed to
be creative when using this form of the wish, and with the GM’s
consent, the spell could be used as an aid in spell research for
new spells of 8th level or lower. The casting time for this form
can vary greatly. For this more free-form application, the exact
terminology of the wish is taken literally.
The caster may try to use a wish to produce even greater ef-
fects, but doing so is dangerous, reducing the caster’s strength
score by 3 points and requiring 2d4 days of rest to recover. In ad-
dition, the wish spell may pervert the caster’s intent into a literal
but undesirable fulfillment or only a partial fulfillment. Divine
beings and deities can punish mortals for abusing the wish spell
and it’s likely to attract the attention of other powerful planar
creatures.
Casting this spell ages a caster five years if his venerable age
is 150 years or less, ten years if his venerable age is between 151
and 250 years, fifteen years if his venerable age is between 251
and 350 years, etc.

Withdraw (Transmutation)
Caster/Level (Sphere): Priest/2 (Protection)
Range: 0
Duration: 1 round
Effective Area: The caster
Components: V and S
Casting Time: 5
Magical Item Creation: A wish can be substituted for a per- Saving Throw: None
manency spell during magical item creation. Doing so provides a This spell causes the caster to personally perceive time differ-
100% success rate, and the caster does not lose a point of consti- ently. Time seems to slow down for the caster. The caster per-
tution. Additionally, during magic item creation, the caster can ceives the duration to be two rounds plus one round per caster
use a wish to duplicate any material component (up to 25,000 gp level during the spell’s actual duration of one round (or one
in value), spell effect or desired power required, that the caster minute). While in this state, the caster can perform only basic
otherwise doesn’t have access to. Each item or effect requires a mental actions, such as thinking and reading. He is also able to
separate wish. cast any divination spell and any curing or healing spells (the
Maximize Ability Score: A wish can increase a single ability latter two on himself only). The caster cannot perform any ac-
score to one higher than the racial maximum for an entire day. tions other than those listed above. He cannot move, use magical
Remove Injuries and Afflictions: A single wish can aid one items, cast any other type of spell, concentrate on any other type
creature per caster level, and all subjects can be cured of the same of magical effect, perform any other special ability (even if only
kind of affliction. For example, the caster could heal all the dam- a mental ability) or become invisible, and if attacked, the caster
age that he and his companions have taken, or remove all poison loses dexterity and shield bonuses to his AC. The caster may end
effects from everyone in the party, but not do both with the same the spell early by breaking any restriction (such as moving, start-
wish. ing to cast a proscribed spell, casting a cure spell on an ally, etc.),
Revive the Dead: A wish can bring a dead creature back to and if the caster is successfully attacked, his concentration is bro-
life by duplicating a resurrection spell. A wish can revive a dead ken and the spell ends.
creature whose body has been completely destroyed, but the task To adjudicate this spell, ask the caster what he plans to do
takes two wishes, one to recreate the body and another to in- during his mental rounds. All of the caster’s mental rounds occur

205
APPENDIX A. MAGIC OVERVIEW AND SPELLS FOR GOLD & GLORYTM

in the next actual round. Determine whether any of the caster’s Wizard Mark (Universal)
stated actions will break the spell early. Roll initiative for every- Caster/Level: Wizard/1
Range: Touch
one else as normal. The GM must roughly calculate when during Duration: Permanent
the round, the caster performs a restricted action, or when an en- Effective Area: Up to 1 square foot
emy may be given an opportunity to strike the caster before the Components: V, S and M
round ends. Divide the number of the caster’s perceived rounds Casting Time: 1
by 10. This gives an approximate number of mental rounds that Saving Throw: None
occur during each initiative roll. Allow the caster to immediately This spell allows the caster to inscribe a personal rune or mark
start performing actions during his mental rounds up to the time and up to six additional characters of a smaller size. The writing
he breaks the spell, his allies get initiative, or until an opponent can be visible or invisible. A wizard mark spell allows the caster
receives initiative against him. Pause long enough to allow the to etch the runes upon any material without harming it. If an in-
caster’s allies and opponents to perform their actions on their ini- visible mark is made, a detect magic spell causes it to glow and be
tiatives, and if his opponents miss him, allow the caster to com- visible, though not necessarily understandable. Detect invisibility,
plete the remainder of his mental rounds. true seeing, a gem of seeing, or a robe of eyes likewise allows the user
The GM may also, in certain circumstances (especially when to see an invisible wizard mark.
no combat is occurring), provide the player with one minute of While the caster’s personal mark is written in any mundane
real time for each round of his character’s perceived time to think alphabet he knows and may be readily identifiable, the smaller
about something. The player cannot discuss the matter with any runes are magical in nature. Only a read magic spell reveals the
other players during this time, but the GM may answer some meaning of the smaller runes (if any are included), and the caster
questions if he feels the character would already know the an- is able to include more information in each rune as he progresses
swer (but the player has simply forgotten). in levels. Between 1st and 5th level, each rune represents but a
single letter, between 6th and 10th , each rune represents a one syl-
Wizard Eye (Transmutation) lable word or single syllable in a multi-syllabic word, between
Caster/Level: Wizard/4
Range: 0 11th and 15th , each rune may now represent any entire word, and
Duration: 1 round/level after attaining 16th level, the characters may represent up to 2
Effective Area: Special words each. Wizard mark cannot be affected by dispel magic but
Components: V, S and M can be removed by the caster or by an erase spell.
Casting Time: 1 turn A wizard mark can be cast on an object during the ritual prior
Saving Throw: None to casting instant summons on the same object. If a wizard mark is
This spell creates an invisible magical sensor that sends the placed on a living being, normal wear gradually causes the effect
caster visual information. The caster can create the wizard eye at to fade in about a month.
any point he can see, but it can then travel outside his line of The material components for the spell are between 50 and 100
sight without hindrance. The eye travels at 30 feet per round if gp worth of diamond dust, and one or more pigments, which de-
viewing an area ahead as a human would (primarily looking at termine the color of the mark, whether it is visible or invisible.
the floor) or 10 feet per round if examining the ceiling and walls A visible wizard mark can be drawn with the caster’s finger, but if
as well as the floor ahead. It can see with infravision for 10 feet the mark is to be invisible, the caster must inscribe it with a stylus
and with normal vision for 60 feet in well-lit areas. The caster of some sort.
is subject to gaze attacks through the eye. The eye cannot blink
or take damage, but can otherwise be blinded, by either magical Word of Recall (Transmutation)
or mundane means, as if it were one of the caster’s eyes. Other Caster/Level (Sphere): Priest 6 (Summoning)
spells or magical items cannot enhance the spell’s effects. Range: 0
Duration: Special
The eye can travel in any direction or distance as long as the
Effective Area: The caster
spell lasts. The eye has a solid form that can be detected by detect Components: V
invisible, or similar magic. Solid barriers block its passage, but it Casting Time: 1
can pass through a hole or space as small as 1 inch in diameter. Saving Throw: None
The eye can’t enter another plane of existence, even through a Word of recall teleports the caster instantly back to his sanc-
gate or similar magical portal. tuary when the word is uttered. He must designate the sanctu-
The caster must concentrate to use a wizard eye. If he stops ary when he memorizes the spell, and it must be a very familiar
concentrating, the eye becomes inert until he starts concentrating place. The actual point of arrival is a designated area no larger
again, provided the spell’s duration hasn’t ended. A successful than 10 feet by 10 feet. The caster can be safely transported any
dispel magic, cast either on the caster or on the eye, ends the spell. distance within a plane but travel between planes carries a 10%
The material component is a bit of bat fur. cumulative risk per plane crossed that the priest is forever lost
deep in the Astral Plane. He can transport, in addition to himself,
Wizard Lock (Universal) up to 25 pounds per caster level. A 16th level caster could bring
Caster/Level: Wizard/2 along 400 extra pounds. Exceeding this limit causes the spell to
Range: Touch
Duration: Permanent fail. The extra weight can be any combination of equipment or
Effective Area: 30 square feet/level creatures. All creatures to be transported must be in contact with
Components: V and S one another, and at least one of those creatures must be in contact
Casting Time: 1 with the caster.
Saving Throw: None An unwilling creature can’t be teleported by word of recall.
When cast upon a door, chest, or portal, this spell magically Likewise, a creature’s magic resistance or a successful save vs.
locks it. spell prevents items in its possession from being teleported. Unat-
The caster can freely bypass his own wizard lock without af- tended, non-magical objects receive no saving throw.
fecting it; otherwise, only breaking the item or a successful dispel Effects that block or hinder a plane shift spell also affects the
magic will end the spell. A knock spell or a wizard of 4 or more use of this spell.
levels higher than the spell’s caster level can open a door or object
secured with this spell by suppressing the effect for 1 turn.

206
FOR GOLD & GLORYTM APPENDIX A. MAGIC OVERVIEW AND SPELLS

Wraith Form (Transmutation, Illusion) The material components are a bit of gauze and a wisp of
Caster/Level: Wizard/3 smoke.
Range: 0
Duration: 2 rounds/level Wyvern Watch (Evocation)
Effective Area: The caster Caster/Level (Sphere): Priest/2 (Guardian)
Components: S and M Range: 30 yards
Casting Time: 1
Saving Throw: None Duration: Up to 8 hours
Effective Area: 10-foot radius
This spell causes the caster and his equipment to become par- Components: V, S and M
tially ethereal. The caster cannot attack other creatures except Casting Time: 5
those that exist on the Ethereal Plane, and those that exist on Saving Throw: Negate
the Ethereal Plane can attack the caster normally. The caster is This spell allows the caster to create an insubstantial, wyvern-
still visible to creatures on the Prime Material Plane, however, shaped haze to guard the effective area against incursion. Crea-
he becomes immune to mundane attacks from the Prime Mate- tures approaching within 30 feet of the wyvern in bright light
rial Plane and can only be affected by magical effects, magical have a 90% chance to see it, in twilight, only a 30% chance, and
weapons or by creatures on the Prime Material that have 4 HD or there’s no chance at all to see it in darkness. It cannot be detected
more. by infravision. Any creature approaching within 10 feet of the
Most undead are fooled into believing the caster is an actual effective area is attacked by the wyvern and must save vs. spell
wraith or possibly a specter, but higher level, intelligent undead or become paralyzed. The paralyzation persists for one round
(such as liches, vampires, and genuine specters) are granted a per caster level, until a successful dispel magic or remove paralysis
save vs. spell with a −4 penalty to recognize that the caster is is cast, or until the caster frees the victim. A successful saving
alive. throw indicates the wyvern missed, but it will continue to attack
The caster can pass through a narrow opening, such as a each round until the spell’s duration ends or until its first suc-
small hole or crack, but is unable to fly without additional magic. cessful attack, which ends the spell effect immediately.
The caster can return to his normal form by uttering a command The material component is the caster’s holy or unholy sym-
word. A successful dispel magic will also end the spell. bol.

207
Appendix B

TREASURE LISTS AND DESCRIPTIONS

To use the treasure type table cross-reference the correspond-


ing letter on a monster’s treasure listing in the bestiary with each
type of treasure on the table (copper, silver and gold pieces, etc.).
Roll percentile to determine if a particular treasure may be avail-
able. If no percentile is listed then that treasure is automatically
included. Lair treasures represent that which intelligent creatures
collect or hoard. Individual treasures represent what a particular
creature may be carrying or for animal intelligence creatures it
represents items scattered about in their lair.

Table B.1: Treasure Type


Lair Treasure
Copper Silver Gold Electrum/ Gems Com. Magic
Platinum*
A 25% 1d3 × 30% 1d10 × 40% 1d6 × 35% 3d6 × 100 60% 10d4 50% 2d6 30% Any 3
1,000 200 1,000
B 50% 1d6 × 25% 1d3 × 25% 1d10 × 25% 1d10 × 30% 1d8 20% 1d4 10% Armor or
1,000 1,000 200 100 Weapon
C 20% 1d10 × 30% 1d6 × – 10% 1d6 × 100 25% 1d6 20% 1d3 10% Any 2
1,000 1,000
D 10% 1d6 × 15% 1d10 × 50% 1d3 × 15% 1d6 × 100 30% 1d10 25% 1d6 15% Any 2
1,000 1,000 1,000 and 1 potion
E 5% 1d6 × 25% 1d10 × 25% 1d4 × 25% 3d6 × 100 15% 1d12 10% 1d6 25% Any 3
1,000 1,000 1,000 and 1 scroll
F – 10% 3d6 × 40% 1d6 × 15% 1d4 × 20% 2d10 10% 1d8 30% Any 5/no
1,000 1,000 1,000 weapons
G – – 50% 2d10 × 50% 1d10 × 30% 3d6 25% 1d6 35% Any 5
1,000 1,000
H 25% 3d6 × 40% 2d10 × 55% 2d10 × 40% 1d8 × 50% 3d10 50% 2d10 15% Any 6
1,000 1,000 1,000 1,000
I – – – 30% 1d6 × 100 55% 2d6 50% 2d4 15% Any 1
Individual and Animal Lair Treasure
Copper Silver Gold Electrum/ Gems Art Magic
Platinum*
J 3d8 coins – – – – – –
K – 3d6 coins – – – – –
L – – – 2d6 coins – – –
M – – 2d8 coins – – – –
N – – – 1d6 coins – – –
O 10d4 coins 5d6 coins – – – – –
P – 10d6 coins – 1d20 coins – – –
Q – – – – 1d4 – –
R – – 2d10 coins 10d6 coins 2d4 1d3 –
S – – – – – – 1d8 potions
T – – – – – – 1d4 scrolls
U – – – – 90% 2d8 80% 1d6 70% Any 1
V – – – – – – Any 2
W – – 5d6 coins 1d8 coins 60% 2d6 50% 1d8 60% Any 2
X – – – – – – Any 2 potions
Y – – 2d6 × 100 – – – –
Z 1d3 × 100 1d4 × 100 1d6 × 100 1d4 × 100 55% 1d6 50% 2d6 50% Any 3
*The GM may choose to roll for one or both types of coins, and roll separately for each.

209
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

COINS Precious Gemstones: Alexandrite, Aquamarine, Garnet (Vio-


let), Pearl (Black), Spinel (Deep Blue) and Topaz (Golden Yellow).
Small amounts of coins are carried in pouches and purses by most
intelligent creatures, while large amounts of coins are typically Gems: Corundum (Fiery Yellow or Rich Purple), Emerald, Opal
stored in containers (jars, bags, chests, etc.) but may be scattered (White, Black, or Fire), Sapphire (Blue), Star Ruby and Star Sap-
about if found in an animal lair. Fifty coins, regardless of metal, phire (Blue or Black)
weigh a single pound.
Jewels: Diamond (Blue White, Canary, Pink, Brown, or Blue),
Emerald (Clear Bright Green) and Jacinth.
GEMSTONES This should cover most types of gemstones found in the
game, but the GM is free to add more gemstones (either real or
Merchants may allow ornamental and semi-precious gemstones fantasy-based) to this list, as desired.
to circulate alongside normal coinage, so that common gem-
stones between 2 sp and 50 gp value may be found mixed with
a creature’s coins or mounted onto an otherwise worthless piece OBJECTS OF ART
of copper jewelry to avoid losing it. More valuable gemstones
are usually kept separately from the rest of a creature’s monetary An object of art is any manufactured item that has intrinsic value.
treasure. An average of 100 gemstones weigh a pound (regard- Whenever coins or gems are indicated, the GM may substitute, in
less of value). whole or in part, an equivalent value of these items. When art is
A gemstone’s rarity and hence its base value is determined indicated on the Treasure Table, roll randomly on Table B.4: Ob-
by rolling 1d100 and consulting Table B.2: Random Gemstones. jects of Art to determine the base value of the item found. Simple
Uncut gemstones are automatically worth 10% less than their examples are provided, but GMs are encouraged to detail each
base value according to their class. Once cut however, there is item in advance. These items can take the form of a sable cloak,
a 10% chance that each given gemstone is of greater or lesser size silk jacket or black velvet cape, a piece of jewelry or snuff box en-
and/or quality than its base value would indicate. If it is deter- crusted with gold and gemstones, a painting or tapestry of a long
mined that a gemstone is of greater or lesser size and/or quality, dead hero or historical scene, rare and hard to find items, or even
roll 1d6 and consult Table B.3: Gemstone Value Variations. a useful cache of Greek fire, etc.

Table B.2: Random Gemstones Table B.4: Objects of Art


1d100 Base Value Class 1d100 Examples Base Average
01–25 10 gp Ornamental Value Value
26–50 50 gp Semi-precious 01–10* Common item, rare 1d10 × 10 55 gp
51–70 100 gp Fancy commodity gp
71–90 500 gp Precious 11–25* Fur, rare commodity 3d6 × 10 105 gp
91–99 1,000 gp Gems gp
00 5,000 gp Jewels 26–40 Tapestry or painting 1d6 × 100 250 gp
gp
Table B.3: Gem Value Variation 41–50 Carved ivory or 1d10 × 550 gp
1d6 Result wrought silver 100 gp
1 Increase to next higher base value. * 51–60 Wrought electrum 2d6 × 100 700 gp
2 Double base value. gp
3 1d6 × 10% above base value. 61–70 Wrought gold 3d6 × 100 1050 gp
4 1d4 × 10% below base value. gp
5 Half base value. 71–80 Jade or coral 4d6 × 100 1400 gp
6 Decrease to next lower base value. ** gp
*Apply the result and roll again. If the new result is any num- 81–85 Wrought platinum 5d6 × 100 1750 gp
ber except 1, apply the result and stop rolling. Above 5,000 gp, gp
86–90 Silver with gems 1d4 × 2500 gp
the base value of the gemstone doubles for each consecutive 1,000 gp
1. No gemstone can be increased more than five places from 91–95 Electrum with gems 1d6 × 3500 gp
its base value, so that no single gemstone can be worth more 1,000 gp
than 160,000 gp. 96–99 Gold with gems 2d4 × 5000 gp
**Apply the result and roll again. If the new result is any num- 1,000 gp
ber except 6, apply the result and stop rolling. Below 10 gp, 00 Platinum with gems 2d6 × 7000 gp
values decrease to 5 gp, 2 gp, 1 gp, 5 sp, and 2 sp. No single 1,000 gp
gemstone can be worth less than 2 sp and no gemstone can be * When very inexpensive “objects of art” are indicated, the
decreased more than five places from its base value. GM can refer to the standard equipment lists and find items of
appropriate value. If the creature is intelligent, the GM should
Ornamental Gemstones: Agate (Banded, Eye, Moss, or Tiger look for items that it has a use for, such as acid vials, oil flasks,
Eye), Azurite, Hematite, Lapis Lazuli, Malachite, Obsidian, and better weapon or armor than is normal for its type, but
Quartz (Blue), Pearl (Freshwater), Rhodochrosite and Turquoise. which the characters may also be able to use or resell. Once
the base value for an object of art is determined, each piece can
Semi-Precious Gemstones: Bloodstone, Carnelian, Chal- be checked for inferior or superior workmanship and/or de-
cedony, Chrysoprase, Citrine, Iolite, Jasper, Moonstone, Onyx, sign by rolling a 10-sided die. In the case of common mundane
Peridot, Quartz (Clear Rock Crystal, Rose, Smoky or Star Rose), equipment the GM can increase the number of items found,
Sard, Sardonyx and Zircon. substitute a more or less valuable item or packaging, etc.
Fancy Gemstones: Amber, Amethyst, Chrysoberyl, Coral, Gar-
net (Red or Brown-Green), Jade, Jet, Pearl (White, Golden, Pink,
or Silver), Spinel (Red, Red-Brown or Deep Green) and Tourma-
line.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Table B.5: Objects of Art Value Variation Table B.7: Commodities


1d10 Modifier Item Value
1* −50% Mundane Book or Between 3 gp and 300 gp (1d100 ×
2 −25% Scroll* 3)
3 −10% Brocade or Tapestry** Up to 20 gp per square yard
4–7 0% Incense (rare) Between 5 gp and 30 gp per stick,
8 +25% cube, etc.
9 +50% Ivory (unworked) Between 3 gp and 6 gp per pound
10** +100% Perfume (rare) Up to 6 gp per dram (or 48 gp per
*Apply the result and roll again. If the new result is any num- oz.)
ber except 1, apply the result and stop rolling. Below 10 gp, *Refer to Sage Knowledge for subject matter; larger books are
values decrease to 8 gp, 6 gp, 3 gp, 1 gp, 8 sp, and 6 sp. No generally more valuable, but value can also be affected by
single item can be worth less than 6 sp and no item can be quality of workmanship and/or materials, the age of the ma-
decreased more than six places from its base value. terial, the author’s name, and how well the subject matter is
**Apply the result and roll again. If the new result is any num- covered.
ber except 10, apply the result and stop rolling. Above 10,000 **Also includes fine carpets and rugs.
gp, the base value of the item becomes 20,000 gp and then
doubles for each consecutive 10. No item can be increased
more than six places from its base value, so that no single item Jewelry and Trinkets: The standard equipment tables list trin-
can be worth more than 640,000 gp. kets like the glass bottle (10 gp), hourglass (25 gp), magnifying
glass (100 gp), spyglass (1,000 gp) as well as inexpensive jewelry,
such as bronze pins (6 gp), brooches (10 gp) and signet rings (5
gp). Whenever a wider selection of jewelry or other such items is
OTHER TREASURE required, such as when stocking a creature’s treasure room or the
local jewelry merchant’s shop, roll 1d100 and consult the follow-
In addition to common items from the equipment tables, the fol- ing table:
lowing tables also may prove useful when creating an interesting
treasure horde.
Table B.8: Jewelry and Trinkets
Furs and Fancy Clothes: The standard equipment tables list a 1d100 Object of Art
fur cloak, one made of common, local game, such as rabbit, rac- 01–02 Anklet
coon or squirrel, for 50 gp. The standard equipment table also 03–06 Arm band
lists silk jackets for 80 gp and embroidered robes for 20 gp. The 07–09 Belt
following table provides a more complete list. 10–12 Box (small)
13–16 Bracelet
Table B.6: Furs and Fancy Clothes 17–19 Brooch
20–21 Buckle
Cape or Cloak, 22–25 Chain
Type Pelt Trim* Robe or
Jacket Coat 26 Chalice
27 Choker
Beaver 2 gp 20 gp 200 gp 400 gp 28–30 Clasp
Common fur 1 gp 5 gp 25 gp 50 gp** 31–32 Coffer
Embroidered – 4 gp 20 gp** 40 gp 33 Collar
Ermine 4 gp 120 gp 3,600 gp 7,200 gp 34–35 Comb
Fox 3 gp 30 gp 300 gp 600 gp 36 Coronet
Marten 4 gp 40 gp 400 gp 800 gp 37 Crown
Mink 3 gp 90 gp 2700 gp 5,400 gp 38–39 Decanter
Muskrat 1 gp 10 gp 100 gp 200 gp 40 Diadem
Sable 5 gp 150 gp 4,500 gp 9,000 gp 41–45 Earring
Seal 5 gp 25 gp 125 gp 250 gp 46–47 Fob
Silk – 8 gp 80 gp** 160 gp 48–52 Goblet
Velvet – 25 gp 250 gp 500 gp 53–54 Headband (fillet)
*Collars, cuffs, and edges of typical garments 55–57 Idol
**As found on standard equipment tables 58–59 Locket
60–62 Medal
63–68 Medallion
Commodities: The standard equipment tables also list treasure 69–75 Necklace
items such as pounds of spices (exotic (15 gp), rare (2 gp) and 76 Orb
common (1 gp)), and vials of cheap perfume (5 gp per oz.). Cloth 77–79 Pendant
is listed on the standard equipment lists in 10 sq. yard measure- 80–84 Pin
ments (common—such as cotton or wool (7 gp), fine—such as 85–93 Ring
silk (50 gp) and rich—such as velvet (100 gp)). The following ta- 94 Scepter
ble provides a few additional items. 95–96 Seal
97–99 Statuette
00 Tiara

211
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

MAGICAL ITEMS to dispel magic). As a general rule, the effects of an accursed po-
tion or oil are not subject to dispel magic but are subject to a remove
MAGICAL ITEM TABLES curse.

The GM may place certain magical items, particularly the more Researching Potions: Once a mage has established his labora-
powerful ones, into his world even before play begins, thereby tory (refer to Brewing Potions), he is usually able to discern a
forming the basis of rumors, legends or bard’s tales, however potion’s correct formula by analyzing a sample of it. The main
they can roll randomly to determine magical items when neces- ingredient, however, will almost always be rare, hard-to-find and
sary. Do not wait until after the encounter has ended to deter- expensive. Researching a new type of potion is similar to re-
mine magic items. In many cases, the creature will gain the bene- searching a new spell.
fit of owning the item (whether it be a ring, scroll, potion, armor,
weapon, etc.). If a class group is listed in parenthesis then only
classes within that group can use the item. The XP value deter-
mines how many experience points are awarded to the character
that crafts it. Accursed items never have an XP value. Some mag-
ical item tables have sub-tables; roll the requisite die to determine
the sub-table to roll on.

Table B.9: Magical Items


1d100 Category (Sub-Table)
01–20 Potions & Oils (1d6)
21–35 Scrolls (1d6)
36–40 Rings (1d6)
41 Rods
42 Staves
43–45 Wands
46 Books & Tomes
47–48 Jewels & Jewelry (1d6)
49–50 Cloaks & Robes
51–52 Boots & Gloves
53 Girdles & Helms
54–55 Bags & Bottles
56 Dusts & Stones
57 Household Items & Tools
58 Musical Instruments
59–60 Odd Curios (1d6)
61–75 Armor & Shields
76–00 Weapons (1d6)

POTIONS & OILS


Potions and oils are found in corked vials or flasks, made of ce-
ramic, metal, crystal or even glass, which holds at least enough
fluid for a single dose or application when full. Drinking a potion
or applying oil during combat, applies a −1 penalty to the char-
acter’s initiative roll, and is the only action he can perform during Combining Potions: Due to their magical and often volatile na-
that round. The effects begin 1d4 + 1 initiative counts later, or at ture, potions have unpredictable results when mixed. They can
the start of the next round, whichever is sooner. Unless other- be mixed either intentionally or accidentally in a bowl, on the
wise mentioned, effects caused by potions and oils function as if
ground, in a creature’s body, etc. If two or more potions or oils
a spell cast by a 12th level caster. If the effect requires a spell of are mixed or if a potion or oil with a duration other than instanta-
higher than 6th level to duplicate, the effect is treated as if cast by neous has been in effect for less than one turn and another potion
a caster of the minimum level to cast the spell. is consumed or another oil applied, the GM must roll 1d100 and
check Table B.10: Potion Incompatibility for the result. Since no
Identifying Potions: While some mages prefer to wizard mark
two potions are exactly the same, even when brewed by the same
their potion vials and oil flasks, most bear no identifying marks,
caster, potion incompatibility must be checked every time.
so a character must sample a potion, and is usually allowed to
do so without wasting a dose or benefiting from its effect. The There are a few exceptions, however, when rolling a 1d100
most note-worthy exception is poison; characters sampling a poi- is not necessary. Sweet water automatically turns any potion or
son (whether contact or ingested) always suffer negative effects. poison with which it is mixed (even internally) to normal water.
Sampling a potion should give a basic description to its taste, Poisons and potions of delusion can be mixed with anything, al-
smell, and appearance. Oils will universally taste oily, however ways resulting in a 36–90 result on the table, and mixing a potion
the same potion brewed by different spell casters can be totally of treasure finding with anything else creates a lethal poison (al-
different in color, taste, and smell. More importantly, a sample ways resulting in a 02–03 on the table). Unless the result is 01, it’s
tasting or rubbing a drop of oil on the skin will provide a clue as impossible to tell what the effects of a potion or oil mixed outside
to the potion’s enchantment. of a body will be without magical aid or until it has been con-
sumed or applied. Results of 04–08 may require casting detect
Potion Duration: Unless otherwise stated, the effects of a po- poison spell to discover. For results 09–00, the GM may allow
tion last 4 + 1d4 turns (50–80 minutes) but most are also subject identify or other divination spells to provide some clue as to the
to a successful dispel magic cast against a caster level of 12 (refer mixture’s new enchantment (if any).

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Sub-Table B (3–4)
Table B.10: Potion Incompatibility 1d20 Item XP
1d100 Result 1 Giant Control 600
01 Magical Explosion, no saving throws allowed. If 2 Giant Strength (Warrior) 550
two or more potions were consumed, the con- 3 Growth 250
sumer suffers 6d10 points of damage and every- 4–5 Healing 200
thing within a 5-foot radius takes 1d10 points of 6 Heroism (Warrior) 300
7 Human Control 500
damage. If the potions or oils were mixed or ap- 8 Invisibility 250
plied externally, everything in a 10-foot radius suf- 9 Invulnerability (Warrior) 350
fers 4d6 points of damage. 10 Levitation 250
02–03 Lethal Poison. If consumed, the consumer dies 11 Longevity 500
with no saving throw allowed. If mixed externally, 12 Oils of Acid Resistance 500
it creates a 10-foot diameter cloud of poison gas 13 Oil of Disenchantment 750
lasting 4 + 1d4 turns. All creatures within or en- 14 Oil of Elemental Invulnerability 500
tering the cloud must save vs. poison or die. 15 Oil of Etherealness 600
04–08 Nauseating Poison. One potion or oil becomes 16 Oil of Fiery Burning 500
totally inert, while the other works at only half 17 Oil of Fumbling* Accursed
strength and duration. In addition, consuming the 18 Oil of Impact 750
mixed potion or applying the mixed oil causes the 19 Oil of Slipperiness 400
creature to lose one point each of strength and dex- 20 GM’s Choice –
terity for the potion’s reduced duration. No saving *The GM shouldn’t reveal the exact nature of the potion.
throw is allowed. Sub-Table C (5–6)
09–15 The potions or oils are completely incompatible. 1d20 Item XP
Both become totally inert.
16–25 The potions or oils are somewhat incompatible. 1 Oil of Timelessness 500
2 Philter of Glibness 500
One of them becomes inert, while the other func- 3 Philter of Love 200
tions normally.
4 Philter of Persuasiveness 400
26–35 The potions or oils are somewhat compatible. Both
5 Philter of Stammering and Stutter- Accursed
function at half strength and duration. ing*
36–90 The potions or oils are perfectly compatible. Both 6 Plant Control 250
function normally. If their effects are contradictory, 7–8 Poisoned* Accursed
both effects are cancelled. 9 Polymorph Self 200
91–99 The potions or oils are complementary. One of 10 Rainbow Hues 200
them functions at 150% of strength and duration, 11 Speed 200
while the other continues to function normally. If 12–13 Super-heroism (Warrior) 450
effects are contradictory, only one effect is can- 14 Sweet Water 200
celled, while the other continues at half strength 15 Treasure Finding 600
and duration. 16 Undead Control 700
00 Empowered Potion or Oil. Only one magical ef- 17 Ventriloquism 200
fect functions, but it becomes permanent (as if a 18 Vitality 300
19 Water Breathing 400
permanency spell had been cast successfully upon
20 GM’s Choice –
the effect). The GM may determine this result has
*The GM shouldn’t reveal the exact nature of the potion.
harmful and/or unforeseen side effects.
Animal Control: This potion allows the one who consumes it to
know and alter the emotional state of a group of specific animals.
POTION DESCRIPTIONS Unless some other means of communication is in effect, the con-
sumer can only understand and influence the animals’ emotions,
not their actions. The potion allows the consumer to trigger ba-
Table B.11: Potions (1d6) sic instinctual emotional responses such as rage, fear, or loyalty.
Sub-Table A (1–2) The consumer can control the emotions of any one type of ani-
1d20 Item XP mal matching the potion’s allowed species, and all animals to be
1 Animal Control 250 controlled must be of that type (controlling dogs with a potion of
2 Clairaudience 250 mammal control or sharks with a potion of fish control, for exam-
3 Clairvoyance 300 ple). The number of animals affected is based on their size: 5d4
4 Climbing 300 small-sized or smaller animals, 3d4 man-sized animals, or 1d4
5–6 Delusion* Accursed large-sized or larger animals weighing more than 500 lbs. A 1d20
7 Diminution 300 roll determines the specific type of animal.
8 Dragon Control 700
9 Elixir of Health 350 1d20 Animal Species
10–11 Elixir of Madness* Accursed 1–4 Mammals & marsupials
12 Elixir of Youth 500 5–8 Avian
13 ESP 500 9–12 Reptiles & amphibians
14–15 Extra-healing 400 13–15 Fish
16 Fire Breath 400 16–17 Mammals, marsupials, & avian
17 Fire Resistance 250 18–19 Reptiles, amphibians, & fish
18 Flying 500 20 Mammals, marsupials, avian, reptiles, am-
19 Gaseous Form 300 phibians, & fish
20 GM’s Choice – The potion affects miniature, giant and dire varieties of an-
*The GM shouldn’t reveal the exact nature of the potion. imals (whether naturally occurring or enchanted), but does not

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

affect mixed or hybrid animal combinations, like the owlbear, or Diminution: This potion causes the one who consumes it and
creatures such as the centaur, lammasu, shedu, manticore, nor all his equipment to shrink. Unlike most potions, this potion can
any giant-kind, humans, demi-humans, or humanoids, etc. Only be divided into multiple doses. The duration is always 6 turns
unusually intelligent animals (with a score of 5 or better) gain a plus 1d4 + 1 turns (80-110 minutes) no matter how much is con-
saving throw to avoid the effects. If the GM doubts whether a sumed. The effect on the consumer’s height and weight is based
creature can be affected, he should assume it is not affected. proportionately on how much of a full vial they consume. Merely
sampling the potion subtracts 1% from the contents of a vial and
Clairaudience: This potion affects the one who consumers it as
shrinks the consumer to 99% of his total height, while drinking
if he were under the effects of the clairaudience spell with a dura-
half of a full vial results in a 50% reduction in height.
tion of two turns. In addition, the potion allows the consumer to
hear into unknown areas within 30 yards. Refer to the reverse form of the enlarge spell, reduce, for de-
tails regarding being shrunk, such as weight, speed, strength and
Clairvoyance: This potion affects the one who consumers it as other reductions, as well as the results of reduction of more than
if he were under the effects of the clairvoyance spell with a dura- 90% in size, such as when a full vial is consumed.
tion of two turns. In addition, the potion allows the consumer to Dragon Control: This potion allows the one who consumes it
see into unknown areas within 30 yards. one immediate attempt to charm a dragon of a specific type
Climbing: This potion imbues the one who consumes it with within 60 yards (refer to charm monster). The dragon is granted
the ability to climb up or down vertical surfaces as if he were a saving throw vs. spell with a −2 penalty to avoid the effect. If
a high-level thief for a duration of 1 turn plus 5d4 rounds (or the dragon fails its save, the potion’s effect lasts for 5d4 rounds.
15-30 minutes) (refer to Thieving Skills—Climb Walls, Climbing The type of dragon can be determined by rolling 1d20.
and Climb Speed for further details). Roll 1d100 once each round 1d20 Dragon
of climbing when the consumer is halfway through his climb- 1–2 White
ing movement. The base chance for the consumer to fall is only 3–4 Black
1%, however every 100 pounds carried or worn by the consumer 5–7 Green
adds 1% and wearing most armor increases the chance of falling 8–9 Blue
according to the following table. 10 Red
11–12 Brass
Armor type Falling Mod. 13–14 Copper
Magical armor (any) 1% 15 Bronze
Studded leather/brigandine 1% 16 Silver
Scale mail 4% 17 Gold
Chain mail 7% 18–19 All chromatic
Banded/splint mail 8% 20 All metallic
Field plate/plate mail/bronze plate 10%
Full plate 12% Elixir of Health: This miraculous elixir will cure non-
phantasmal blindness or deafness, ordinary disease (but not such
as lycanthropy), feeblemindedness or insanity, infection, parasite
infestation, non-lethal poisoning (or lethal poisoning if adminis-
tered before the onset time), and rot. This elixir does not heal
wounds or restore hit points lost through any of these afflictions,
however it is so potent otherwise, that consuming a full vial cures
all the listed afflictions at once, while consuming only half of a
vial will still cure one or two afflictions (GM’s choice).
Elixir of Madness: Merely a sample of this accursed elixir is
enough to cause the sampler to go permanently insane without
benefit of a saving throw. Only heal, restoration, or wish spells or
similar effects can remove this insanity. Once sampled, any elixir
remaining in the vial loses its magical properties and simply be-
comes a foul tasting liquid.
Elixir of Youth: Sampling this elixir reveals its purpose but re-
duces its effectiveness. If sampled first, the remainder of the elixir
reduces the consumer’s age by 1d3 years if his venerable age is
150 years or less, 2d3 years if his venerable age is between 151 and
250 years, 3d3 years if his venerable age is between 251 and 350
years, etc. If the entire contents of a full vial is consumed with-
out being sampled first, the elixir reduces the consumer’s age by
1d4 + 1 years if his venerable age is 150 years or less, 2d4 + 2 years
if his venerable age is between 151 and 250 years, 3d4 + 3 years
if his venerable age is between 251 and 350 years, etc. This elixir
cannot reduce a creature to a form prior to its birth or hatching.
Delusion: This accursed potion fools the one who consumes it ESP: This potion affects the one who consumes it as if he were
into believing it’s a different kind of potion. No saving throw is under the effects of the ESP spell lasting 5d8 rounds.
allowed to avoid the effects. The consumer believes he has been
healed or has become invisible, is able to fly, etc. until serious Extra-Healing: This potion restores 3d8 + 3 hit points of dam-
injury or death occurs or the potion’s duration expires. If sev- age to the one who consumes a full vial. A full vial may be di-
eral individuals sample the same potion of delusion, there is a 90% vided into three equal doses; each restoring 1d8 hit points to the
chance that they all believe the same false results. consumer (refer to cure light wounds spell).

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Fire Breath: A full vial of this potion may be consumed all at weight, and bend bars/lift portcullis scores equal those of the
once or divided into four equal doses. Consuming one or more appropriate giant (refer to Strength). Most significantly, the war-
doses allows the one who consumes it to spew a cone of flame rior gains the ability to hurl rocks similar to the ability of giants.
once within one hour of being consumed. If one dose is con- A warrior gains this ability even if no other benefits are gained;
sumed, the cone of fire is 10-feet wide and up to 20-yards long such as if a hypothetical fighter with strength of 19 consumes a
and inflicts 1d10 + 2 points of damage. Consuming half of a full potion of hill giant strength. Determine the type of giant by rolling
vial doubles the width, length, and damage of the cone to 20-feet 1d20.
wide × 40-yards long, 2d10 + 4 points of damage, consuming 3 Max.
1d20 Giant (Str) Rock Rock Range
doses or 3 /4 of a full vial the cone is 20-feet wide, 60-yards long Dmg. Weight
and inflicts 4d10 points of damage, and finally, consuming a full
vial produces a cone of fire 20-feet wide, up to 80-yards long that 1–6 Hill (19) 1d6 140 lbs. 80 yds.
inflicts 5d10 points of damage. In all cases, victims are allowed a 7–10 Stone (20) 1d12 198 lbs. 160 yds.
11–14 Frost (21) 1d8 156 lbs. 100 yds.
save vs. breath weapon to reduce the damage by half.
15–17 Fire (22) 1d8 170 lbs. 120 yds.
If the consumer doesn’t spew out the flame before an hour has 18–19 Cloud (23) 1d10 184 lbs. 140 yds.
passed, the potion’s magic fails. When the magic fails, there’s 20 Storm (24) 1d12 212 lbs. 160 yds.
a 10% chance that the flame erupts inside the consumer, inflict-
ing double the normal amount of damage depending upon the Growth: This potion causes the one who consumes it and all of
amount he had consumed (2d10 + 2 for one dose, 4d10 + 8 for the equipment he is wearing or carrying to grow larger and heav-
two doses, 8d10 for three doses, and 10d10 for four doses). The ier. A full vial of this potion can be divided into four doses. Each
consumer is allowed no saving throw in this event. dose consumed increases the consumer’s height by his original
Fire Resistance: A full vial of this potion may be divided into height. Drinking one dose increases the consumer’s height by
two doses or taken as a whole. One who consumes even a sin- 100%, consuming 2 doses causes a 200% increase, 3 doses causes
gle dose of this potion is granted magical invulnerability against a 300% increase and consuming a full vial provides a 400% in-
any normal, non-magical fire. When an entire vial is consumed, crease in height. A 3’ tall gnome becomes 6’, 9’, 12’, or 15’ tall
this effect lasts 1 turn. In addition, the potion confers a +4 bonus respectively, while a 6’ tall human becomes 12’, 18’, 24’, or 30’
to saves vs. extremely hot fires and magical fires such as fireball, tall. Refer to the Enlarge spell for details on all other effects of
wall of fire, magma, breath weapons, etc., and damage from mag- gaining height.
ical or extremely hot fires is reduced by −2 per die for the du- Healing: This potion restores 2d4 + 2 hit points to any injured
ration. If half of a full vial is consumed, the duration is reduced person who consumes the entire vial (refer to cure light wounds
to 5 rounds, and the consumer only gains half the benefits (+2 to
saving throws and a −1 damage per die). spell).

Flying: This potion bestows upon the one who consumes it the Heroism: Whilst useful to those mages wishing to cast an in-
ability to fly as if he were affected by a fly spell. tense transformation spell, otherwise this potion will only release
its full magic when consumed by one of the warrior class who is
Gaseous Form: This potion causes the one who consumes it under 10th level. When consumed, his abilities are increased to
and all equipment he carries or wears (up to his strength—max. heroic proportions. The warrior’s THACO and saving throws in-
weight score) to become a cloud of billowing gas. While in crease as if he had gained a number of bonus levels. Additionally,
gaseous form, the consumer can enter any space that’s not air- the warrior gains temporary hit points, according to the table be-
tight. He has a base movement of 3, but a gust of wind spell or low. Damage is first subtracted from this pool of temporary hit
strong wind currents will carry the consumer away in the direc- points, but they cannot be cured or healed. The current level of
tion it’s blowing at its air speed. The consumer becomes translu- the consumer determines the amount of bonus levels and tempo-
cent, insubstantial, and cannot be harmed except by magical fire rary hit points gained.
or lightning, which deals normal damage, or a whirlwind, which Warrior’s Level Bonus Levels Hit Points
inflicts double damage. The consumer remains in gaseous form 0 4 4d10
for the potion’s duration. 1st–3rd 3 3d10 + 1
4th–6th 2 2d10 + 2
Giant Control: This potion allows the one who consumes it one 7th–9th 1 1d10 + 3
immediate attempt to charm one or two giants of a specific type
within 60 yards (refer to charm monster). If one giant is targeted, Human Control: This potion allows the one who consumes it
it is granted a saving throw vs. spell with a −4 penalty to avoid one immediate attempt to charm up to 32 levels or HD of hu-
the effect. If two giants are targeted, they are both granted saving mans, humanoids, or demi-humans of a specific type within 60
throws vs. spell with +2 bonuses. If the giant(s) fail their saves, yards (refer to the charm spell). Ignore any bonuses to a creature’s
the potion’s effect lasts for 5d6 rounds. The type of giant is deter- HD when calculating total HD. Elves and half-elves retain their
mined by rolling 1d20. normal resistance to the charm effect, and each target is allowed a
1d20 Giant saving throw vs. spell to avoid the effect. The potion’s charm ef-
1–5 Hill fect lasts 5d6 rounds. Determine the type of human, demi-human
6–9 Stone or humanoid by rolling 1d20.
10–13 Frost 1d20 Type
14–17 Fire 1–2 Dwarves
18–19 Cloud 3–4 Elves and half-elves
20 Storm 7–8 Halflings
Giant Strength: This potion only releases its magic when con- 9–10 Orcs and half-orcs
11–16 Humans
sumed by one belonging to the warrior class, whereupon grant- 17–19 Humanoids up to 7’ tall
ing him some of the abilities of a specific giant for the potion’s du- 20 Elves, half-elves and humans
ration. The warrior does not gain any increase to his strength—
melee attack modifier or force door scores, but he does gain Invisibility: A full vial of this potion is divided into 8 equal
increased strength—damage modifier, non-encumbered, max doses. Each dose bestows invisibility upon the one who con-

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

sumes it for 1d4 + 2 turns or until an attack is made (refer to the 1d4 Element
invisibility spell). 1 Air
2 Earth
Invulnerability: This potion will only release its magic when 3 Fire
consumed by one of the warrior class. A warrior then becomes 4 Water
invulnerable to non-magical attacks, attacks from weapons that Fully 10% of the oils of this kind are of a more powerful va-
don’t have an enchantment bonus, and melee attacks from crea- riety, such that an application protects the creature against the
tures with fewer than 4 HD. Additionally, the potion improves appropriate elemental forces even while that creature is visiting
the warrior’s AC by 2 and provides a +2 bonus to his saving that specific Elemental Plane, allowing the protected creature to
throws. The effects last 5d4 rounds. act unhindered and travel unharmed by the normally lethal en-
vironmental conditions there.
Levitation: This potion allows the one who consumes it to lev-
itate, as long as his weight, combined with the weight of what- Oil of Etherealness: Applying this oil to a creature’s skin or
ever gear he is wearing or carrying (which could include another rubbing it onto an object renders the creature or object ethe-
creature), is equal to or less than 600 pounds (refer to the levitate real. Ethereal creatures exist on the ethereal plane and can move
spell). around as if flying, passing through any solid matter, or even
travel to any plane that shares a border with the Ethereal Plane.
Longevity: This highly sought after potion reduces the age of They are usually invisible to those that are not also ethereal, and
the one who consumes it by 1d12 years if his venerable age is 150 neither can affect the other, in most cases. A full flask of the oil
years or less, 2d12 years if his venerable age is between 151 and can be applied to a man-sized creature and the equipment that he
250 years, 3d12 years if his venerable age is between 251 and 350 wears and carries, and the effect will last for 4 + 1d4 turns or un-
years, etc. However, there is a 1% cumulative chance each time til a weak acidic solution (such as the juice of a lemon) is applied
this potion is consumed that it instead increases the consumer’s to dissolve the oil. It can be divided into smaller applications to
age by a like amount, and reverses the effects of all longevity po- coat 2 small-sized or four tiny-sized creatures and all their gear,
tions previously consumed. Therefore, the GM must keep strict or it can be used in its entirety to coat a large creature and its gear
records of its consumption by any of the player characters and for only 2 + 1d2 turns. Any similar and reasonable combination
the resulting age bonus. This potion cannot reduce a creature to is allowed.
a form prior to its birth or hatching. Oil of Fiery Burning: Meant to explode when hurled as an in-
direct missile, a flask of this oil ignites when it is opened, inflict-
Oil of Acid Resistance: When applied to a creature’s skin or ing 1d4 points of damage to the one who opened it. The opener
rubbed upon its possessions, this oil confers complete invulnera- is then granted one dexterity check to attempt to re-stopper the
bility to acids. The oil’s effect has a base duration of 24 hours or flask before it explodes. An explosion (whether accidental or in-
1,440 rounds; however, each time the protected creature and/or tentional) inflicts 5d6 points of damage to as many as 6 large-
items are exposed to acid, the base duration is reduced by a num- sized creatures within a 10-foot radius. Each is granted a saving
ber of rounds equal to the number of hit points of damage that throw to attempt to reduce the damage by half.
would have been suffered. A full flask contains sufficient oil to
protect one man-sized creature and his equipment. It can be di- Oil of Fumbling: This accursed oil is similar in function to a
vided into smaller applications to protect 2 small-sized or four potion of delusion. It fools the one who applies it on his skin into
tiny-sized creatures and all their gear, or it can be used in its en- thinking that he’s coated with one of the following beneficial oils:
tirety to protect a large creature and its gear for only 12 hours. acid resistance, elemental invulnerability or slipperiness. When
Any similar and reasonable combination is allowed. the oiled creature is in combat or other stressful situations, the oil
reveals its true purpose resulting in a 50% chance each round for
Oil of Disenchantment: When applied to a creature’s skin this the creature to drop any items he’s holding. A bath involving a
oil immediately removes all effects from the enchantment school strong solvent, either distillate of the terebinth tree (turpentine)
of magic. This unusual oil does not radiate magic after it has or wood alcohol, can be used to remove the oil and end the curse
been applied. When rubbed upon a magical item, this oil also before the duration expires.
masks the item’s magical aura (making it appear to be mundane
if a detect magic spell is cast) but also specifically nullifies any of Oil of Impact: A full flask of this oil contains 1d3 + 2 applica-
the item’s enchantment bonuses and any other effects from the tions and each application provides enchantment bonuses to a
enchantment school of magic, for 1d10 + 20 turns. A full flask of blunt melee or hurled weapon (mace, hammer, club, staff, etc.)
this oil must be applied to the creature or object to be effective, and blunt missile ammunition (sling stone or bullet, etc.). The
regardless of the creature or object’s size. oil is effective when rubbed on either mundane or magical blunt
weapons. Mundane blunt weapons become magical in all ways
Oil of Elemental Invulnerability: The one who applies this oil while the effect lasts. Each application enchants a single small or
to his skin and to the possessions he wears or carries is granted medium-sized blunt melee weapon providing a +3 enchantment
complete invulnerability to damage or other effects from a spe- bonus to attack and +6 damage bonus. When used in melee the
cific type of elemental force while he is on the Prime Material enchantment lasts 1d4 + 8 rounds. An application could also be
(wind storms, fires, earthquakes, floods, etc.). Furthermore, at- used to enchant 1d2 + 3 pieces of tiny-sized or small-sized blunt
tacks by elemental creatures from the corresponding plane suffer ammunition or two small-sized hurled blunt weapons with +3
a penalty of −1 per die of damage. A full flask contains enough enchantment bonuses both to attack and damage. The enchant-
oil to coat one man-sized creature and his equipment for eight ment lasts for the duration of the potion or until the first time the
days or sixteen small-sized creatures for one day each. Any sim- weapon is hurled or fired in combat. Any similar and reasonable
ilar and reasonable combination is allowed. There are several combination is allowed.
known varieties of this oil. To determine the variety randomly,
Oil of Slipperiness: A full flask of this oil can be applied to a
roll 1d4. The GM may expand this table, if desired, by including
man-sized creature and all of his carried or worn gear, or a full
the quasi and para-elemental planes.
flask can be divided into a number of applications in the same
manner as the oil of etherealness. An object, which has been
rubbed with this oil, or a creature to which this oil is applied can-

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

not be held, grappled, or otherwise grabbed, grasped or hugged, fully neutralize it and can only provide up to a +4 bonus to the
and it becomes immune to the grasping effects from snakes and save. It seems there is at least a small amount of magical element
creatures with tentacles. Webs, whether magical or mundane, do in the making of these poisonous liquids. Some may be potions
not hinder the creature, while ropes, manacles, chains and shack- that failed during the brewing or that spoiled after years of dis-
les simply slip off of the creature, whether magical or mundane. use, while others may come from secret formulas known only to
If poured out onto any surface, there is a 95% chance that a crea- master alchemists or assassins. Poisoned potions are typically left
ture standing on it will slip and fall. The effect of this oil lasts for as traps in a treasure hoard, but some, especially those of the con-
eight hours but can be ended sooner by dissolving the oil with a tact (or gaseous) variety, may also be hurled as an indirect missile
weak alcohol solution (such as wine). if the GM allows.
Oil of Timelessness: When rubbed onto any object made of for- Polymorph Self: This potion bestows upon the one who con-
merly living substance (including dead bodies, but also ivory, sumes it the ability to assume a different form as if he were af-
bone, leather, leaves, paper, wood, etc.), this oil protects that ob- fected by a polymorph self spell (refer to the polymorph self spell).
ject against the ravages of time. For every year that passes, the
object is affected as if it had been but a day. Additionally, the Rainbow Hues: This potion bestows upon the one who con-
coated object receives a +1 bonus to all saves. The oil does not sumes it the ability to change the color of his body to any hue
wear off, wash off or dry up, so that the effects are permanent, or combination of colors at will for the duration. The consumer
must simply think about the color change, and the change hap-
subject only to a successful dispel magic. One full flask contains pens so quickly that up to 10 changes can be made in just a single
enough oil to coat 8 man-sized objects, 32 tiny-sized objects, 16 round. This potion always has the consistency of syrup, and loses
small-sized objects, 2 large-sized objects, or 1 huge-sized object. its magical properties if not stored in a metal vial, or is otherwise
Any similar and reasonable combination is allowed. exposed to light before being consumed. Consuming a full vial
Philter of Glibness: This potion grants the one who consumes produces an effect with duration of 7 hours, or a it can be divided
it the ability to speak smoothly and tell lies believably (if desired). into as many as seven doses with duration of one hour each. Any
Even magical detection such as the detect lie spell give mislead- similar and reasonable combination is allowed.
ing results. Minor exaggerations are considered truthful, while Speed: This potion confers extra movement and attacks per
totally dishonest statements seem only minor exaggerations. round upon the one who consumes it as if he were affected by
a haste spell for 5d4 rounds (refer to the haste spell). Consum-
Philter of Love: This potion causes the one who consumes it to
ing this potion permanently increases the consumer’s age by one
become charmed by the first creature he sees (refer to the charm
year if his venerable age is 150 years or less, 2 years if his venera-
spell). If the first creature seen is the opposite sex and similar
ble age is between 151 and 250 years, 3 years if his venerable age
species, the consumer falls madly and passionately in love. The
is between 251 and 350 years.
charm effect lasts 1d4 + 4 turns, but the love effect is permanent
barring a successful dispel magic. Elves and half-elves retain their Super-Heroism: This potion functions like an extra strength po-
normal resistance to the charm effect, and the consumer is al- tion of heroism which will only releases its true magic when con-
lowed a saving throw vs. spell to avoid the effect. sumed by one of the warrior class who is under 13th level. As
Philter of Persuasiveness: This potion grants the one who con- with the potion of heroism, the current level of the consumer de-
sumes it a +5 bonus to charisma—reaction modifier. In addition, termines the amount of bonus levels and temporary hit points
once per turn the consumer can make a suggestion to creatures gained.
within 30 yards (refer to the suggestion spell). Elves and half-elves Warrior’s Level Bonus Levels Hit Points
retain their normal resistance to the charm effect, and each target 0 6 5d10
is allowed a saving throw vs. spell to avoid the effect. 1st–3rd 5 4d10 + 1
4th–6th 4 3d10 + 2
Philter of Stammering and Stuttering: This accursed potion 7th–9th 3 2d10 + 3
fools the one who consumes it into believing he has consumed 10th–12th 2 1d10 + 4
either a philter of glibness or philter of persuasiveness. However,
whenever the consumer attempts to speak meaningfully (includ- Sweet Water: This potion is harmless when sampled and tastes
ing parley with a creature, cast a spell, read a scroll, activate an good, but it is not normally to be consumed. Its true purpose is
item, etc.), all of the words are unintelligible and nonsensical. The to turn any liquid with which it is mixed into clean, drinkable
consumer suffers a −5 penalty to his charisma—reaction modifier water. A full vial is usually divided into 10 doses. Each dose
while speaking like this. purifies up to 10,000 cubic feet of polluted, salty or alkaline con-
taminated water or up to 100 cubic feet of acid. A single dose
Plant Control: This potion allows the one who consumes it to also has the power to automatically neutralize most poisons (in
immediately charm any normal plants, fungi, molds, and plant- this case a poisoned creature may need to consume a dose) and
like monsters within a 20-foot by 20-foot square up to 90 yards when mixed with any other potion ruins the potion without the
away (refer to the charm plant spell). Plants with intelligence of 5 benefit of a save (even when both have been consumed). The pu-
or higher gain a save vs. spell to avoid the effect. The potion’s rified water radiates magic for 5d4 rounds and remains clean and
effect lasts 5d4 rounds. uncontaminated for at least that long.
Poisoned: The GM is given free reigns when choosing the spe- Treasure Finding: This potion grants the one who consumes it
cific effects and origins of a poisoned potion. He may select any the ability to detect the location of precious metals and/or gem-
type and strength of poison (refer to Poison) or create his own stones. The treasure cache must be within 240 yards and must
variety, however, the most common is an ingestion poison of contain metal equaling at least 10,000 coins (200 lbs. or more of
strength type “J”. As a general rule, poisoned potion gives off precious metal) and/or 100 gems. Any reasonable combination is
no distinguishing odor and can be of any color. The typical poi- allowed, but mundane and magical items not containing precious
soned potion takes effect even if merely sampled, however, they metals or gems are ignored. The consumer knows the direction
can be found in three strengths; weak (+4 to +1 bonus on the sav- but not the exact location of the treasure. Only magical wards
ing throw), average, and deadly (−1 to −4 penalty on the saving and lead-lined walls block the potion’s effects, which otherwise
throw). Some are so potent that a neutralize poison spell will not last 5d4 rounds.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Undead Control: This potion grants the one who consumes it may determine that a scroll must be scanned immediately after
with the ability to control a specific type of undead for 5d4 rounds being opened or the scroll will fade and the magic lost. The GM
(refer to the charm spell). A maximum of 16 HD worth of undead may determine the percentage chance to fade by assigning a base
can be controlled. Ignore any bonuses to a creature’s HD when 5% and adding 5% per year or part thereof after the first that the
calculating total HD. The undead (other than mindless zombies scroll case has laid unopened. In this case, a scroll that has not
and skeletons) are granted a saving throw vs. spell with a −2 been opened and scanned in over 20 years has a 100% chance to
penalty to avoid the effect. Roll a 1d10 to determine the type of fade if not scanned immediately. Instead the GM may assume
undead that the potion is effective against. The GM may modify that most scrolls have not been left idle in their scroll cases much
or add to this list as dictated by the needs of his world. longer than 6 years on average. In this case, the GM rolls 1d6
1d10 Type and multiplies the result by 5% to determine a random chance to
1 Ghasts fade for each scroll found. Scanning the scroll to determine the
2 Ghosts general nature of its content serves to renew the scroll’s writings
3 Ghouls until it lies dormant once more.
4 Shadows Technically, scrolls can hold any manner of information, but
5 Skeletons the most important scrolls for the adventurer’s purposes are
6 Specters found in four main varieties: map, spell (wizard or priest), pro-
7 Wights tection and cursed scrolls.
8 Wraiths
9 Vampires Table B.12: Scrolls (1d6)
10 Zombies Sub-Table A (1–2)
1d20 Type of Scroll XP
Ventriloquism: This potion allows the one who consumes it to
throw his voice as if he were affected by a ventriloquism spell. The 1 Map –
2 Protection—Acid 2,500
consumer can throw his voice up to six times within the effect’s 3 Protection—Cold 2,000
duration. 4 Protection—Dragon Breath 2,000
Vitality: Consuming an entire vial of this potion removes the 5 Protection—Electricity 1,500
debilitating effects of exhaustion (mental or physical), hunger, 6–7 Protection—Elementals 1,500
8 Protection—Fire 2,000
and thirst from the one who consumes it. Any current damage 9 Protection—Gas 2,000
or effects from up to 7 days of recent deprivation are nullified 10–11 Protection—Lycanthropes 1,000
immediately. If the previous deprivation had lasted less than 7 12 Protection—Magic 1,500
days, the consumer won’t need to sleep, eat, or drink for the re- 13 Protection—Petrification 2,000
mainder of the 7-day duration. In addition, he becomes immune 14 Protection—Plants 1,000
to poison and disease, and recovers from any type of damage at a 15 Protection—Poison 1,000
rate of 1 hit point every 4 hours for the remainder of the duration. 16 Protection—Possession 2,000
17 Protection—Undead 1,500
Water Breathing: This potion grants the one who consumes it 18 Protection—Water 1,500
the ability to breathe water as if he were affected by a water breath- 19 Cursed Accursed
ing spell. There’s a 75% chance that a full vial contains two doses, 20 GM’s Choice –
and a 25% chance that it contains four. Each dose lasts for one Sub-Table B (3–6)
hour (6 turns). 1d20 Number Spell Level*
1–3 1 spell 1d4
4–5 1 spell 1d6
SCROLLS 6 1 spell 1d8 + 1 (1d6 + 1)
7 2 spells 1d4
Scrolls are scribed on heavy sheets of fine vellum, high-quality 8 2 spells 1d8 + 1 (1d6 + 1)
papyrus or paper. The sheets are reinforced at the top and bot- 9 3 spells 1d4
tom with strips of leather slightly longer than the sheet is wide. 10 3 spells 1d8 + 1 (1d6 + 1)
Scrolls greater than three feet long are usually fitted with rein- 11 4 spells 1d6
forcing rods at each end rather than simple strips of leather. To 12 4 spells 1d8 (1d6)
protect it from wrinkling or tearing, a scroll is rolled up from both 13 5 spells 1d6
ends to form a double cylinder. This also helps the user unroll the 14 5 spells 1d8 (1d6)
scroll quickly. 15 6 spells 1d6
Scrolls are stored in ivory, jade, leather, metal, or wooden 16 6 spells 1d6 + 2 (1d4 + 2)
17 7 spells 1d8
cases. Commonly available scroll cases are plain and unadorned,
18 7 spells 1d8 + 1 (1d6 + 1)
but spell casters decorate and inscribe them with magic script and 19 7 spells 1d6 + 3 (1d4 + 3)
other unusual writing. Often, these inscriptions hide magic traps, 20 GM’s Choice –
such as symbols, glyphs of warding, explosive runes, etc. More *Roll for each spell; the formulae in parenthesis are the level
practically, the writing may serve to identify the owner and/or ranges for priest spells
the title of the scroll stored inside and must be read with the aid
of a read magic spell and possibly a comprehend languages spell (re-
fer to the wizard mark spell). In some cases, the writings must be XP: The experience value for scrolls containing spells is equal
read in order to open the scroll case. The GM may treat this as a to the total spell levels contained on the scroll times 100.
specialized wizard lock spell on the scroll case, which is only re-
leased by a command word hidden within the wizard mark or MAP SCROLLS
other symbols.
After a scroll has been opened, any character able to read it Map scrolls are not in and of themselves magical items and can
(see below) can scan it to learn its general contents. Scanning the be read by anyone. Therefore, any character may scan a map
general contents of a scroll does not activate its magic, unless it to determine its general contents. However, some maps (espe-
is cursed or has a magic trap (as above) placed upon it. The GM cially those containing important information and/or that might

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

reveal the location of a large treasure hoard) may be written, at sure is often hidden and gives a treasure modifier (See Distance
least partly, in ancient/obscure language(s) and/or magic script. above). Unless there is already a lair, body of water, crypt, ham-
These maps require magical or other extraordinary methods, as let, ruin or other appropriate feature conveniently located in ap-
determined by the GM, to reveal their full contents. proximately the correct place, this location should then also be
Certainly small simple maps, of one page or less, are not un- noted on the main map of the GM’s world.
common, but a map scroll is not limited to a single page. The
scroll can be as many feet long as needed to include terrain maps,
Table B.15: Map Location Table
area maps, inset maps, illustrations; as well as notes, warnings,
1d100 Location Treasure
journal entries, etc. A single “map” to a distant land could easily Modifier
consist of two or more scrolls.
Sometimes, the GM may wish to include a map scroll as part 01–10 Buried and unguarded −4
of a treasure as a way to convey specific information relating to 11–20 Under water −2
21–70 Creature’s lair −0
his world’s storyline, but a map scroll can sometimes be found
71–80 Burial crypt +0
as a random item. Finding a map scroll can mean a great ad- 81–90 Ruins +1
venturing opportunity for the characters. The GM is therefore 91–00 Community +2
encouraged to include random treasure maps that do not overly
interfere with his world’s storyline or provide more information Treasure Guardians: Unless buried, treasure hoards are nearly
than he wishes the characters to know, yet provide just enough always well protected by appropriate creatures (whether mag-
information to spur on a challenging side adventure for when the ical, mundane or undead). The GM must choose appropriate
characters have the time. A treasure map should imply a great guardian creatures based upon the hoard’s value (next section),
hoard just waiting to be found by the right group of adventurers, and chances for encountering wandering monsters occur nor-
but never reveal an amount and only provide the most vague ref- mally while following the map. Some or all of these hazards may
erences to the dangers involved. There is no guarantee that the be indicated on the treasure map, but if they are, they are almost
adventurers will be up to the challenge, or that the map is accu- always given in a vague or cryptic manner.
rate or genuine.
The following tables can be used to randomly create a trea- The GM now has more than enough information to provide a
sure map, whenever a map scroll is found for which the GM has treasure map to the characters.
no specific plans.
Type of Hoard: The following table determines the type of trea- Value of the Treasure Hoard: Roll 1d20, add or subtract the
combined treasure modifier from the Map Distance and Location
sure hoard. Do NOT reveal the type of treasure hoard to the Tables (if any), and consult the appropriate hoard table (Mone-
player characters. The specific amount of treasure will be deter- tary, Magic or Combined from the Map Table) to determine how
mined later. much treasure and in what form. It is suggested that these hoards
Table B.13: Map Table consist mainly of bulk coins, heavy objects that are difficult to
1d100 Result transport, or even well known items with questionable origins
which prove difficult to sell.
01–05 False map*. One of the following has occurred:
the treasure has already been looted (possibly ages
ago), the map actually leads to a hazard or trap, it Table B.16: Monetary Hoard Table
is a wild fantasy based solely on local legends, etc. 1d20 Result Code
06–70 Monetary hoard 1–2 20,000–80,000 (2d4 × 10,000) copper A
71–90 Magic hoard pieces & 20,000–50,000 ((1d4 + 1) ×
91–00 Combined hoard 10,000) silver pieces
*When a false map is determined, simply continue as if it was 3–5 5,000–30,000 (5d6 × 1000) electrum B
a valuable treasure map, but there is no need to determine the pieces
exact amount of the non-existent hoard. 6–10 3,000–18,000 (3d6 × 1000) gold pieces C
11–12 500–2,000 (5d4 × 100) platinum pieces D
Distance: The location revealed by the map can be only a few 13–15 10–100 (d10 × 10) gemstones E
hundred feet away or up to several hundred miles away. The GM 16–17 5–50 (5d10) objects of art F
must remember to take terrain features into account, and may 18 Roll twice, discard rolls above 17 G
choose the direction to best fit the shape of his world, or roll 1d8 19 Roll three times, discard rolls above 17 H
20 Roll four times, discard rolls above 17 I
to determine the direction randomly (1—North, 2—Northeast,
3—East, 4—Southeast, 5—South, 6—Southwest, 7—West, 8—
Northwest). The following table determines the distance to the Table B.17: Magic Hoard Table
treasure hoard and provides a treasure modifier. The treasure 1d20 Result Code
modifier is added to the 1d20 roll when determining the amount 1–5 Any magic item, plus 4 potions A
of treasure in a hoard. It is cumulative with the treasure modifier 6–8 Any 2 magic items B
from the Map Location Table (next section). 9–12 1 sword, 1 armor or shield, & 1 miscel- C
laneous weapon
Table B.14: Map Distance Table 13–14 Any 3 items, except sword or potions D
1d100 Distance Treasure 15–18 Any 6 potions and any 6 scrolls (possi- E
Modifier bly including a map)
01–20 1d4 − 1 (0–3) miles −4 19 Any 4 items, 1 of which is a ring & 1 of F
21–60 1d4 + 6 (7–10) miles −0 which is a rod
61–90 1d4 × 10 (10–40) miles +1 20 Any 5 items, 1 of which is a rod & 1 is G
91–00 10d10 × 4 (40–400) miles +2 miscellaneous item
Location: A treasure hoard may be hidden anywhere. The fol-
lowing table lists some common, mundane places where trea-

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Table B.18: Combined Hoard Table Table B.21: Treasure Hiding


1d20 Result Code(s) 1d20 Result
1–4 Monetary hoard A & magic hoard A 1–3 Invisibility
5–8 Monetary hoard C & magic hoard A 4–5 Illusion (to change or hide its appearance)
9–11 Monetary hoard B, C & magic hoard A, E 6 Secret space under container
12–13 Monetary hoard A, B, C & magic hoard C, D 7–8 Secret compartment inside container
14–15 Monetary hoard C, D & magic hoard B, E 9 Inside an ordinary item in plain view
16 Monetary hoard B, C, D, F & magic hoard A, C 10 Disguised to appear as something else
17 Monetary hoard A, B, C, D, E, F & a map to magic 11 Under a heap of trash/dung
hoard A 12–13 Under a loose stone in the floor
18 Monetary hoard A, B, C, D, E, F & a map to magic 14–15 Behind a loose stone in the wall
hoard F 16–20 In a secret room nearby
19 Magic hoard G & a map to monetary hoard A, B
20 Magic hoard G & a map to monetary hoard D,
E + magic hoard E SPELL SCROLLS
Treasure Containers: Treasure hoards may be left loose but A spell scroll is a spell (or collection of spells) that has been stored
more often are stored in one or more containers of various sizes in written form. Due to the unpredictable nature of magical writ-
and shapes. This table can help the GM determine how the trea- ing, a spell scroll can contain no more than 7 spells. The writing
sure hoard is stored. He may roll or select as many containers as vanishes from the scroll when the spell is activated, so that a spell
necessary to account for the entire hoard satisfactorily. can be used only once from a scroll. Reading a spell scroll is ba-
sically like casting the spell, including casting time. The caster
Table B.19: Treasure Container Table must maintain concentration while reading the scroll aloud (as if
1d20 Container he were casting the spell), or the spell fails and disappears from
1–2 Bag the scroll. A scroll will allow a caster to cast a spell, which he
3–4 Sack is not normally able to cast, whether due to level, intelligence,
5–6 Small Coffer wisdom, sphere or school restrictions, etc.
7–8 Chest Spell scrolls contain wizard spells 70% of the time and priest
9–10 Huge Chest
11–12 Pottery Jar spells 30% of the time. Only a wizard can scan and read wizard
13–14 Metal Urn scrolls and only a priest can scan and read priest scrolls, with the
15–16 Stone Container exception of high level thieves and bards who can scan and read
17–18 Iron Trunk any spell scroll. Paladins and rangers can never scan or read spell
19–20 Loose scrolls.

Traps on the container: A treasure hoard usually carries a mun- Caster Levels: The caster level of a spell found on a scroll is
dane or magical trap. This is entirely the purview of the GM as to equivalent to the caster’s level when the scroll was scribed, so
what kind of trap and how the trap works. The GM determines can never be below 7th level. Generally speaking, the caster level
one or more traps per container, as appropriate. The following of a random scroll is assumed to be the minimum level required
table provides some ideas on how to trap common containers. to cast the spell plus one, but never below 7th . It can then be as-
sumed that a 1st through 3rd level spell is scribed at 7th level, while
Table B.20: Treasure Traps the 4th level spell is scribed at 8th level, a 5th level spell at 10th , a
1d20 Trap 6th level spell at 12th (Priest) or 13th (Wizard), 7th at 15th , 8th at 17th
1–4 Contact poison on container and/or treasure and 9th level spell at 19th caster level. This can be used as a ba-
(GM determines exact type (refer to Poisons)) sic guideline, but the GM is free to create spell scrolls scribed by
5–7 Poisoned needles in lock or handles (GM deter- spell casters of higher level (but not lower). For example, a scroll
mines exact type (refer to Poisons))
8–10 Spring darts fire from front of container, top of containing both a 1st and a 5th level spell may be scribed at 7th
container or from inside bottom of container. and 10th caster levels respectively, or both spells may be scribed
11–12 Blade scything across inside at 10th level or even higher. This choice however, directly affects
13 Venomous insects or reptiles living inside con- the chance for magical spell failure (see below).
tainer
14 Poison gas released by opening container Magical Spell Failure: When a high level rogue attempts to
15–16 Trapdoor opens 1d6 feet in front of container read a spell scroll, refer to their class listing for details. Other-
17 Stone block drops in front of the container wise, when a spell caster attempts to read a spell scroll scribed at
18 Spears fire from walls when container opened a caster level higher than his caster level, there’s a chance for the
19 Explosive runes
20 Symbol spell activation to fail. The percentage chance for failure to oc-
cur is equal to 5% times the difference between the scroll’s caster
Hiding the hoard: Whether trapped or not, the whole hoard level and the caster level of the spell caster. For example, a 3rd
may be hidden by mundane or magical means. The GM de- level mage finds a spell scroll containing a 1st level spell. Assum-
termines an appropriate method to hide the hoard, if any. The ing standard casting level for the scroll is 7th , the mage has a 20%
following table provides some ideas on how to hide a treasure chance of spell failure ((7 − 3) × 5%). If the 3rd level mage at-
hoard.
tempts to read a spell scroll scribed at 13th level (for any spell of
up to and including 6th level), his failure chance would be 50%
((13 − 3) × 5%). A failed activation erases the spell from the
scroll, and the GM must consult Table B.22: Spell Failure to de-
termine if the attempt is harmful (attack spells target the caster
and his allies, beneficial spells target enemies, etc,). In the first

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

example above, there is a 15% chance of a harmful effect to oc- PROTECTION SCROLL DESCRIPTIONS
cur (7 − 3) = a caster level difference of 4, while in the second
example, there is a 35% chance (13 − 3) = 10. Protection from Acid
Reading Time: 6
Table B.22: Spell Failure Effective Area: Self
Duration: 1d4 + 8 turns
Caster Level Difference Harmful Effect The reader is protected from all forms of acid damage up
1–3 5% to a maximum of 20d8 points of damage or for the duration
4–6 15% whichever comes first.
7–9 25%
10–12 35% Protection from Cold
13–15 50% Reading Time: 3
16+ 70% Effective Area: 30-foot diameter sphere
Using Spell Scrolls: If the spell caster or rogue is successful in Duration: 1d4 + 4 turns
This scroll generates a field of protection from cold for the du-
activating the spell from the scroll, all effects of the spell proceed
ration. All within the effective area are protected against any and
normally at the scroll’s caster level.
all mundane cold. The effect grants a +6 bonus to saves vs. mag-
Permanent Spell Scrolls: These potent magical items are ex- ical cold and reduces damage to only one-quarter if the save fails
tremely rare and are only placed by the GM under special cir- and one-eighth if the save is successful.
cumstances. Permanent scrolls can be read more than once, as
the writing returns after a set period of time, such as once a day, Protection from Dragon Breath
week, month or even once a year. Caster level and all other de- Reading Time: 7
tails are left to the GM. Effective Area: Self
Duration: 2d4 + 4 rounds
The reader is protected from the breath weapon of any dragon
for the duration.
Protection from Electricity
Reading Time: 5
Effective Area: 20-foot diameter sphere
Duration: 3d4 rounds
This scroll generates a field of protection from electricity that
renders everyone within the effective area immune to any dam-
age or other effects of electricity for the duration.

Protection from Elementals


Reading Time: 6
Effective Area: 10-foot diameter circle
Duration: 5d8 rounds
This scroll generates a field of protection that prevents phys-
ical contact between those within the effective area and specific
elemental creatures. Those elemental creatures mentioned in the
scroll are pushed harmlessly to the edge of the effective area. The
specified elemental creatures cannot enter the effective area or at-
tack those inside the effective area with melee attacks (and vice
versa) for the duration or until the maximum HD (refer to the ta-
ble below) is exceeded. Those inside the invisible barrier can act
and attack with thrown or missile weapons normally, but they
must leave the protective barrier to perform melee attacks.
There are several known varieties of this scroll. To determine
PROTECTION SCROLLS the variety randomly, roll 1d100. The GM may expand this table,
if desired, by including the quasi and para-elemental planes, as
Protection scrolls can be scanned and read by any character class.
well as additional combinations.
They can only be read once, and their writing disappears as the 1d100 Elemental Type
scroll is being read aloud. Protection scrolls have a reading time
that is analogous to a spell’s casting time. If the one who reads 01–15 Air elementals, aerial servants, djinn, invisible
the scroll is disturbed during this time, the protection is lost and stalkers, wind walkers, etc. (up to 24 HD)
16–30 Earth elementals, xorn, etc. (up to 24 HD)
the writing disappears. The size of the scroll is a function of its 31–45 Fire elementals, efreeti, salamanders, etc. (up to
reading time. For a reading time up to 3, the scroll is one foot 24 HD)
long, between 4 and 6, two feet long, between 7 and 9, three feet 46–60 Water elementals, tritons, water weirds, etc. (up
long, and for a reading time of one round the scroll is four feet to 24 HD)
long. 61–00 Elementals and any other creatures from the ele-
Some protection scrolls protect just the reader, while others mental planes (up to 16 HD)
create an effective area of protection. An effective area is nearly
always centered on the reader and moves with him. Effects from Protection from Fire
reading multiple protection scrolls are cumulative for as long as Reading Time: 8
the durations and effective areas overlap. Protection scrolls can Effective Area: 30-foot diameter sphere
never be used offensively, so if the reader willingly forces an af- Duration: 1d4 + 4 turns
fected creature into a situation from which there is no retreat or This scroll generates a field of protection centered on the
escape (wall, trap, other dangerous area, etc.), the protection ef- reader that renders all creatures within the effective area immune
fect immediately ends. to any and all fire damage for the duration.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Protection from Gas Mobile or unsecured plant-based creatures are pushed harm-
Reading Time: 3 lessly to the edge of the effective area. Inanimate plants (grass,
Effective Area: 10-foot diameter circle trees, shrubs, etc.) can also be uprooted and pushed away, pro-
Duration: 1d4 + 4 rounds
This scroll generates a field of protection that renders every- vided that the reader has the physical mass or strength score to do
one within the effective area immune to all gases and/or toxic so ordinarily. If the reader of the scroll does not have the physical
vapors, mundane or magical, for the duration. mass or strength to move a plant (for example a large shrub or
tree), the barrier will either go around the plant or collapse. No
Protection from Lycanthropes plant-based creature can enter the effective area or attack those
Reading Time: 4 inside the effective area with melee attacks (and vice versa) for
Effective Area: 10-foot diameter circle the duration. Those inside the invisible barrier can act and attack
Duration: 5d6 rounds with thrown or missile weapons normally, but they must leave
This scroll generates a field of protection that prevents phys- the protective barrier to perform melee attacks.
ical contact between those within the effective area and specific
lycanthropes. Those lycanthropes mentioned in the scroll are Protection from Poison
pushed harmlessly to the edge of the effective area. The speci- Reading Time: 3
fied lycanthropes cannot enter the effective area or attack those Effective Area: Self
inside the effective area with melee attacks (and vice versa) for Duration: 1d10 + 2 rounds
Reading this scroll immediately neutralizes all poisons cur-
the duration or until 49 HD is exceeded. If the creature has a hit
point adjustment of +3 or more, round up to the next HD when rently afflicting the reader and renders him immune to any and
calculating the total. Those inside the invisible barrier can act and all poisons (contact, gas, etc.) for the duration.
attack with thrown or missile weapons normally, but they must
Protection from Possession
leave the protective barrier to perform melee attacks. Reading Time: 1 round
There are several known varieties of this scroll. To determine Effective Area: 10-foot radius circle
the variety randomly, roll 1d100. The GM may expand this table, Duration: 10d6 rounds
if desired, by including lycanthropes or other shape-changers, as This scroll generates a field of protection against all forms of
well as additional combinations. possession, magic or otherwise, such as magic jar, effects that di-
1d100 Type rectly dominate another creature’s mind or other types of posses-
01–05 Werebears sion attacks. The invisible barrier protects all creatures (including
06–10 Wereboars dead creatures) within the effective area for the duration.
11–20 Wererats Some 10% of these scrolls create an effect with a duration of
21–25 Weretigers 10d6 turns but which does not move with the reader.
26–40 Werewolves
41–98 All lycanthropes Protection from Undead
99–00 All shape-changers* Reading Time: 4
*The powerful protection from “all shape-changers” protects Effective Area: 5-foot radius circle
against any creatures (except demigods and deities) that can Duration: 10d8 rounds
change their shape to or from a human form (such as dopple- This scroll generates a field of protection that prevents physi-
gangers, some dragons, druids, jackalweres, mages using the cal contact between those within the effective area and all forms
of the undead. The undead are pushed harmlessly to the edge of
shape change spell, etc., but not including those using poly-
the effective area. They cannot enter the effective area or attack
morph effects).
those inside the effective area with melee attacks (and vice versa)
for the duration or until 35 HD is exceeded. If the creature has
Protection from Magic a hit point adjustment of +3 or more, round up to the next HD
Reading Time: 8 when calculating the total. Those inside the invisible barrier can
Effective Area: 5-foot radius globe act and attack with thrown or missile weapons normally, but they
Duration: 5d6 rounds must leave the protective barrier to perform melee attacks.
This scroll generates a field of protection blocking all mag- The GM may determine that there are many varieties of this
ical effects from entering, exiting or operating within the effec- scroll, each affecting a specific type or combination of types of
tive area for the duration. Creatures, including those summoned undead rather than all types of undead. The GM may refer to the
or otherwise magical in nature, and physical objects, such as potion of undead control to determine a specific type of undead or
magical weapons, ammunition, armor, and other magical items, to create various combinations.
are unaffected. However, magical effects (other than enchant-
ment modifiers) from these items cannot pass through or operate Protection from Water
within the barrier. A dispel magic is ineffective against the effects Reading Time: 6
of this scroll. Effective Area: 10-foot diameter sphere
Duration: 1d4 + 4 turns
Protection from Petrification This scroll generates a field of protection that prevents those
Reading Time: 5 inside the effective area from coming into contact with any solid,
Effective Area: 10-foot radius circle liquid, or gaseous form of water. Any and all forms of water pass
Duration: 5d4 rounds harmlessly over, under or around the sphere. Those protected
This scroll generates a field that protects all creatures within cannot be burned by steam, sink into a body of water, slip on an
the effective area from any attack causing petrification, magical icy floor, etc. Immobile solid pieces and sheets of ice are ignored,
or otherwise, for the duration. but do not make contact with those protected.
Protection from Plants
Reading Time: 1 CURSED SCROLLS
Effective Area: 10-foot diameter sphere
Duration: 1d4 + 4 turns A cursed scroll can appear as a scroll of another type, until it has
This scroll generates a field of protection that prevents physi- been both opened and scanned (choose type and roll 1d10 for
cal contact between those within the effective area and all forms length in feet). While a cursed scroll always radiates an aura of
of living vegetable matter including fungi, slimes, and molds. magic when detect magic is cast, it will almost never radiate evil

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

or other special aura. The GM is free to determine the nature MAGICAL RINGS
and origin of any cursed scrolls in his game. Cursed scrolls may
be created as an intentional trap or accidentally created during a Magical rings bestow specific powers upon those who wear
failed attempt to scribe the other type of scroll (refer to Scribing them. A ring’s power may be activated by speaking a com-
Scrolls). mand word or simply by concentrating on the desired power,
Regardless of what they appear to be, cursed scrolls activate or its power may be continuously active. However, some mag-
the moment they are scanned. Their effects are entirely within ical rings have exceptional activation methods, detailed in their
the GM’s realm and can have any effect he determines. Curses descriptions. Sometimes a power activates immediately, while
usually range from minor annoyances to slightly debilitating ef- other times, the powers require time to activate.
fects, and truly deadly curses are generally rare. Most curses are No two magical rings look alike. The vast majority of magi-
permanent until negated by a remove curse spell. However, the cal rings are forged from precious metals such as gold, silver, and
GM may determine that more powerful and/or permanent ef- platinum, but magical rings can exist crafted from glass, ivory,
fects, such as petrification, may require other methods of reversal bone, etc.
(in this case, transmute stone to flesh). Most magical rings can benefit any creature; so long as the
Rating curses based on their relative strengths is highly sub- creature can wear the ring properly and is able to perform what-
jective. For example, a mage, forced to take a vow of poverty, ever action is needed to activate its powers. Magical rings are
would give away his extremely valuable spell book and would only effective for humans, demi-humans and humanoids when
not consider that to be a weak curse. The GM has the final deci- worn on the fingers of the hands, or in the case of creatures that
sion regarding the effects of curses. Some sample curses include: are not human-shaped, when worn on their primary manipulat-
Weak Curses ing digits. A magical ring automatically resizes to fit the wearer’s
digit. A creature can wear only two magical rings at the same
• Reader attacked by a randomly summoned 1st –3rd level
monster time, and only one can be worn on each hand or other appendage.
• Reader affected by a random wizard or priest spell of up to If these restrictions are exceeded, all magical rings worn by the
3rd level with a caster level of at least 7 creature are rendered ineffective.
• Reader randomly teleports 2d6 miles away Magical rings are indistinguishable from their mundane
• Reader suffers 2d6 points of damage, no save counterparts without means of divination magic and experimen-
• Reader suffers from bad luck (−1 attack rolls, saving tation, appearing as appropriately expensive and well-crafted
throws, ability checks, etc.) jewelry. Most magical rings radiate an aura of magic commen-
• Reader’s strength is halved surate with their powers when detect magic is cast, but no known
• Reader swears a vow of poverty and donates all his pos- ring radiates an aura of good or evil. Determination of a ring’s
sessions to charity powers can also be difficult without magical assistance, such as
an identify spell. Otherwise, the magical ring must be worn prop-
Moderate Curses erly and various experiments tried in order to find what it does.
Some magical rings, especially the most powerful, are crafted
• Reader attacked by a randomly summoned 4th –6th level with charges. Rings that are always crafted with charges or that
monster have powers the GM may wish to limit are noted in their de-
• Reader affected by a random wizard spell of between 4th
scriptions. Otherwise, a magical ring has a standard 5% chance
and 6th level (or priest spell of 4th or 5th level) with a caster to have been crafted with 2d20 charges. The GM may increase
level of at least 13 (or 10 for a priest spell) or decrease this chance as desired on a case-by-case basis, and
• Reader randomly teleports 2d6 × 10 miles away the number of charges remaining may be considerably less if the
• Reader suffers 4d6 points of damage, no save ring has been regularly employed by its previous wielder(s).
• Reader suffers from terrible luck (−2 attack rolls, saving Unless otherwise mentioned, the power of a magical ring
throws, ability checks, etc.)
• Reader’s facial hair grows one inch per minute functions as if it were a spell cast by a 12th level caster. If the
• Reader shrinks to half his size power requires a spell of 7th level or higher to duplicate, the
• Reader’s appetite becomes insatiable power is treated as if cast by a caster of the minimum level to
• Reader is stricken with amnesia cast the spell.
• Reader polymorphs into a harmless animal
Table B.23: Rings (1d6)
Strong Curses Sub-Table A (1–4)
1d20 Item XP
• Reader attacked by a randomly summoned 7th –10th level
monster 1 Animal Friendship 1,000
• Reader affected by a random wizard spell between 7th and 2 Blinking 1,000
3 Chameleon Power 1,000
9th level (or priest spell between 6th and 7th level) with a 4 Clumsiness Accursed
caster level of at least 19 (or 15 for a priest spell) 5 Contrariness Accursed
• Reader randomly teleports 2d6 × 100 miles away 6–7 Delusion Accursed
• Reader suffers 8d6 points of damage, no save 8 Djinni Summoning 3,000
• Reader suffers from horrendous luck (−4 attack rolls, sav- 9 Elemental Command 5,000
ing throws, ability checks, etc.) 10 Feather Falling 1,000
• Reader falls into a comatose state and cannot be awakened 11 Fire Resistance 1,000
by normal means 12 Free Action 1,000
• Reader can only speak in rhymes and cannot cast spells 13 Human Influence 2,000
with verbal components 14 Invisibility 1,500
• Reader changes to the diametrically opposed alignment 15–16 Jumping 1,000
17 Mammal Control 1,000
• Reader must save vs. petrification or be turned to stone 18 Mind Shielding 500
• Reader polymorphs into a liquid and drains away 19 Protection 1,000/AC
• Reader polymorphs into a creature equal to his character bonus
level and attacks the nearest creature 20 GM’s Choice –

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Sub-Table B (5–6) sense and detection can be made through taste, smell, etc. Crea-
1d20 Item XP tures with an intelligence score of 3 or less have no chance to
1–2 Protection 1,000/AC see through the wearer’s disguise until he approaches within
bonus 10 yards of them, at which point the creatures instinctively see
3 Ram, Ring of the 750 through his disguise. Creatures with an intelligence score of 4 or
4 Regeneration 5,000 greater have a 5% cumulative chance per turn to see through the
5 Shocking Grasp 1,000
6 Shooting Stars 3,000 disguise. Creatures with an intelligence score of 16 or greater add
7 Spell Storing 2,500 their intelligence score to the cumulative percentile roll. For ex-
8 Spell Turning 2,000 ample, an intelligence score of 16 provides a 21% on the first turn
9 Sustenance 500 and 26% on the second turn, etc.
10 Swimming 1,000
11 Telekinesis 2,000 Ring of Clumsiness: This accursed ring radiates a normal mag-
12 Truth 1,000 ical aura and imitates a well-known magical ring of the beneficent
13 Warmth 1,000 sort, randomly generated. The wearer gains the power of the ring
14 Water Walking 1,000 that is being imitated until coming into a stressful or life threat-
15 Weakness Accursed ening situation (GM’s discretion). At such a time, the ring’s ben-
16 Wishes, Multiple 5,000 eficial power suddenly fails, and the wearer’s dexterity is halved
17 Wishes, Three 3,000 (round down, so that 9 becomes only 4, for example). Stealth,
18 Wizardry (Wizard) 4,000 climbing, and any other ability requiring precision or manual
19 X-Ray Vision 4,000 dexterity is halved (round down). Spells requiring material or
20 GM’s Choice –
somatic components fail unless the wearer rolls a successful sav-
ing throw vs. spell. The beneficial powers may or may not return
MAGICAL RING DESCRIPTIONS after the excitement or danger has passed, as the GM determines.
A ring of clumsiness can only be removed from the wearer’s
Ring of Animal Friendship: Whenever the wearer of this ring
comes within 10 yards of any mundane animal of neutral align- finger by a successful dispel magic spell cast against a 12th -level
ment with an intelligence score of 1, the animal must make a sav- caster. Doing so disenchants the ring entirely, rendering it com-
ing throw vs. spell. If the save is successful, the animal quickly pletely powerless.
moves away from the wearer. If the save fails, the animal be- 1d100 Imitative
comes friendly towards the wearer and wishes to accompany him 01–10 Free action
everywhere. This ring’s power functions as if cast by a 6th level 11–20 Feather falling
21–35 Invisibility
caster (refer to the animal friendship spell). Most characters can use 36–50 Jumping
this ring to befriend up to 12 HD of animals at a time. However, 51–60 Swimming
druids who wear it can befriend 24 HD and rangers can befriend 61–80 Warmth
up to 18 HD. 81–00 Water walking
The ring of animal friendship typically holds 27 charges when it
is crafted. In a hostile situation, the wearer can expend a charge Ring of Contrariness: The wearer of this accursed ring is un-
to cause any or all of his befriended animals to aggressively de- able to agree with any idea or statement given to him, except
fend the wearer and/or attack his enemies. This ring cannot be when he is obviously being lied to, his well-being would be
recharged. When all the charges have been expended, the ring threatened by disagreeing or if disagreeing would allow the ring
retains the power to befriend animals but not to command them to be removed from his finger. Removing the ring requires a re-
to attack/defend. move curse spell to be cast. If someone attempts to cast remove
curse, the wearer will resist with all of his ability and is likely to
Ring of Blinking: The wearer of this ring is affected as if a 6th become hostile. There are 6 known varieties of this ring. Each has
level caster cast a blink spell upon him whenever he, or anyone a secondary power determined randomly, which the wearer will
within 10 feet of him, speaks the command word aloud. The also use as needed to attempt to escape or attack anyone attempt-
power of the ring lasts for six rounds and then cannot be ac- ing to “steal” his ring.
tivated again for six turns. The command word is usually en-
1d100 Secondary Power
graved on the ring.
01-20 Flying
Ring of Chameleon Power: The wearer of this ring has the 21-40 Invisibility
power to blend into his surroundings or to disguise himself as 41-60 Levitation
another type of creature with merely a thought. 61-70 Shocking Grasp (1/round)
When using the power of the ring to blend into his surround- 71-80 Spell Turning*
81-00 Strength score of 18/00
ings, the wearer can become nearly 90% invisible. As long as
the wearer remains motionless, any creature looking in his direc- *To be removed successful successfully, this version of the ring
tion or even consciously attempting to view him without magical requires that the cumulative remove curse cast upon the wearer
aid has only a 10% chance of seeing him. As soon as the wearer equal or exceed 100%.
moves, especially if the surroundings are complex, with multi-
ple blocks of color or odd shapes, etc., the effect is ruined until Ring of Delusion: The wearer of this accursed ring is deluded
he is able to stand motionless once more and reactivate the ring’s into thinking that he is wearing a magical ring of the kind that he
power. In some situations, such as when the surroundings are a has always desired. The wearer believes that he has gained the
long featureless wall, the GM may determine that it is still diffi- powers of his favored ring, even if others tell him differently. If
cult to see the wearer, even while he is moving, providing only the wearer has any abilities, whether magical or mundane, that
between 20–50% ((1d4 + 1) × 100%) chance to see the wearer until can duplicate or in any way emulate the ring’s false powers; he
the scenery changes significantly. will unknowingly use them whenever he thinks he is activating
When the ring wearer chooses to disguise himself as a crea- the ring’s powers. The ring can be removed at any time, how-
ture not of his own race, it must be one that he can see within ever the wearer is against doing so unless the GM allows him to
60 yards or less. The power of the ring only affects the visual disbelieve the delusion.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Ring of Djinni Summoning: This magical ring is one of the imitates a lesser beneficent magical ring until certain conditions
most powerful rings known. When the wearer of the ring rubs it, are met to unlock its full powers (as determined by the GM).
a djinni from the elemental plane of air appears at his location the 1d4—Element Powers while in Dormant State
following round. The djinni obeys and serves the wearer, faith- 1—Air Ring of Invisibility
fully and without malice. If the wearer is killed, the djinni returns 2—Earth Ring of Feather Falling
home immediately, until summoned by a new wearer. If the ring 3—Fire Ring of Fire Resistance
is destroyed, its power is permanently lost and the djinni is freed. 4—Water Ring of Water Walking
If the djinni is killed, the ring becomes powerless. The GM may When its full powers are unlocked, a ring of elemental com-
determine that every ring of djinni summoning is crafted with a fi- mand becomes extremely powerful. The wearer of the ring suf-
nite number of charges (no more than 2d20), whereupon the use fers penalties vs. certain forms of attacks, but gains additional
of the last charge, the djinni is freed. Even if the djinni knows spell-like powers depending on the type of ring, as shown below.
how many charges remain, he is unlikely to reveal that informa-
The powers of the rings function as if they were spells cast by
tion to the wearer. The ring cannot be recharged.
a 12th level caster (or the minimum level required to cast a simi-
Ring of Elemental Command: There are four known varieties lar effect). Once activated, the power to speak elemental tongue
of this magical ring, each linked to a single Elemental Plane (air, stays in effect at all times. All other powers of the ring may be in
earth, water, or fire). The GM may expand this table, if desired, effect only one at a time, and each has an activation time (used the
by including the quasi and para-elemental planes. The powers of same as a spell’s casting time) of 5. This magical ring is extremely
these rings automatically go into a dormant state whenever a new powerful but has a large variety of powers. If the GM wishes to
wearer places the ring upon his finger. When dormant, each ring assign a number of charges to this ring, he may roll 2d20 × 4.

Ring of Elemental Command: Penalties and Spell-like Powers by Type of Ring


Element Penalties Spell-like Powers
Air −2 when saving vs. fire Control winds (1/week)
Fly (at will)
Gust of wind (1/round)
Invisibility (at will)
Wall of force (1/day)
Earth −2 when saving vs. petrification Feather fall (at will)
Move earth (1/week)
Passwall (2/day)
Stone tell (1/day)
Stone to flesh (2/week)
Wall of stone (1/day)
Fire −2 when saving vs. water or cold Burning hands (1/turn)
Fire resistance (at will)
Flame strike (2/week)
Pyrotechnics (2/day)
Wall of fire (1/day)
Water −2 when saving vs. electricity Airy water (at will)
Create water (1/day)
Lower water (2/week)
Part water (2/week)
Purify water (at will)
Wall of ice (1/day)
Water breathing (at will, 5 foot radius)
Water walking
Ring of Elemental Command: Powers Shared by the Rings
Power Description
Speak Elemental Tongue The wearer of the ring can communicate with any elemental or elemental creature of
the appropriate type. These creatures recognize that he is wearing the ring, and show
a healthy respect for him if their alignments are within one step. If two or more steps
separate their alignments and the wearer appears strong, the creatures will fear him,
but if the wearer appears weak, the creatures will hate him and attempt to destroy him.
Protection from Elementals The wearer can create a 5-foot radius barrier preventing elementals of the appropriate
type from attacking him (refer to the scroll of protection from elementals).
Protection from Elemental Creatures Creatures other than elementals from the appropriate plane suffer a −1 penalty to
attack the wearer, a −1 hit point penalty per damage dice, and a −4 penalty to their
saving throws from spells or abilities used by the wearer. The wearer gains a +2 bonus
to his saving throws against attacks from such creatures, he attacks such creatures with
a +4 bonus, and his physical attacks inflict +6 extra damage. Any weapon the wearer
uses can strike elementals or elemental creatures regardless of weapon immunities.
Power over Elementals The wearer can make a single attempt to charm one specific elemental of the appropri-
ate type (refer to the charm spell). If the elemental fails a saving throw vs. spell with a
-2 penalty, it is charmed for as long as the ring is worn, or until it is killed or returned to
its own plane. Whether the charm succeeds or fails, the elemental is thereafter immune
to any other protective power from that ring.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Ring of Feather Falling: If falling 5 feet or more, the wearer of Ring of Protection: The wearer of this magical ring gains a
this magical ring is automatically saved by its power of feather bonus to his AC and to his saving throws against all attack forms.
fall. The power of the ring is cumulative with all other protective
items, excepting another ring of protection and magical armor. If
Ring of Fire Resistance: The wearer of this magical ring is com- two rings of protection are worn at the same time, only the ring
pletely immune to the effects of normal mundane fires, such with the highest AC bonus functions, and if worn with magi-
as torches, flaming oil, bonfires, etc. Magical flames, breath cal armor, the wearer only gains the bonus to his saving throws.
weapons, molten lava or similarly very hot fire and flames that When found randomly, the GM may roll 1d100 to determine the
ordinarily deal no more than 24 hit points of damage will instead ring’s strength.
inflict either normal damage or 10 points of damage, whichever 1d100 Protection
is less.
01–70 +1
The wearer gains a +4 bonus to his saving throws and the 71–82 +2
damage which he sustains is reduced by 2 hit points per die 83 +2, 5’ radius*
against magical flames, breath weapons and similar exception- 84–90 +3
ally hot fire and flames that ordinarily inflict 25 or more hit points 91 +3, 5’ radius*
of damage. 92–97 +4 AC, +2 saves
98–00 +6 AC, +1 saves
Ring of Free Action: This magical ring allows its wearer to act *Any creature in the effective area gains the saving throw
and move as he normally would even when under attack by a bonus, but only the wearer gains the AC bonus. If the effec-
magical effect, such as web, slow, hold, etc., or a physical ability tive areas of two or more rings overlap, only the ring with the
such as grappling, that attempts to restrict his movement. These best bonus to saving throws functions.
effects automatically fail against the wearer of the ring. In addi-
tion, the wearer can swim at his surface speed while underwater, Ring of the Ram: This magical ring is ornately crafted from a
and he is not penalized for attacking with slashing or bludgeon- hard metal, such as cupronickel or an iron alloy. It is almost
ing weapons in underwater melee combat. The ring does not always sculpted into the head of a ram, goat or similar horned
confer the power to breathe underwater, however. animal well known for its head butting behavior. Casting detect
magic upon the ring reveals an aura of evocation magic. This ring
Ring of Human Influence: The wearer of this magical ring
is crafted with as many as 60 charges. The GM rolls 6d10 to de-
gains a charisma score of 18 whenever interacting with humans,
termine the number of charges a ring has when it is found.
demi-humans and humanoids. Racial modifiers may still apply.
If the wielder’s charisma is already higher than or equal to 18, The wearer of this ring can use its power to emit a powerful
nothing is gained or lost. Additionally, the wearer can use the field of force in the shape of the ring’s device to strike a target.
power of the ring to make a suggestion to a single target (refer to The target may be any creature or object within 30 yards of the
the suggestion spell) or to charm up to 21 HD or levels of humans, wearer. The force inflicts 1d6 points of blunt damage to a crea-
demi-humans and/or humanoids (refer to the charm spell), once ture per charge expended, up to a maximum of 3 charges and
per day each. Targets of either of the ring’s enchantment pow- 3d6 damage, and the creature is knocked down unless it rolls a
ers gain a save to avoid the effect. Activating either of the ring’s successful saving throw vs. spell. The saving throw may be mod-
enchantment powers has an activation time (used the same as a ified by the following conditions:
spell’s casting time) of 3. The GM may determine that each ring Target Modifier
is crafted with a finite number of charges, whereupon the use of Small −1
the last charge, the ring loses its powers of charm and suggestion. Large +2
Strength < 11 −1
Ring of Invisibility: This magical ring has the power to make Strength 18–20 +3
its wearer visible or invisible, instantly and at will (refer to the Strength 21+ +6
invisibility spell). Any action that would end an invisibility spell 4+ legs +4
(such as attacking) likewise ends the power of the ring until it can 1,000+ lbs. +2
2 charges used −1
be reactivated in the following round. Ten percent of the known 3 charges used −2
rings of invisibility also confer inaudibility, making the wearer ab-
The saving throw modifiers are cumulative. However, the
solutely silent. The wearer may end the power of inaudibility at
GM is free to ignore any modifiers that are overridden by other
will, and the power can be reactivated in the following round.
circumstances. For example, a halfling who is holding on to a
Ring of Jumping: This magical ring gives its wearer the power large object with intent to stand firm, may not get a −1 penalty,
to leap as if affected by a jump spell. This power can only be but may rather gain a +2 bonus. If the halfling fails his saving
activated up to four times per day, for 12 rounds each time it is throw and gets knocked over, the GM may determine that he has
activated. taken the large object down with him or that a small piece where
he was holding has broken off. Common sense should prevail
Ring of Mammal Control: The wearer of this magical ring is when applying modifiers in each case.
able to control up to 30 HD worth of mundane mammals with Most mundane items that are struck by the force must save
intelligence scores of 4 or less. The control is absolute and if the vs. crushing blow. Magical items are immune to the ring’s power
wearer concentrates, he can even command the creatures to per- unless three charges are expended, in which case they too must
form suicidal actions. The power of this ring is ineffective against save vs. crushing blow. Assign similar modifiers from the table
humans, demi-humans, humanoids or any hybrid creatures. If above to the item’s saving throw. The item will likely suffer dam-
the GM doubts whether a creature can be affected, he should as- age whether the save is successful or not. The GM must adjudi-
sume it is not affected. The GM may determine that each ring is cate the effects of a failed saving throw. The item may be knocked
crafted with a finite number of charges, whereupon the use of the over, broken, shattered, pushed a short distance, even all of the
last charge, the ring loses all of its power. above. The exact amount of damage and other effects depends
Ring of Mind Shielding: The wearer of this magical ring, most upon the number of charges expended, the material that the item
often made of finely wrought heavy gold, is completely immune has been crafted from, the item’s size, the surface that the item
to ESP, detect lie, and know alignment. rests upon, etc. Items held or worn cannot be affected. Attempt-

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

ing to do so simply affects the one holding or carrying it. Against wearer equal to the amount he would normally have been healed
structures, portcullises and other fortifications, the power of the (i.e. if 12 points of damage are inflicted on an undead creature,
ring is identical to a battering ram. Expending two charges dou- the wearer also suffers 6 points of damage).
bles the amount of structural damage inflicted, while expending
three charges triples it. Ring of Shocking Grasp: This magical ring only radiates a faint
Finally, the ring’s power can be used in a slightly more con- and unidentifiable aura of magic when subjected to detect magic,
trolled manner to force doors (including those magically held or but in reality, it carries a strong aura of alteration. On a successful
locked) as if a creature with a strength score of 18/00 were mak- touch or touch attack with the hand that wears the ring, a small,
ing the attempt (refer to Strength). Expending two charges acts as electrically charged bump appears in the palm of the wearer’s
a creature with a 19 strength score, and expending three charges hand and inflicts 1d8 + 6 (7–14) points of damage to the target.
acts as if a creature with a strength score of 20 were making the After the third use of the ring’s power (regardless of the amount
attempt. of time between each use) it must recharge and cannot be used
To recharge a ring of the ram, a wizard must cast enchant an until one turn passes.
item, followed by multiple (as many as 60) big clenched fist spells. Ring of Shooting Stars: This magical ring will not function un-
Ring of Regeneration: This magical ring is crafted in two pow- less the wearer is standing in normal, non-magical darkness or in
erful but very distinct varieties. deep shadows. The ring exhibits a different set of powers when
1d100 Type of Ring it is used at night under the open sky and when it is used in-
doors or underground. Range, duration, and effective area for all
01–10 Ring of Vampiric Regeneration
11–00 Ring of Troll-like Regeneration powers are as if a 12th level caster cast the equivalent spell unless
Troll-like: The wearer of this ring regenerates 1 hit point of stated otherwise. The activation time (equal to casting time) for
damage per turn. If a creature loses a limb, organ or other body all powers is 5.
part while wearing the ring, the power of the ring replaces the At night, under the open sky: The ring has the following
loss, so long as the ring is not removed from its finger. If the powers when its wearer is standing in darkness, outside and at
missing parts are available and applied to the stump within one night:
turn, they will regenerate in one round; otherwise, they require Dancing lights: Once per hour.
2d4 turns to grow back. If the missing parts are not available, the Light: 120-yard range, twice per night.
creature must also survive a constitution-system shock check. Lightning balls: Once per night, the ring has the power to
This ring also has the power to restore a dead creature to life,
produce up to 4 balls of lightning, each 3 feet in diameter. The
so long as the creature was wearing the ring when it died and the
balls can be produced all at once, at various times during a single
ring is not removed from the dead creature’s finger. The power
round or one at a time throughout the course of the night, as the
of the ring cannot prevent the loss of a point of constitution that
wearer desires. The balls resemble the lamplight or swamp gas
occurs when a creature dies. When the power of the ring regen-
effects of a dancing lights spell. The wearer of the ring can cause
erates the creature to 1 hit point, the creature revives so long as it
the ball(s) to move anywhere within 120 yards at a movement
survives a constitution—resurrection chance, otherwise it is per-
value of 4, without maintaining concentration, but the ball light-
manently dead. Furthermore, if the creature died from poison
ning only lasts 4 rounds and dissipates if the range is exceeded.
and the poison is still in its system when it revives, it must imme-
diately make a saving throw or suffer its effects again. If a ball approaches within 5 feet of a creature(s), the ball dis-
charges its energy. The amount of damage inflicted by each ball is
Only destruction of tissue by fire, acid or similar effects will
determined by the number of balls produced that particular night
prevent the ring’s regenerative powers. Otherwise, so long as the
(as shown on the table below), so the number of balls to be pro-
finger (or finger-like digit) that wears the ring remains, the entire
duced must be determined at the time it is decided to activate the
body can regenerate. In the unusual circumstance where a still- ring’s power and cannot be changed until the following night. A
living creature loses the finger that wears the ring and it cannot successful saving throw vs. spell reduces the damage by half.
be found and reattached to the body within one turn, it is possible
# of Balls Damage Per Ball
(assuming it survives its constitution—resurrection chance) that
the finger will form into a clone of the creature (refer to the clone 1 4d12
spell). Simply finding the finger and removing the ring any time 2 5d4/each
3 2d6/each
before the new body is completed and “revived” will irreversibly 4 2d4/each
stop the process.
Shooting stars: Up to three times per week, the power of the
Vampiric: This rarely seen ring attempts to restore its
wearer’s lost hit points, but only during melee combat. The ring can produce a glowing missile with a fiery trail and a range
power of the ring transfers one-half (rounded down) of the num- of up to 70 yards. The shooting stars can be released simultane-
ber of hit points of damage inflicted by the wearer’s melee at- ously or individually throughout the week. The wearer of the
tacks back to the wearer. For example: the wearer of the ring has ring selects a target before activating this power. The shooting
previously suffered 9 points of damage. He then strikes an op- stars travel in a straight line. If a creature other than the intended
ponent with a melee weapon and inflicts 12 points of damage. target is caught in the path after the activation time has been ac-
The wearer heals 6 hit points from the power of the ring, leav- counted for, it must save vs. spell with a −3 penalty if the creature
ing only 3 damage remaining. If the wearer had only been pre- is within 20 yards of the wearer or a −1 penalty if the creature
viously wounded for 6 or less, he would be completely healed. is within 21–40 yards. A failed saving throw means the second
Excess hit points are discarded. The ring gains no power to heal creature is struck instead. Whoever is struck suffers 12 points of
from non-lethal attacks or self-inflicted wounds and has no other damage from the impact, and everyone within a 10-foot diameter
regenerative powers. sphere (including the one struck) takes 24 points of fire damage
The GM may rule that the ring simply has no effect when used as the shooting star bursts into a miniature fireball.
against the undead (or other creatures based on negative energy). Those in the effective area, except for the one struck, gain a
Alternately, the GM may rule that the power of this ring functions save vs. spell to reduce the burst damage by half. The one struck
differently against these creatures. When striking the undead or always suffers the full 34 points of damage.
other negative energy creature with a melee weapon, negative Indoors at night or underground: The ring has the following
energy is transferred. This negative energy causes damage to the powers when its wearer is standing in darkness, indoors or un-

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

derground: longer set to a wearer and must be reset again. Resetting its pow-
Faerie fire: Twice per day. ers requires seven full, uninterrupted days of wearing the ring.
Spark shower: Once per day, the power of the ring can create Once set, the power of the ring allows the wearer to survive with-
out food and water. Furthermore, the wearer can awaken from a
a cone of sizzling, purple sparks that spray out from the ring up two-hour nap and be as refreshed as if he slept eight hours. If
to a distance of 20 feet and a width of 10 feet. Creatures within conditions of inadequate food, water or sleep continue for seven
the effective area suffer 2d8 points of electrical damage, but if the
consecutive days, the power of the ring becomes depleted, re-
creature wears metal armor or carries metal weaponry, the dam-
quiring seven days to recharge.
age is increased to 4d4 points. No saving throw is allowed in
either case. Ring of Swimming: The power of this magical ring doubles its
wearer’s ability to swim (both underwater and on top of the wa-
Ring of Spell Storing: This magical ring has the power to store
ter), hold their breath underwater, dive into water and see un-
and release a pre-selected set of 1d4 + 1 (2–5) spells. The specific derwater. Refer to Swimming, Holding A Character’s Breath,
set of spells each ring can store and release is determined when and Vision Underwater and either double all movement values,
the ring is crafted. Once the ring is crafted, the number and type endurance times, distances, etc. or reduce their value by half
of spells cannot be changed. The ring imparts the names of the depending on what most benefits the wearer. For instance, the
spells to its wearer through mental images. The ring can only re- wearer of this ring can dive into water from a height of up to 100
lease each spell once and that power then must be restored to the feet (ordinarily 50 feet) that is only 11 /2 -foot (normally 3-feet)
ring by any spell caster who is able to cast that spell. The caster deep per every 10 feet of the height of the dive. The power of this
who last charged the ring determines the ring’s caster level. Re- ring also allows the wearer to effortlessly stay afloat under all but
leasing any spell from the ring has an activation time (equal to typhoon-like conditions.
casting time) of 5.
These rings may hold either wizard spells (70% of the time) Ring of Telekinesis: The power of this magical ring grants its
or priest spells (30% of the time). For a ring with the power to wearer the ability to move objects with his mind (refer to the
store wizard spells, the GM will roll 1d8 per spell to determine telekinesis spell). The activation time (same as casting time) is
the spell level, but if an 8 is rolled, roll again using 1d6. For a ring 1. The GM may determine that each ring is crafted with a fi-
to store priest spells, the GM will roll 1d6 per spell to determine nite number of charges, whereupon the use of the last charge, the
the spell level, but if a 6 is rolled, roll again using 1d4. The GM ring becomes mundane. The GM rolls 1d100 and consults the fol-
may then roll randomly or choose the specific spells from those lowing table to determine the maximum amount of weight that a
levels that can be stored within the ring. If unknown, the caster particular ring has the power to move:
level for each spell remaining within the ring can be determined 1d100 Max. Weight
by adding the lowest level required to cast the particular spell to 01-25 25 lbs.
1d4 − 1 (0–3). For example, the caster level of a 2nd level spell is 26-50 50 lbs.
found randomly by rolling 1d4 − 1 and adding 3, resulting in a 51-89 100 lbs.
range of 3–6. 90-99 200 lbs.
00 400 lbs.
Ring of Spell Turning: The power of this magical ring func-
tions as a spell of spell turning, including any applicable resonat- Ring of Truth: The wearer of this magical ring is unable to
ing fields and other details, but with the following differences: speak a lie, and at best must speak the literal truth when he
There is not a spell level limit; instead the GM rolls 1d10 each wishes to lie. In exchange, he is granted the power to detect lies
time an applicable spell is turned and multiplies the result by 10. that he can hear. The liar’s voice will carry a falsetto pitch that
This determines the percentage of the spell that is rebound to its only the wearer can notice. If the liar is under the effects of magic
caster. The caster suffers proportionate damage or other effects that masks his lies, the wearer of the ring is unable to hear the
from their own spell for the proportionate duration (rounded liar’s voice.
to nearest whole numbers), and the remainder affects the ring Ring of Warmth: This magical ring maintains its wearer’s nor-
wearer. Permanent spells remain permanent. When a spell that mal body temperature allowing him to exist comfortably in natu-
affects a certain number of HD/levels is aimed at the wearer of rally cold environments down to −30◦ F, even when nude. In ad-
the ring, the spell must be able to affect as many HD or levels as dition, the wearer gains a bonus of +2 to saving throws vs. cold
the wearer and spell caster have combined, or the spell fails. If a effects and cold damage is reduced by 1 point of damage per die.
10 is rolled the entire spell is reflected on the caster. The wearer heals from damage caused by cold attacks at a rate of
If the spell being turned grants a saving throw, the wearer one hit point per turn.
gains a bonus equal to the result of the initial 1d10 roll, and the
spell caster gains a bonus equal to the initial 1d10 roll subtracted Ring of Water Walking: The power of this ring affects its
from 10. wearer as if he were the subject of a water walk spell, except that
If between 20% and 80% of a spell is turned, the caster and the ring affects up to 1,200 pounds (including the wearer). In or-
the wearer of the ring both gain a saving throw even if the spell der to submerge himself, the wearer must remove the ring.
doesn’t normally grant one. Both the caster and wearer of the
ring gain bonuses granted as before, but no bonuses are granted Ring of Weakness: This accursed ring imitates a ring of invis-
from class, race, spell, magical items, or other abilities. To save ibility. However, whenever it is worn, it causes the wearer to
against a spell that normally doesn’t grant a save, a modified 20 lose 1 point each from constitution and strength per turn. Fur-
or greater must be rolled. The spell effect is negated for either thermore, when the wearer activates the invisibility power, the
creature that makes a successful save. ability drains are doubled. The effects usually go unnoticed until
If the wearer wants to receive a beneficial effect from a spell the wearer attempts an ability score check, enters into combat or
that the power of the ring would otherwise turn, they must re- other strenuous activity, or his movement value is penalized due
move the ring. to becoming more encumbered (refer to Encumbrance).
When the ring has reduced the wearer’s strength and consti-
Ring of Sustenance: This magical ring must reset its powers tution scores to 3, the penalties stop accumulating, but the wearer
each time it is removed from its wearer’s hand. If the ring is re- can no longer perform his class related abilities and the invisibil-
moved from its wearer’s hand for any reason, at any time, it is no ity power ceases to function.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

The ring can only be removed from the wearer’s hand with a of the ring begins to penetrate a thick, solid object, anything un-
remove curse followed by a successful dispel magic spell, which has usual that is hidden inside may become visible to the wearer. This
a 95% chance to disenchant the ring. If the ring is successfully power provides a 90% chance for the ring wearer to discover trap
removed, only rest can restore the ability damage caused by the mechanisms, secret and concealed doors, compartments, etc. that
ring at a rate of one point for each score per day of rest. There’s enter his effective viewing area. Provided the object is not too
a 5% chance that the dispel magic does not work properly and in- thick, any clear space that may be on the other side will slowly
stead reverses the ring’s properties, turning it into a ring of berserk come into view, until a 10-foot × 10-foot path up to 20-foot long
strength! (See below) can be seen beyond.
Substance Thickness per Maximum
Ring of Berserk Strength: This accursed ring results from a Thickness
Round
failed attempt to remove a ring of weakness. It has the power to
increase the wearer’s strength and constitution by one point per Lead, gold, platinum — —
turn until 18 is reached (warriors roll for extraordinary strength Other metals 1 inch 10 inches
Minerals 1 feet 10 feet
the turn after 18 is reached). However, once both ability scores Natural (plant based) 2.5 feet 20 feet
reach 18 (or 18/percentile strength in the case of a warrior), the Natural (animal 4 feet 20 feet
wearer is compelled to immediately attack any opponent that he based)
encounters using a melee attack. He refuses to employ spells, Using the power of this ring can be physically exhausting. If
abilities, ranged weapons, or hurled weapons unless they are its wearer uses the ring’s power for more than 1 turn but less than
used for or directly related to melee combat. Casting remove curse or equal to 2 turns (11–20 rounds) within a single hour (6 turns),
(again) will allow the wearer to remove the ring. Any bonuses he will lose 1 point of constitution. If he uses it for more than
to strength and constitution points are lost as soon as the ring is 2 turns but less than or equal to 3 turns (21–30 rounds) within
removed. a single hour, he loses 2 more points (for a total loss of 3), if he
Ring of Wishes, Multiple: This magical ring is crafted with the uses the power more than 3 turns but less than or equal to 4 turns
power to grant 8 wishes (refer to the wish spell), though this num- (31–40 rounds) in a single hour, he loses 3 more points (for a total
ber will usually be less depending upon its use by its previous loss of 6), etc. At more than 4 turns, 10 points would be lost, and
owner. The GM rolls 2d4 to determine how many wishes remain more than 5 turns, 15 points would be lost and in the unlikely
when it is found. Each wish can be released only once at the event that an entire hour were spent using the ring’s power to
caster level of the one who cast the spell into the ring when it scan objects, the wearer would lose up to 21 points of constitu-
was crafted. The ring cannot be recharged, and its power is lost tion. The results of this exhaustion may not be readily apparent
when the last wish is cast. until the wearer attempts a constitution based ability check, en-
ters combat or performs some other strenuous activity. However,
Ring of Wishes, Three: This magical ring is crafted to grant ex- if this ring drains the wearer’s constitution score to 2, the ring
actly 3 wishes (refer to the wish spell), but may have only one or immediately ceases to function and the wearer collapses from ex-
two wishes when it is found. Each wish can be released only once haustion. The exhausted wearer is incapable of performing any
at the caster level of the one who cast the spell into the ring when action (even walking) until his constitution is restored to at least
it was crafted. The ring cannot be recharged, and its power is lost three points. Constitution points lost by use of the ring’s power
when the last wish is cast. There is a 25% chance that the ring only are only recovered by resting, at a rate of 2 points per day.
grants limited wish spells.
Rings of Wizardry: This magical ring functions only when
worn on the hand of a wizard, including any specialist mage. MAGICAL RODS
The power of this ring then doubles the number of spells in one
or more levels that a wizard may prepare and memorize each A magical rod is a scepter or mace-like object, generally between
day. The GM may roll 1d100 to determine the power granted by two and three feet long, a half-inch thick, made of metal, wood,
a particular ring: ivory, or bone. Their design may be plain, decorated, or tipped.
1d100 Spell Level(s) They weigh between 4 and 6 pounds. Many are stored in spe-
cial boxes or cases, but some are solid enough to be carried in
01–50 1st
51–75 2nd a quiver, while others are sturdy enough to be used as melee
76–82 3rd weapons. Sometimes their appearance is indicated in the rod’s
83–88 1st and 2nd description, but every rod looks different than any other. Even
89–92 4th two rods of the same type may look nothing alike, making de-
93–95 5th termination of its powers difficult without divination magic or
96–99 1st through 3rd experimentation.
00 4th and 5th Magical rods are almost always crafted with a finite num-
ber of charges. Each use of a rod expends one or more of these
Ring of X-Ray Vision: On command, this magical ring grants charges. A rod typically has 1d10 + 40 charges (unless otherwise
its wearer the ability to see into and/or through solid matter. A noted), but this number may be considerably less if the rod has
thin sheet of lead, gold or platinum completely blocks the power been regularly employed by its previous wielder(s). The discov-
of the ring, but otherwise its x-ray vision can penetrate up to erer of the rod does not know how many charges it has left when
20 feet of naturally living or formerly living substances (leather, first found unless divination magic or research is employed. A
wood, cotton or woolen cloth, etc.), 10 foot of minerals (stone, magical rod can be recharged as long as it has charges remain-
rock, earth, crystal, etc.), or 10 inches of any other metals. See-
ing through thick material is not an immediate process. It may ing; however, once the last of a rod’s charges are expended, the
require several rounds to penetrate very thick material (as shown rod is permanently drained of all magic and can no longer hold
of the table below). X-ray vision provides an effective viewing charges. In most cases, a completely drained rod crumbles into
area 20 feet deep by 10 feet wide by 10 feet high per round in any dust, but there are notable exceptions.
direction the wearer chooses. Within this effective viewing area, Unless stated otherwise in their description, the powers of
the wearer of the ring can see as if he were looking at something most magical rods function as if they were a spell cast by a 12th
in normal light even if there is no illumination. As the power level caster. If the power requires a spell of higher than 6th level

229
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

to duplicate, the power is treated as if cast by a caster of the min- Rod of Alertness: This magical rod is crafted in the form of an
imum level required to cast the spell. eight-flanged footman’s mace. In fact, the rod can be used as a +1
While most rods must be “presented firmly” to activate their footman’s mace without expending a charge, but it contains much
powers, some magical rods require special actions, and some greater powers.
powers can be constantly active as long as the wielder carries the Surprise/Initiative bonuses: Just by carrying this rod any-
rod on his person. To present the rod firmly means the wielder where on his person, the wielder continuously gains a +1 bonus
must grasp it with at least one hand (or equivalent appendage) to surprise rolls and a −1 bonus to initiative rolls without expen-
and hold it in front of his person. diture of charges.
Finally, the GM may decide that the powers of most magical Divination: If the wielder presents the rod firmly, he is able
rods are not activated by mental commands but require spoken to call upon the following spell-like powers of divination at will
command words. Usually a different command word must be without expending charges from the rod: detect good or evil (but
given to activate each power. The magical rod will be completely can detect good or evil within any creature), detect illusion, detect
useless without knowledge of the command word(s). While it invisibility, detect lie, or detect magic. When a priests’ version is
is possible, but rather unlikely, that the owner of the rod may available, the rod’s powers duplicate the priests’ versions of these
leave the word written where others can find it, more often div- spells.
ination magic or specific research is required to uncover the re- The power to detect illusion allows the wielder to recognize
quired command word(s). an illusory effect within a line of sight path 10 feet wide × 120 feet
long for what it truly is. The wielder may touch others with the
Table B.24: Rods staff, and they too will automatically disbelieve an illusion they
1d20 Item XP can see.
1–2 Absorption (Priest/Wizard) 7,500 Animate objects: When firmly planted into the ground and a
3–4 Alertness 7,000 single charge expended, the rod animates up to 16 cubic feet of
5 Beguiling (Priest/Wizard/Rogue) 5,000 material or 32 tiny, 16 small, 8 medium, 4 large, 2 huge, or 1 gar-
6–7 Cancellation 10,000 gantuan object(s), as if the animate object spell had been cast. The
8 Flailing 2,000 chosen object(s) must be placed 6 feet away from the rod in a cir-
9 Lordly Might (Warrior) 6,000 cle (as much as possible), and the power may then be activated
10 Passage 5,000 as needed.
11 Resurrection (Priest) 10,000 Enemy detection: When firmly planted into the ground and
12 Rulership 8,000
13-14 Security 3,000 a single charge expended, the rod acts as a combination magical
15–16 Smiting (Priest/Warrior) 4,000 sensory device and alarm system. It will maintain vigilance with-
17 Splendor 2,500 out additional expenditure of charges until the rod is removed
18-19 Terror 3,000 from the ground or until the first time the alarm is triggered.
20 GM’s Choice – When any hostile creature or creatures (those that wish to harm
the wielder) approach within 120 feet of the rod, the rod projects
the effect of a light spell from each of its 8 flanges out to a 60-foot
MAGICAL ROD DESCRIPTIONS range.
In addition, the rod instantly creates the effect of a prayer spell
Rod of Absorption: This magical rod functions in a unique upon allies of the wielder in a 20-foot radius, and then sends each
fashion. When crafted a rod of absorption has 0 charges, but its of these creatures a mental message alerting them that a hostile
magical pathways are left open to receive charges in the form of force is approaching.
absorbed spell energies, from either priest or wizard spells, that Both defensive powers can be active at the same time for an
directly target the rod or its wielder. While presenting the rod expenditure of 2 charges.
firmly, the wielder of the rod knows the level of spells that di- All powers of the rod function as spells cast by a 16th level
rectly target his person, and the rod automatically absorbs the spell caster. As long as at least one charge remains, a priest of 16th
spell energy. Spells that target the wielder indirectly (such as level or higher can recharge the rod’s powers. If the last charge is
spells with an effective area) cannot be absorbed. An absorbed expended, the rod continues to function as a +1 footman’s mace.
spell has no effect on the wielder, and the rod stores the spell’s
level as an equivalent number of charges. Rod of Beguiling: Either a priest, wizard (including specialist
This rod is most useful when wielded by a wizard, includ- mages) or rogue can activate the power of this magical rod. By
ing specialist mages, or a priest. If the GM approves, bards, expending a single charge and presenting the rod firmly, the rod
higher-level paladins and rangers, and other spell casters who affects all creatures with an intelligence score of at least 1 within
must memorize spells may also use this rod. When the wielder a 20-yard radius. The rod’s power of beguiling functions as the
presents the rod firmly and expends stored energy in the form of charm spell but only lasts one turn. Elves and half-elves retain
charges, the power of the rod duplicates a spell that the wielder their normal resistance to the charm effect, but victims are not
has memorized, but the wielder does not lose his memory of the allowed a saving throw. The rod can be recharged normally.
spell. A number of charges equal to the level of the desired spell Rod of Cancellation: This magical rod is highly unusual. Its
must be expended. The activation time (equal to the casting time) power can potentially destroy any magical item that it comes in
of the rod’s power is always only 1. contact with (including an accursed item, artifact or relic), but
Due to its unusual nature, the wielder of this rod must not the power can only be used once. The rod’s power is also effec-
only keep track of the rod’s current total number of charges, but tive against a wall of force, resilient sphere and prismatic wall effects.
also the total number of spell levels absorbed over the life of the A successful touch attack, modified on a case-by-case basis, must
rod. Also unlike most other rods, the rod imparts knowledge of be rolled to touch items that are worn, carried or held by a crea-
these totals to its wielder through mental images. When the rod ture. For example, touching magical cloaks, armor, shields, and
has absorbed 50 spell levels, it permanently loses the power to weaponry that a creature openly wears or carries would likely be
absorb spell levels, but the wielder can continue to use the pow- an unmodified attempt, but attempting to touch a potion vial in
ers of any remaining charges. When the 50th charge is expended, someone’s hand (or a ring on someone’s finger) would be con-
the rod crumbles into dust. sidered a called shot at best, and attempting to touch a magic

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

item carried where it can’t be seen (inside of a pouch or back- the rod. This power expends no charges.
pack, etc.) should be next to impossible. The GM will have to Button #1: +1 flame tongue sword. A blade springs from the
adjudicate any applicable penalties in all cases. An unattended ball, and the ball becomes the sword’s hilt. The weapon length-
magical item can automatically be touched with the rod (unless ens to an overall length of 4 feet.
it is intelligent and/or has some form of movement). Button #2: +4 battle-axe. A wide blade springs forth at the ball,
Consult the table below to determine the special item saving and the whole lengthens to 4 feet.
throw required. This save roll is never modified, and must be Button #3: +3 spear, pike or lance. The spear blade springs
equal to or higher than the number shown on 1d20. When target- forth, and the handle can be lengthened up to 12 feet (wielder’s
ing magical ammunition stored together or gathered to one place choice), for an overall length of from 6 feet to 15 feet. When fully
(such as magical arrows, bolts, stones, etc.), each grouping of 10– extended, the weapon can also function as a +3 lance.
12 such items is granted just one save. If the magical item fails Tool Options: By pressing one of the last three buttons, a war-
its saving throw, it is forever drained of all magical properties,
rior can also transform the rod into a special tool. This function
and the rod of cancellation becomes brittle and powerless. Drained
expends no charges.
items, including the rod, cannot be restored by any means short
of divine intervention. Buttons #4 & #5: These buttons control two different func-
Item Saving Throw tions that activate the same power.
Potion 20 Function 1, climbing pole: A spike that can anchor in granite
Scroll 19 is extruded from the ball, while the other end sprouts three sharp
Ring 17 hooks. The rod lengthens to anywhere between 5 and 50 feet in
Wand 15 a single round, stopping when button 4 is pushed again. Hori-
Rod 14 zontal bars three inches long fold out from the sides, 1 foot apart,
Staff 13 in staggered progression. The rod is firmly held by the spike and
Miscellaneous magical item 12 hooks and can bear up to 4,000 pounds. The wielder can retract
Armor/shield 11 the pole by pushing button 5.
Miscellaneous weapon 10 Function 2, battering ram: The ladder function can be used to
Sword 9
Armor/shield, +5 bonus 8 force open doors as if it had the equivalent strength score of 24 or
Sword, holy avenger 7 were as strong as a storm giant (refer to Strength). The wielder
Artifact or relic 3 plants the rod’s base 30 feet or less from the portal to be forced
and in line with it, then pushes button 4. Pressing button 5 re-
Rod of Flailing: This magical rod is almost always simple and tracts the pole.
unadorned in appearance but radiates a faint aura of transmu- Button #6: compass: The rod indicates magnetic north and
tation magic if a detect magic is cast. The rod can be recharged gives the wielder knowledge of his approximate depth beneath
normally. the surface or height above it.
Dire flail: When presented firmly and activated, the rod be- Spell-like Powers: By expending a single charge while the
comes a +3 magical dire flail, either a footman or horseman vari-
rod is in its original form, a warrior may activate one of the rod’s
ety, providing the best choice depending on the wielder’s circum-
spell-like powers. The hold monster and cloak of fear powers
stances when activated (whether on foot, mounted, in close quar-
of the rod function at a caster level equal to the minimum level
ters, etc.). The dire flail is a double weapon having two heads.
needed to cast the spell or at the warrior’s level (whichever is
If wielded with both hands, each head can be used to attack, ei-
ther striking a single opponent twice or striking two opponents higher). A successful save vs. spell negates the effects of hold
who are standing side by side. Penalties are determined as if the monster and cloak of fear powers, but the vampiric drain power
wielder was fighting with two weapons. If one hand is used to grants no saving throw.
wield the flail, only one head can be used to attack and penalties Cloak of fear: This power functions as the reverse of the cloak of
for using two weapons do not apply. This power does not expend bravery spell but with a maximum radius of 6 feet. The rod must
any charges and can be used at will to return it to the form of a be presented firmly above the wielder’s head for all to see when
simple rod, or change from footman to horseman varieties. this power is activated.
Protection: If the wielder holds the rod and expends a charge, Hold monster: This power functions as the hold monster spell,
the rod grants him a −4 bonus to his AC and a +4 bonus to his but requires a successful touch attack.
saving throws for one turn. The power cannot stack with it- Vampiric drain: This power drains 2d4 points of damage from
self. The rod does not need to be presented firmly to activate the next creature struck in melee combat (in addition to the nor-
this power, but it needs to be held the entire turn for the protec- mal damage from a +2 mace. The drained hit points are trans-
tion power to continue to function. The wielder can activate this ferred to the wielder of the rod in the form of healing. The
power even if the rod has not been changed into its dire flail form. wielder’s hit points cannot exceed their normal maximum.
This rod cannot be recharged. After the last charge has been
Rod of Lordly Might: This magical rod is always crafted en-
expended, the rod’s spell-like powers cannot be activated, and
tirely of metal, longer and thicker than most other rods. In its
the rod loses the power to transform into different weapons.
original form, it functions as a +2 footman’s mace with a flanged
However, it still functions as a +2 mace, and a warrior can still
ball at one end, but it also has six buttons along the length of activate the rod’s tool options with buttons 4, 5 and 6.
its haft. It weighs 10 pounds. Because of its size, it can only
be wielded properly by a character with 16 or greater strength Rod of Passage: This powerful magical rod radiates strong
(weaker characters suffer a −1 penalty to attack rolls for each auras of transmutation and evocation if detect magic is cast, but it
point of strength below 16). While any creature may use the rod displays no power until the wielder presents the rod firmly and
in this form, only those of the warrior classes can unlock any of expends one charge to activate it.
its other powers. When active, the rod gains the following spell-like powers,
Weapon Options: When presented firmly in the hands of a one at a time, once each per activation: dimension door, pass wall,
warrior, the rod can transform into different magical weapons by phase door, plane shift (astral), and teleport without error (refer to
pressing one of the first three buttons. It reverts to its original each spell). The rod remains active for a full day or until all five
form when the button is pushed again, or if a non-warrior holds powers have been used. If a second charge is expended, a new

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

24-hour period begins and all spell-like powers are restored, but The GM may determine that the nature of this region of Non-
any remaining powers from the prior activation are lost. dimensional Space and its accompanying demi-plane does not
If plane shift (astral) is used, the wielder and up to four willing allow for the creation of inter-dimensional spaces, such as a rope
creatures can travel to the Astral plane and then return to their trick, but does allow creation and access to pocket dimensions in
plane of origin. The rod cannot be reactivated, nor can its other Non-dimensional Space, such as a mage’s mansion or bag of holding.
powers be used, until the wielder returns to his original plane. The wielder and his guests may stay within this timeless
The rod’s powers function as if cast by a 20th level spell caster, pocket dimension for a period of normal time of up to 200 days
and the rod can only be recharged by a wizard of 20th level or divided by the total number of creatures (including the wielder).
higher. Round the result down with a minimum duration of 1 day. The
wielder may stay for up to 200 days alone, or he may bring one
Rod of Resurrection: In the hands of a priest, this magical rod other creature with him for a maximum of 100 days, 2 additional
has the power to bring the dead back to life as if a resurrection creatures reduce the time to 66 days, etc. When 100 or more crea-
spell had been cast. The rod can be used only once per day. tures are brought along (up to the maximum of 199), the entire
The total number of charges that must be expended is deter- group may only stay for up to 1 day.
mined by adding the values from race and class tables. When The wielder of the rod can close the pocket dimension at any
resurrecting a multi-classed character, refer to the class with the time or he (and his guests) may stay for the entire duration when
highest value. For example, resurrecting an elven fighter/mage it closes on its own. When the pocket dimension closes, creatures
expends 7 charges. This rod cannot be recharged. When the rod’s are returned as nearly as possible to their original locations. If
last charge is expended, it crumbles into dust. solid matter now occupies their original locations, the creatures
Race Value are harmlessly shunted into the nearest open space. The com-
Elf +4 bined efforts of a priest of at least 16th level and a wizard of at
Dwarf/Gnome +3 least 18th level are required to recharge the rod.
Halfling/Half-elf +2
Human +1 Rod of Smiting: In the hands of a priest or warrior, this magical
rod functions as a +3 magical bludgeoning weapon that inflicts a
Class (if any) Value base 1d8 points of damage. A rod of this type is usually crafted to
Priest appear as a baton, club, cudgel, footman’s mace, war hammer or
Cleric +1 similar, but it has been enchanted to ignore any unskilled penal-
Druid +2 ties. When those of other classes attempt to wield the rod, the
Warrior enchantment bonus does not apply. A wielder who is not a priest
Fighter/Ranger +2 or warrior will find the weapon to be off-balance, unwieldy and
Paladin +1
Wizard clumsy in their hands. They incur a −6 penalty to hit even if
Mage (Any) +3 skilled with similar weapons and only inflict 1d4 damage with a
Rogue successful hit. This power of the rod does not expend charges.
Thief +3 In addition, the rod has powers that activate only when
Bard +2 wielded by a priest or warrior under specific combat situations.
Golem slayer: When successfully striking a golem, the rod
Rod of Rulership: This magical rod is often crafted in the form
of a royal scepter or other symbol of authority. By expend- automatically expends one charge. If the modified attack score
ing a single charge, its wielder gains the power to command equals 20 or more, the golem is instantly destroyed. Otherwise,
(1d4 + 1) × 100 hit dice worth of creatures within 120 yards for damage is doubled to a base of 2d8 points, and the weapon’s en-
one turn. Creatures with an intelligence score of 15 or higher or chantment bonus to the damage increases to +6.
at least 12 levels/12 HD are allowed a saving throw vs. spell to Planar pounder: If a modified attack score of 20 or more is
avoid the effect. Affected creatures regard the wielder with com- rolled to strike a creature from the Outer Planes, the rod expends
plete loyalty and accept commands as if he were their sovereign one charge automatically. This inflicts triple the normal damage
lord. However, commands that are obviously suicidal or against for a base of 3d8 points and the enchantment bonus to damage
the creature’s nature end the effect. This power has an activa- increases to +9.
tion time (equivalent to a casting time) of 5. This rod cannot be The rod cannot be recharged. When its last charge is ex-
recharged. When the rod’s last charge is expended, it crumbles pended, the rod loses its powers against golems and outer planar
into dust. beings, but remains a +3 weapon, inflicting a base 1d8 damage
when wielded by one of the priest or wizard classes.
Rod of Security: When presented firmly and a single charge ex-
pended, this magical rod instantly creates a pocket dimension Rod of Splendor: This rod often appears as a finely crafted,
in Non-dimensional Space existing outside of the Temporal Di- jeweled scepter. Simply holding or carrying this magical rod be-
mension. The wielder of the rod and up to an additional 199 stows upon its wielder a charisma score of 18. If the wielder’s
other creatures are transported to a demi-plane at its center. Each charisma is already equal to or higher than 18, nothing is gained
must be linked by touch to the wielder. Unwilling creatures are or lost. Racial modifiers may still apply. The wielder’s clothing
granted a saving throw. and armor are also magically clean, repaired of minor damage,
The demi-plane is a simulated paradise. Creatures and ob- and made to look new at all times. This power of the rod expends
jects do not age (unless from a magically produced aging effect), no charges.
and the rate of natural healing is doubled. There will be no na- Noble garb: If presented firmly and a single charge expended,
tive animals, but a pool of fresh, pure water and abundant edible the power of the rod clothes the wielder in garments and ac-
plants, such as beans, nuts, berries, peanuts, fruits, vegetables, coutrements of the finest fabrics (furs, silk, velvet, rare leathers,
etc. provide sustenance for most creatures. The GM may deter- etc. worth 6,000 gp), including finely crafted jewelry (rings, neck-
mine that new “meaty” tasting plants may be devised if a true laces, clasps, a coronet or tiara, etc. worth 1d4 × 1,000 gp). This
carnivore enters the pocket dimension. The climate is comfort- power will not stack with itself (a second charge expended is sim-
able for each individual creature, so that shelter or even clothing ply wasted), but it will add (1d4 + 6) × 1000 gp value to any no-
is not necessary. ble or royal garb that the wielder is already wearing. The noble

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

garb created by the power of the rod can only remain in exis- Unless stated otherwise in their description, the powers of
tence for a maximum of 12 hours. However, if the wielder of the most magical staves function as if they were a spell cast by an
rod attempts to sell or give away any part of it, use it as a spell 8th level caster. If the power requires a spell of higher than 4th
component, or otherwise use any of it for any purpose other than level to duplicate, the power is treated as if cast by a caster of the
his personal clothing, all of it immediately disappears. The same minimum level required to cast the spell.
applies if any of it is stolen from him. While some magical staves require special actions to activate
Palatial tent: If waved toward a suitably large open area and their powers, most staves, must be “presented firmly” to activate
one charge expended, the power of the rod creates a large pavil- their powers. To present the staff firmly means the wielder must
ion tent made of the finest silk, covering no less than 1,500 square grasp it with at least one hand (or equivalent appendage) and
feet and no more than 3,000 square feet. The tent contains qual- hold it in front of his person. Unless otherwise stated, a staff’s
ity furnishings and a feast of the finest foods. This palatial tent spell-like powers have an activation time (equivalent to casting
can hold, feed and entertain a maximum of 100 persons for a sin- time) of 3.
gle day. The tent and all objects associated with it disappear the Finally, the GM may decide that the powers of magical staves
following day unless a second charge is expended to maintain it. are not activated by mental commands but require spoken com-
The rod cannot be recharged. When the final charge is ex- mand words or phrases. In addition, the GM may require that the
pended, this rod crumbles into glittery metallic flakes. wielder of the staff alter command words or phrases slightly each
Rod of Terror: Like a rod of smiting, this magical rod is often time to fit a given situation. Usually a different command must
crafted to appear as a baton, club, cudgel, footman’s mace, war be given to activate each power. The magical staff will be use-
hammer or similar, but it has been enchanted to ignore any un- less, other than as a (possibly magical) melee weapon, without
skilled penalties. It is commonly crafted of all black materials knowledge of the commands. While it is possible, but rather un-
(like black stained wood, iron, onyx, obsidian, etc.), but this is likely, that the owner of the staff may leave the commands writ-
not a requirement. The rod functions as a +2 magical bludgeon- ten where others can find them, more often divination magic or
ing weapon that inflicts a base 1d6 + 1 points of damage. This specific research is required to uncover the required command
power expends no charges. words and/or phrases.
Cloak of terror: If the rod is presented firmly and one charge
expended, the power of the rod warps and twists the wielder’s Table B.25: Staves
1d20 Item XP
clothing and appearance with quasi-real shadow illusion and fear
effects. The wielder of the rod appears to transform into a night- 1 Command (Priest/Wizard) 5,000
marishly terrifying monster. Those within 30 feet that can see the 2–3 Curing (Priest) 6,000
4 Magi (Wizard) 15,000
wielder must roll a successful save vs. rods or freeze in absolute 5 Power (Wizard) 12,000
terror. Those who succeed must immediately check morale with
6 Serpent (Priest) 7,000
a −1 penalty. PCs do not roll morale checks and are unaffected 7–8 Slinging (Priest) 2,000
by this morale penalty. Each time this ability is used there’s a 20% 9–10 Staff-Mace 1,500
chance the wielder permanently loses 1 point of charisma. 11–12 Staff-Spear See de-
The rod cannot be recharged. When the final charge is ex- scription
pended, the rod crumbles into a fine black powder. 13–14 Striking (Priest/Wizard) 6,000
15 Swarming Insects (Priest/Wizard) 100/charge
16 Thunder & Lightning (Wiz- 8,000
MAGICAL STAVES ard/Druid)
17–18 Withering (Priest/Wizard) 8,000
Magical staves are typically between 4 and 7 feet long, 2 to 3 19 Woodlands (Druid) 8,000
inches thick and weigh between 3 to 5 pounds. Most staves 20 GM’s Choice –
are crafted of wood, either carved or left gnarled. A rare few
are crafted of bone or metal, while the extremely exotic may be
crafted of glass or crystal. They often have a gem or some de- MAGICAL STAFF DESCRIPTIONS
vice at their tip and can be shod in metal at one or both ends.
Staves are often engraved with symbols, figures and/or runes. Staff of Command: This magical staff has spell-like powers to
The typical magical staff is crafted in the form of a quarterstaff, control other living beings. The staff is most powerful when
and may be used as a melee weapon, though unskilled penalties wielded by one of the priest class; however, it provides lesser
apply normally. Sometimes a general appearance is indicated in powers to those of the wizard classes who are not prohibited from
the staff’s description, but every staff looks different than any casting spells from the school of enchantment.
other even when they are of the same type. Therefore, determi- Animal control: A priest can activate this power of the staff
nation of a staff’s powers is difficult without divination magic or to duplicate the power of the most potent variety of the potion
experimentation. of animal control, controlling the emotional responses of mam-
Magical staves are almost always crafted with a finite num- mal (including marsupial), avian, reptile, amphibian, and fish,
ber of charges, and each use of a staff expends one or more of alike. The wielder presents the staff firmly and expends one or
these charges. A staff typically has 1d6 + 19 charges (unless oth- more charges to activate the power. Animals with intelligence 5
erwise noted), but this number may be considerably less if the or greater are entitled to a saving throw vs. staves to avoid the
staff has been regularly employed by its previous wielder(s). The effect. The duration of the control effect is one turn per charge
discoverer of the staff does not know how many charges it has expended.
left when first found unless divination magic or research is em- Human influence: A priest or wizard can wield this power
ployed. Most magical staves can be recharged as long as they of the staff to duplicate the powers of a ring of human influence.
have charge remaining. However, once the last of a staff’s charges The wielder who carries this staff in hand is granted a charisma
are expended, the staff is permanently drained of all magic and score of 18 (unless his charisma is already equal to or higher than
can no longer hold charges. A discharged staff usually remains 18,a nd racial modifiers may still apply). This power is automatic
in the form of a quarterstaff (though there are exceptions), and if and requires no expenditure of charges. The wielder can present
the GM allows may retain powers that do not require charges to the staff firmly and expend one charge to activate either the sug-
activate. gestion power or the charm power. Successful saving throws vs.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

staves will avoid the enchantment effects. Land-based creatures with less than 2 HD struck by the whirl-
Mammal control: A wizard can activate this power of the staff wind must save vs. staves or be killed instantly. A successful
to duplicate the powers of a ring of mammal control. The wielder save results in the creature being knocked off its feet and suf-
of the staff presents the staff firmly and expends one or more fering 2d6 points of damage. Flying creatures and land-based
charges to activate the power. The wielder of the staff controls creatures with 2 HD or more who are struck and make their save
the mammals’ actions for one turn per charge expended. No sav- suffer no effects, while those who fail their save also suffer 2d6
ing throw is allowed. points of damage and are knocked down or blown back.
Plant control: A priest can activate this power of the staff to Recharges by absorption: The staff can only recharge by ab-
duplicate the power of a potion of plant control by presenting the sorbing spell energies from wizard spells that directly target the
staff firmly and expending one charge. Plants with intelligence of staff or its wielder. While presenting the staff firmly, the wielder
5 or higher gain a save vs. staves to avoid the effect. The duration may command the staff to absorb the spell energy. The wielder
of the control effect is one turn per charge expended. may perform no other action during that round. Spells that target
The staff can be recharged. If the last charge is expended, it the wielder indirectly (such as spells with an effective area) can-
can no longer be recharged, but the GM may determine that the not be absorbed. An absorbed spell has no effect on the wielder,
staff continues to hold the power to grant a charisma score of 18 and the staff stores the spell’s level as an equivalent number of
to one of the priest or wizard classes who holds it. charges. The staff does not impart knowledge of its current num-
ber of charges or the number of spell levels it absorbs. If its num-
Staff of Curing: The powers of this magical staff can only be ber of charges ever exceeds 25, the staff instantly self-destructs
wielded by one of the priest class. By presenting the staff firmly creating a retributive strike.
and expending one charge, the wielder is able to activate any one Retributive strike: The staff has the power to explode into a
of the following spell-like powers: cure disease, cure blindness or ball of destructive magical energy. This can happen as a result
deafness, cure critical wounds, or cure insanity (as a heal spell, but of overcharging the staff (either intentionally or accidentally), or
negates insanity effects only). Only one creature can benefit from the wielder can unleash the staff’s stored energy by intentionally
each spell-like power per day and no spell-like power can be ac- breaking it against a hard surface. All creatures within a 10-foot
tivated more than twice a day. radius sphere suffer magical-based damage equal to the staff’s
Staff of the Magi: The powers of this magical staff can only be current number of charges multiplied by eight. Those between
wielded by one of the wizard class. Specialist mages cannot acti- 10 and 20 feet away suffer six times the staff’s current number of
vate spell-like powers that duplicate spells from schools that they charges, and those within 20 to 30 feet suffer four times the staff’s
are not allowed to cast. The wielder of the staff gains a +2 bonus current number of charges. A successful saving throw vs. spell
to save vs. spell automatically without expending a charge. This reduces the damage by half.
staff also allows its wielder to activate spell-like powers when When a retributive strike occurs, the wielder suffers damage
presented firmly. Refer to each spell. equal to sixteen times the staff’s current number of charges, and
Activating the following spell-like powers expends no is not granted a save to reduce the damage. If this damage is
charges: detect magic, enlarge, hold portal, light, and protection from enough to kill the wielder, there is a 50% chance that he instead
evil or good. plane shifts to another plane of existence; else the explosive en-
The following spell-like powers expend one charge per acti- ergy totally destroys him and all his equipment.
vation: dispel magic, fireball, ice storm, invisibility, knock, lightning If the last charge is expended, the GM may determine that
bolt, pass wall, pyrotechnics, wall of fire and web. the wielder may still gain the +2 bonus to his saving throws vs.
The following spell-like powers expend two charges per acti- spell, and/or the staff may retain its spell-like powers that do not
vation: conjure elementals, plane shift, telekinesis and whirlwind. require the expenditure of charges.
Conjure elementals: The power to conjure elementals can be ac- Staff of Power: The powers of this magical staff can only be
tivated 4 times per day to allow the wielder to conjure one ele- wielded by one of the wizard class. Specialist mages cannot acti-
mental of each type per day. Each conjuration expends 2 charges. vate spell-like powers that duplicate spells from schools that they
Half of all known staves of the magi conjure 8 HD elementals; are not allowed to cast. The wielder gains a −2 bonus to AC and
forty percent conjure 12 HD elementals, while ten percent con- a +2 bonus to saving throws automatically without expending a
jure 16 HD elementals. charge. It functions as a +2 magical quarterstaff without expend-
Plane shift: The power of plane shift must be activated each ing a charge, but if one charge is expended the staff causes double
time a new plane is entered. For instance, traveling to the Ethe- damage (base of 2d6). A second charge is not cumulative. This
real Plane, then to the Elemental Plane of Earth and returning staff also allows its wielder to activate spell-like powers when
directly to the plane of origin requires activating the plane shift presented firmly. Refer to each spell.
power 3 times, expending a total of 6 charges. The following spell-like powers expend one charge per acti-
Whirlwind: The power of the whirlwind creates a swirling, vation: cone of cold, continual light, fireball, levitation, lightning bolt,
cone-shaped spiral of air measuring up to 10 feet across at the magic missile and ray of enfeeblement.
base, 40 feet across at the top, and 70 feet in height. It requires The following spell-like powers expend two charges per acti-
one turn to form a whirlwind, and one turn to collapse one. The vation: shield (5-foot radius), globe of invulnerability, and hold mon-
whirlwind is completely ineffective while forming or collapsing. ster.
The staff’s power of hold monster covers a cone-shaped effec-
The whirlwind continues as long as the wielder of the staff
tive area, 40-foot long and 20-foot wide.
concentrates on it and moves as the wielder desires. The base of
the whirlwind must touch water or a solid surface or else it be- If desired, the GM may determine alternate powers for each
gins to collapse. The wielder may control the whirlwind from a staff of power randomly.
distance of up to 80 yards, or the wielder and up to 6 man-sized Retributive strike: This staff shares the staff of the magi’s power
creatures (or an equivalent amount, such as 3 large-sized crea- of retributive strike. The power is identical in all ways, except
tures, 12 small-sized creatures, etc.) can ride in the whirlwind that since the staff of power does not have the power of spell ab-
without suffering damage from its effects. Those on top of the sorption, there is no risk of triggering it accidentally.
whirlwind have an effective flying movement value of 18 (speed This staff can be recharged normally, but if the last charge is
class of 2 (average)) and a maneuver class of 1 (perfect). Refer to expended, the GM may determine that it remains a +2 quarterstaff
aerial combat. (but without the power to cause double damage), and the wielder

234
FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

may still gain bonuses to his AC and saving throws. the upper end, transforming the weapon into a spear. A second
activation extends the shaft to a length of 12 feet, and a third ac-
Staff of the Serpent: These magical staves are crafted in two va- tivation returns it to the original form. All forms of the weapon
rieties. Sixty percent of known staves of the serpent are “staves have the same enchantment bonus. This staff is created without
of the python”, and the remaining forty percent are “staves of the charges, so that its powers of transformation are essentially per-
adder.” As these staves are crafted without charges, their pow- manent.
ers of transformation are essentially permanent. However, a staff 1d20 Bonus XP
of the serpent (of either variety) is completely destroyed if killed 1–6 +1 1,000
while in snake form. It returns to its staff form but is twisted 7–10 +2 1,500
and/or broken and otherwise no longer magical or useful in com- 11–13 +3 2,000
bat. 14–16 +4 2,500
Python staff: The staff of the python functions as a +2 magical 17–19 +5 3,000
quarterstaff. Any priest can cast the staff to the ground and acti- 20 +3* 3,500
vate the staff’s powers of transmutation. Over the course of one *When a 20 is rolled, the spear form inflicts a base 2d4 points
round, the staff transforms into a 25-foot long python (refer to of damage.
Snake, Giant Constrictor, MV 9, AC 3, 49 hit points). When the
python strikes an opponent, it constricts, inflicting 2d4 + 2 points Staff of Striking: This magical staff is most often crafted of oak
of damage immediately and each round thereafter, until either and functions as a +3 magical quarterstaff automatically without
the snake is killed, the victim dies, or the wielder commands the expending charges. The power of this staff to cause additional
snake to release the victim. The wielder can command the snake damage can only be activated by one of the wizard or priest
to return to staff form at will. classes. If one charge is expended during a successful attack,
Adder staff: The staff of the adder functions as a +1 magical quar- the enchantment bonus to damage is doubled to +6. Expending
terstaff. A non-good aligned priest is able to activate the staff’s two charges triples the damage bonus to +9 and expending three
power of transmutation. Upon command, the head of the staff charges increases the damage bonus to +12. No more than three
transforms into that of an adder (refer to Snake, Poisonous, AC charges may be expended during a single successful attack.
5, 20 hit points). The staff remains animated for up to one turn.
The staff can be recharged, but if the staff’s final charge is
While in snake form, it retains its +1 enchantment bonuses to hit
and damage and is still wielded as if it were a quarterstaff. When expended, the GM may determine that it retains its normal +3
the staff strikes an opponent in adder form, it inflicts a base 2d2 enchantment bonus.
damage and injects poison into the wound. Victims must save Staff of Swarming Insects: This magical staff is typically
vs. poison or be instantly slain. The poison inflicts 20 points of shorter and thicker than others and not designed for melee com-
damage to the victim even if the saving throw is successful (refer bat. Also unlike other staves, it is crafted with up to 50 charges.
to Poison Strength—E). An intricate carving of a flying, biting (or stinging) insect appears
on the staff to represent each charge that the staff holds.
Staff of Slinging: This staff functions as a +1 magical quarter-
staff automatically without expending charges, but only a druid When presented firmly and activated by expending one
can activate the staff’s sling power. This staff allows a druid to charge by a priest or a wizard who is not prohibited from casting
attach its bottom end to a roughly spherical object, no more than spells from the school of conjuration, the staff creates a swarm of
nine inches in diameter and weighing five pounds or less. The insects up to 60 yards away plus 10 yards per level of its wielder.
staff adheres to the object, so that the druid can then swing the The swarm attacks a single target for one round. The swarm can
staff in an overhead arc and launch the object as an indirect mis- only cause damage to man-sized or smaller creatures with a nat-
sile. The short range of the missile is 60 yards, medium range ural AC of 6 or worse, but armor worn is not a factor. The swarm
can also be blocked normally by magical or mundane means,
is 120 yards, and long range is 180 yards. This power does not
such as fires and force fields. There are 60 winged biting and
expend charges. If one charge is expended, a druid can activate
stinging insects in the swarm plus 10 per wielder’s level. For ev-
the power of the staff to hurl larger stones as if a stone giant had
ery 10 insects in the swarm, 1 point of damage is inflicted on a
hurled them (300 yard range, 3d10 points of damage). The staff’s
susceptible target. A victim that suffers damage from the swarm
enchantment bonuses (+1 to attack and damage) apply to both
can take no action during that round, as he tries to swat and bat
melee and indirect missile attacks.
A druid of 12th level or higher can recharge the staff. If the away the insects.
last charge is expended, the staff can no longer hurl stones of any Each time a swarm is created, one of the insect carvings van-
size, but the GM may determine that it retains its +1 enchantment ish. This staff cannot be recharged, and when the last carving
bonus. vanishes, the staff turns to dust.

Staff-Mace: This magical staff is typically crafted from iron- Staff of Thunder & Lightning: This magical staff is most of-
wood and reinforced by iron bands. In its original form, the ten crafted of the finest hardwood available (such as ash, oak,
staff-mace functions as a +3 quarterstaff but emits a faint aura of ironwood, etc.). It is usually thicker than most other staves and
transmutation when detect magic is cast upon it. When presented bound with iron and silver. The staff functions as a +2 magical
firmly and activated, the staff-mace can alter its form. The wielder quarterstaff automatically without expending charges and radi-
can choose to modify the staff into either a +1 iron footman’s mace ates an aura of transmutation magic if detect magic is cast upon
or a +2 iron horseman’s mace. It can be returned to its original it.
Either a druid or a wizard who is not prohibited from casting
form at any time the wielder desires. This staff is crafted with-
spells from the school of evocation can expend charges to acti-
out charges, so that its powers of transformation are essentially
permanent. vate the staff’s spell-like powers. Activation time (equivalent to
casting time) for these spell-like powers is equal to the number
Staff-Spear: This magical staff is similar in appearance to the of charges expended to activate the power. Each power lasts but
staff-mace, and likewise emits an aura of transmutation. The staff one round.
is crafted in several varieties with differing levels of power. The Thunder: By expending one charge, the staff’s enchantment
GM rolls a 1d20 to determine the power of each individual staff- bonus increases to +3 and the staff generates a booming thun-
spear. In its original form, it functions as an enchanted quarter- der upon attacking. Whether the attack is successful or not, the
staff. When presented firmly and activated, a blade extends from targeted opponent must save vs. staves or be stunned for the

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remainder of the current round and attack last in the following Animate tree: This power causes a large tree within 40 yards
round. of the druid wielding the staff to uproot and obey the druid’s
Lightning: By expending one charge, the staff fires a spark of commands. When one charge is expended, the tree spends one
electricity upon attacking. The electricity inflicts an additional round to uproot itself, the next six rounds obeying the druid’s
2d6 hit points of damage to a successful attack. If the melee at- commands and the final round rooting itself into the ground.
tack with the staff misses but the target is wearing metal armor However, each additional charge expended adds eight rounds
and the wielder’s attack would score a successful touch attack, to the power’s effective duration. Otherwise, the animated tree
the spark strikes the target and inflicts 2d6 electrical damage. functions as if it were a staff enchanted by the change staff spell.
Lightning stroke: By expending two charges, the staff fires a The staff can be recharged, but if the staff’s final charge is
lightning bolt. The bolt can be straight or forked, and when de- expended, the GM may determine that it retains its normal en-
termining damage, all 1s are counted as 2s (for a range of 16–48 chantment bonus (+1 through +4) and spell-like powers that can
points of damage). A successful saving throw vs. staves reduces only be activated once per day (if any).
the damage by half.
Thunderclap: By expending two charges, the staff blasts a
cone of deafening noise, 40 feet long and 20 feet wide. Creatures
within the cone of noise must save vs. staves or be stunned for
1d2 rounds and deafened for 1d3 + 1 rounds. Those who save are
not stunned but are still deafened for 1d4 rounds.
Thunder and lightning: By expending four charges, the staff
simultaneously blasts a thunderclap and fires a lightning stroke.
When determining damage from the lightning, all 1s and 2s are
counted as 3s (for a range of 24–48 points of damage). A single
successful save vs. staves reduces the damage by half and avoids
being stunned but cannot avoid being deafened (as above).
The staff can be recharged, but if the staff’s final charge is
expended, the GM may determine that it retains its normal +2
enchantment bonus.
Staff of Withering: This staff functions as a +1 magical quarter-
staff automatically without expending a charge, but its powers of
withering can only be activated by a non-good aligned priest or
wizard who is not prohibited from casting spells from the school
of necromancy. If one charge is expended during a successful at-
tack, the staff inflicts an additional 1d4 hit points of negative en-
ergy damage. If two charges are expended during a successful at-
tack, the target suffers negative energy damage and immediately
ages 10 years if his venerable age is 150 years or less, 20 years
if his venerable age is between 151 and 250 years, 30 years if his
venerable age is between 251 and 350 years, etc. If three charges WANDS
are expended during a successful attack, the target suffers nega-
tive energy damage, ages, and must save vs. spell successfully or A typical magical wand is between 6 inches and 18 inches long
one of his limbs (determined randomly) atrophies, rendering it and slender, no more than 1 /2 inch thick, often weighing no more
permanently useless. The powers of this staff cannot negatively than 1 ounce. Most are crafted of wood, but some are ivory or
affect the undead or extra-planar creatures. bone. A rare few are metal, glass, or even ceramic, but these are
The staff can be recharged, but if the staff’s final charge is quite exotic. Occasionally, a wand has a crystal, gem, metal or
expended, the GM may determine that it retains its normal +1 stone device at its tip, and most are decorated with carvings or
enchantment bonus. runes. They are fragile, break easily and are totally unsuited for
Staff of the Woodlands: This magical staff is always crafted use as weapons. Wands are commonly kept in cases when not
from a wood favored by the druids, such as oak, ash, or yew, in use. It is not unusual, however, for wands to be carried in a
quiver when they need to be accessed quickly. Sometimes a gen-
carved with intricate designs, then bound and shod with bronze.
eral appearance is indicated in the wand’s description, but ev-
It functions as a magical quarterstaff but is crafted in several va-
ery wand looks different than any other even when they are of
rieties, each with a different enchantment bonus. Staves with an
enchantment bonus of less than +4 have one or more bonus spell- the same type. Therefore, determination of its powers is difficult
like powers that can be activated by a druid without expending without divination magic or experimentation.
charges, once per day, by presenting the staff firmly. Roll 1d4 Magical wands are almost always crafted with a finite num-
and consult the table below to determine enchantment bonus and ber of charges, and each use of a wand expends one or more of
bonus powers. these charges. A wand typically has 1d20 + 80 charges (unless
1d4 Bonus Bonus Powers otherwise noted), but this number may be considerably less if the
wand has been regularly employed by its previous wielder(s).
1 +1 Pass without trace, bark skin and tree
2 +2 Pass without trace and bark skin The discoverer of the wand does not know how many charges
3 +3 Pass without trace it has left when first found unless divination magic or research
4 +4 — is employed. Most magical wands can be recharged as long as
In addition, all staves of the woodlands are crafted with the they have charges remaining; however, once the last of a wand’s
following spell-like powers, which a druid may activate by pre- charges are expended, a wand crumbles into dust.
senting the staff firmly and expending one charge: animal friend- Unless otherwise stated, a wand’s spell-like powers have an
ship and speak with animals (as if cast simultaneously), animate activation time (equivalent to casting time) of 3 and function as
tree and wall of thorns. if they were a spell cast by a 6th level caster, even if the power

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

requires a spell of higher than 3rd level to duplicate. spell duplicated by this power of the wand depends upon the
While exceptions exist, most wands must be waved or number of charges expended and the wizard’s abilities. The wiz-
pointed to activate their power. ard can activate any monster summoning power up to monster
Finally, the GM may decide that the powers of magical wands summoning VI as long as he has sufficient level of experience and
are not activated by mental commands but require spoken com- intelligence to cast the spell. The wizard wielding the wand can
mand words or phrases. Usually a different command must be activate monster summoning I so long as he is at least 5th level,
given to activate each power. A magical wand will be useless and he is able to activate monster summoning VI if he is at least
without knowledge of its commands. However, 30% of all known 16th level and has a intelligence score of at least 17. He does not
wands have a clue to their powers and commands inscribed with need to have the spell memorized or even have it written in his
a wizard mark upon their surface. Divination magic or specific spell book. A maximum of six charges may be expended when
research is more often required to uncover the required command the power is activated. Any combination of monster summon-
words and/or phrases. ing with cumulative power levels (I–VI) equal to the number of
charges expended (and subject to the wizard’s power limitations)
Table B.26: Wands can be activated.
1d20 Item XP Prismatic sphere: The wielder may activate the wand’s spell-
1 Conjuration (Wizard) 7,000 like power of prismatic sphere. A wizard can activate this power
2 Earth and Stone 1,000 to create his choice of a prismatic sphere, or a prismatic wall, one
3 Enemy Detection 2,000 color at a time, red to violet, expending one charge per color.
4 Fear (Priest/Wizard) 3,000
5 Fire (Wizard) 4,500 Unseen servant: By expending one charge, a wizard may acti-
6 Flame Extinguishing 1,500 vate the wand’s spell-like power of unseen servant.
7 Frost (Wizard) 6,000 The wand can be recharged.
8 Illumination 2,000
9 Illusion (Wizard) 3,000 Wand of Earth and Stone: This magical wand is usually short
10 Lightning (Wizard) 4,000 and is almost always crafted with a rather common mineral af-
11 Magic Detection 2,500 fixed to its tip. The GM may randomly determine the type of
12 Magic Missiles 4,000 stone by rolling on the random gemstone table and ignoring any
13 Metal and Mineral Detection 1,500 roll higher than 70 percent (refer to Gemstones). The wielder
14 Negation 3,500 waves and points the wand to activate it.
15 Paralyzation (Wizard) 3,500 All known wands of this type have the following spell-like
16 Polymorphing (Wizard) 3,500
17 Secret Door and Trap Location 5,000 powers: dig (expending 1 /2 charge per use), move earth (2 charges
18 Size Alteration 3,000 per use), and pass wall (1 charge per use). Refer to each spell.
19 Wonder 6,000* Half of all known wands of this type also have the spell-like
20 GM’s Choice – powers of transmute mud to rock and its reverse. If available, this
*Type 5 is worth only 1,200XP, while the wand of mega won- power and its reverse expend 1 charge per use each.
der is worth 12,000XP. The wand can be recharged.
Wand of Enemy Detection: When held and one charge is ex-
pended, this magical wand alerts its wielder to the presence of
MAGICAL WAND DESCRIPTIONS enemies within a 60-foot radius for one turn. The wand begins
Wand of Conjuration: Only a wizard who is not prohibited to pulse and then points in the direction of any creature or crea-
from casting spells from the conjuration school of magic can tures that intend to do harm to the wielder. The wand detects
wield this magical wand. Simply holding this wand and concen- any creature with hostile intent; whether it is invisible, ethereal,
trating allows its wielder to detect any conjuration effect within astral, out-of-phase, flying, burrowing, hidden or simply in plain
the wielder’s line of sight. If at least one round is spent concen- sight.
trating, the wielder detects the effects of conjuration spells, pow- The wand can be recharged.
ers or special abilities as if a detect magic had been cast. For in- Wand of Fear: Only a priest or a wizard who is not prohibited
stance, an unseen servant, invisible stalker, creature summoned from casting spells of the school of abjuration can activate the
by monster summoning, money summoned by a wish, etc. radi- power of this magical wand. The wielder can point this wand
ates an aura of conjuration that the wielder can sense, and if an and expend one charge to activate its power once per round. The
additional round is spent scanning its magical aura, the wielder wand then emits a pale amber cone 60 feet long and 20 feet wide,
can determine which specific spell, power or ability conjured or which flashes and instantly disappears. Any creature within the
summoned the effect. The wielder is also able to read spells from effective area of the ray must save vs. wands or be subject to the
the conjuration school of magic found in spell books or on scrolls effects of the reverse of the remove fear spell.
as if a read magic spell had been cast. This power expends no
The wand can be recharged.
charges to activate.
The wand has several spell-like powers, as well. To activate Wand of Fire: Only a wizard can wield this magical wand. Its
them, the wizard waves the wand, expends the appropriate num- wielder can activate the following spell-like powers once per
ber of charges and points the wand at the location (within range) round, but its powers are not available to all specialist mages.
where he wishes the effects to manifest. Each spell-like power The wielder activates the wand’s powers by pointing it.
has an activation time (equivalent to casting time) of 5, and only Burning hands: Activating this power expends one charge.
one spell-like power may be activated per round. This power duplicates the burning hands spell, except that the fan
Curtain of blackness: By expending two charges, a wizard of flames created is 10 feet wide and 12 feet long and the victim(s)
may create a thin veil of total darkness that cannot be seen must save vs. wands to reduce the damage by half. This power
through. It can cover an area of up to 600 square feet but must cannot be activated by a specialist mage who is prohibited from
connect from ceiling to floor and from wall to wall. casting spells from the school of transmutation.
Monster summoning: A wizard may activate the spell-like Fireball: Activating this power expends two charges. This
power of monster summoning. The level of monster summoning power duplicates the fireball spell, except that while the damage

237
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

is calculated by rolling 6d6, all 1s are counted as 2s, and the vic- cates the wall of ice spell. The wielder can choose which specific
tim(s) must save vs. wands to reduce this damage by half. This effect is created at the time of activation.
power has an activation time (equivalent to casting time) of 2. The wand can be recharged.
This power cannot be activated by a specialist mage who is pro-
Wand of Illumination: By pointing this magical wand, the
hibited from casting spells from the school of evocation.
wielder can activate the following spell-like powers one at a time,
Pyrotechnics: Activating this power expends one charge. This
once per round: dancing lights or light, expending 1 charge each,
power duplicates the wizards’ version of the pyrotechnics spell. and continual light, expending 2 charges.
This power cannot be activated by a specialist mage who is pro- Sunburst: By expending three charges, the wielder can cause
hibited from casting spells from the school of transmutation. the wand to create a 40-foot diameter flash of dazzlingly bright
Wall of fire: Activating this power expends two charges. This greenish-gold rays of light, up to 180 feet (and usually no less
power duplicates the wizards’ version of the spell, except that it than 80 feet) away. Undead that are caught within the effective
has a maximum duration of six rounds and an activation time area suffer 6d6 points of damage, without benefit of a save. Any
(equivalent to casting time) of only 3. This power cannot be acti- living creatures (including the caster’s allies) with the ability to
vated by a specialist mage who is prohibited from casting spells see that are caught within the burst or that are within 60-feet of
from the school of evocation. the edge of the burst, in line of sight and facing the burst must
The wand can be recharged. save vs. wands or be blinded and stunned (qq.v.) for one round.
Wand of Flame Extinguishing: This magical wand can in- The caster cannot be affected by the burst, so long as it is centered
stantly extinguish fires within 30 yards of the wielder. The pow- 80 feet away.
ers of the wand have an activation time (same as casting time) The wand can be recharged.
of zero. This has the potential to be a very powerful wand, able Wand of Illusion: Only a wizard who is not prohibited from
to negate any fire-based threat so long as the wielder is holding casting spells from the illusion school of magic can activate this
the wand at the ready, wins initiative against the threat (if ap- magical wand’s powers. Simply holding this wand and concen-
plicable), performs no other actions and is willing to expend the trating allows the wizard to detect any illusory effect within his
appropriate number of charges while pointing the wand at the line of sight. If at least one round is spent concentrating, the
flames to be extinguished. wielder detects the effects of illusion spells, powers or special
A mundane fire, up to the size of a bonfire, not to exceed the abilities as if a detect magic had been cast. Illusory effects radi-
equivalent of six bundles of wood or a gallon of burning oil, can ate an aura that the wielder can sense, and if an additional round
be extinguished. This power expends no charges. is spent, the wielder can determine which specific spell, power or
By expending one charge, a mundane fire of any size and ability created the effect. He is able to read spells from the illu-
magical flames of smaller size, such as those produced by magical sion school of magic found in spell books or on scrolls as if a read
flaming weapons, 1st and 2nd level spell effects, etc. can be extin- magic spell had been cast. This power expends no charges.
guished. If the wielder wins initiative, the wand can be used to In addition, the wand has spell-like powers to produce illu-
negate instantaneous effects such as burning hands or fire trap. sions and audible effects. These spell-like powers may be com-
Expending two charges can extinguish any magical fire cre- bined to form an audible illusion. When pointed and activated,
ated by 3rd level or higher spell effects. If the wielder wins initia- this wand emits an invisible ray that reproduces the effects of
tive, the wand can be used to negate instantaneous effects such audible glamer and/or phantasmal force. Each power expends one
as fireball or flame strike. charge to activate and one charge to maintain per round there-
If the flames would normally reignite, such as those produced after (maximum expenditure of 2 charges per round to maintain
by a flaming weapon or a creature capable of igniting, the flames an audible illusion). The wizard must concentrate to maintain the
effect(s). He may move while concentrating but cannot attack or
are only extinguished for six rounds. perform any other actions.
In addition, by expending a single charge, pointing the wand The wand can be recharged.
and making a successful attack roll (modified by the wielder’s
dexterity-missile attack modifier), the wielder can use the wand’s Wand of Lightning: Only mages and certain specialty mages
power to inflict 6d6 damage upon a fire-based creature without may fully utilize the powers of this magical wand. It is usually
benefit of a save. Only one charge per round can be expended in crafted of metal and has two spell-like powers that a wizard may
this manner. activate (so long as he is not prohibited from casting spells of that
The wand can be recharged. school) one at a time, once per round.
Lightning bolt: By pointing the wand and expending two
Wand of Frost: The powers of this magical wand can only be ac-
tivated by a mage who is not prohibited from casting spells from charges, a lightning bolt is produced. The bolt inflicts 6d6 points
the school of evocation. By pointing the wand, the wielder can of damage, but all 1s are counted as 2s. The victim(s) may re-
activate the following spell-like powers one at a time, once per duce the damage by half if they roll a successful save vs. wands.
round: The wand has an activation time (same as casting time) of 2. This
Cone of cold: Activating this power expends two charges and power of the wand cannot be activated by a specialist mage who
is prohibited from casting spells from the school of evocation.
has an activation time (same as casting time) of 2. The cone has
Shock: This wand can be used to make touch attacks against
a length of 60 feet and is 20 feet wide at the end. The power
an opponent, and the wizard does not suffer unskilled penalties
generates temperatures down to −100◦ F, inflicting 6d6 points of
for doing so. If the wizard scores a successful touch attack and
damage, but all 1s are counted as 2s and the victim(s) must save
expends one charge, a jolt of electricity shocks his opponent as
vs. wands to reduce the damage by half. This power otherwise
if a shocking grasp spell had been cast. This power of the wand
duplicates the cone of cold spell.
cannot be activated by a specialist mage who is prohibited from
Ice storm: Activating this power expends one charge and has
casting spells from the school of transmutation.
an activation time (same as casting time) of 3. This power dupli-
The wand may be recharged.
cates the ice storm spell, and the wielder can choose which specific
effect is created at the time of activation. Wand of Magic Detection: By simply holding this magical
Wall of ice: Activating this power expends one charge and has wand and expending one charge, it alerts its wielder to the pres-
an activation time (same as casting time) of 2. This power dupli- ence of magic within a 30-foot radius. Any and all sources of

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

magic, whether magical items, spells currently in effect, creatures activate this magical wand’s powers. This wand has two spell-
under the effects of a spell, etc. will cause the wand to pulse. like powers that can be activated one at a time, once per round.
The wand’s power lasts for 1 turn (or part thereof) per charge Each expends a single charge.
expended. In the first round, the wand will automatically point Polymorph other: When pointed and this power activated, the
toward the strongest source of magic in the effective area. In each wand fires a thin green ray up to 30 yards long. The first crea-
successive round, the wielder may choose to discover the next ture struck by the ray must make a successful saving throw vs.
most powerful source of magic in the effective area, or he may wands or be affected as if by a polymorph other spell. The wizard
choose to concentrate on the source of magic that the wand is may only choose a small harmless creature as the target’s new
pointing at to learn its school. However, there’s a cumulative 2% form.
chance each round of continuous use that the wand malfunctions. Polymorph self: This wand can be used to make touch attacks
In this case, the wand will indicate a mundane item as being the against an opponent, and the wizard does not suffer unskilled
next most powerful source of magic, skip the next most powerful penalties for doing so. If the wizard scores a successful touch
source of magic, or provide a false reading when determining the attack (or simply touches a willing target, including his own per-
school. son) with the wand and expends one charge, the target is sur-
Wand of Magic Missiles: When pointed and activated, this rounded by glittering green light and affected as if by a polymorph
magical wand fires magic missiles. If one charge is expended, the self spell. Unwilling creatures that are struck by a touch attack
power acts as if cast by a 2nd level spell caster, firing one mis- from the wand are granted a saving throw vs. wands to avoid
sile with an activation time (same as casting time) of 3. If two the effect. The wielder may choose any creature within the limits
charges are expended, the power acts as if cast by a 4th level spell of the polymorph self spell to be the target’s new form.
caster, firing two missiles. The first missile still has an activation The wand can be recharged.
time of 3, but the second missile has an activation time of 6. If Wand of Secret Door and Trap Location: By simply holding
wielded by a wizard who is not prohibited from casting spells this magical wand and expending one charge, it alerts its wielder
of the evocation school, the missile(s) hit unerringly—all others to the presence of secret doors within a 15-foot radius or traps
must make a successful attack roll, modified by the wielder’s within a 30-foot radius. The wielder must state whether he
dexterity—missile attack modifier, for each missile. The GM may wishes to detect secret doors or traps when he activates the wand.
allow wizards who are not prohibited from casting spells of the If secret door(s) or trap(s) are in the effective area, the wand be-
evocation school to activate this wand at any level up to their gins to pulse, and within one round automatically points toward
current and with an activation time of only 1, by expending one any and all of them (depending on which was chosen).
charge per missile fired. The wand can be recharged.
The wand may be recharged.
Wand of Size Alteration: By pointing this magical wand and
Wand of Metal and Mineral Detection: By simply holding this expending one charge, the wielder may activate its spell-like
magical wand and expending one charge, it alerts its wielder to powers of enlarge or its reverse, reduce. This wand can either en-
the presence of metal and/or minerals within a 30-foot radius. large or reduce the size of any one creature (and any equipment
Any and all sources of metal or mineral will cause the wand to worn or carried) by 50%, with a range of up to 10 yards. Un-
pulse. In the first round, the wand will automatically point to- willing creatures are granted a saving throw vs. wands to avoid
ward the largest mass of metal or minerals in the effective area. the effect. The power of the wand does not stack with any other
The wand’s power lasts for 2 turns per charge expended. In each effect that enlarges or reduces the size of the creature.
successive round, the wielder may choose to discover the next The wielder of the wand can end the effect by pointing the
largest mass of metal or minerals in the effective area, or he may wand at the subject at any time before the duration expires with-
choose to find a specific type metal or mineral. In the latter case, out ill effects, but if the effect is negated by a successful dis-
the wand will point toward each source of the requested material pel magic spell, the subject must roll a successful constitution—
within the effective area, successively from largest to smallest, system shock check or die.
and inform the wielder of the approximate amount of each.
The wand can be recharged, but only by a wizard of 12th level
The wand can be recharged.
or higher.
Wand of Negation: By expending one charge and pointing it,
this magical wand emits a pale grey beam, which can negate a Wand of Wonder: There are at least 6 known varieties of this
magical wand. Their source remains a mystery, but many be-
single magical effect that was created by a magical item. If target-
lieve these wands to be crafted by leprechauns, as only a lep-
ing an effect created by another wand, the effect is automatically
rechaun is able to fully control one’s powers, picking and choos-
and instantly negated. If targeting an effect created by a magical
ing which spell-like power will manifest. By pointing it and ex-
item other than a wand there’s a 75% chance the effect is negated.
pending one charge, other creatures cause the wand to produce
This wand has an activation time (same as casting time) of zero.
a random spell-like power from the proper table. Saving throws
If the wielder wins initiative and performs no other action that
are granted if allowed by the spell-like effect produced. As with
round, the wand can be used to negate instantaneous effects from
all wands, unless otherwise stated, the powers of the wand act
magical items.
The wand cannot be recharged. as if a spell were cast by a 6th level caster (even if the spell du-
plicated is higher than 3rd level), and have an activation time
Wand of Paralyzation: Only a wizard who is not prohibited (same as casting time) of 3. If the target is allowed a save, it’s
from casting spells from the enchantment school of magic can against wands/rods/staves. Any summoned creatures disap-
activate this magical wand’s power. By pointing the wand and pear if killed, and otherwise the summoning powers of the wand
expending one charge, the wizard can cause the wand to emit are equivalent to a monster summoning spell of the appropriate
a thin blue ray up to 30 yards long, once per round. The first strength. Non-living objects created by the wand are generally
creature caught in the path of the ray must save vs. wand or be permanent and cannot be dispelled, however, most of the wand’s
affected as if by a hold monster spell for 5d4 rounds. other magical effects are subject to a successful dispel magic. The
The wand can be recharged. wands cannot be recharged. Roll 1d6 to determine which vari-
ety of the wand has been found; thereafter roll 1d00 to randomly
Wand of Polymorphing: Only a wizard who is not prohibited
determine the effect produced.
from casting spells from the transmutation school of magic can

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Wand of Wonder Type 1


1d100 Effect
01–10 Slow with a duration of 1 turn
11–18 Roll again; wielder is deluded into believing second effect occurs
19–25 Gust of wind, all effects doubled
26–30 Stinking cloud, 30 foot range
31–33 Heavy rain, 60 foot radius of wand wielder, 1 round
34–36 Summon normal animal. Roll 1d100:
01–25: Rhino (AC 7, MV 15, HD 5, horn 2d8 damage (charge: horn 3d8 damage + trample 1d4 damage), Align N)
26–50: Elephant (AC 6, MV 15, HD 11, 2 tusks 2d8 damage each, 2 feet 2d6 damage each, trunk 2d6 damage (one creature
can only be targeted by 2 attacks each), Align N)
51–00: Mouse (AC 7, MV 12, Burrow 1, HD 1 /4 (1 hp), Bite 1 damage, Align N)
37–46 Lightning bolt, 70 × 5 foot, as wand
47–49 600 butterflies blind everyone (including wielder) for two rounds
50–53 Enlarge within 60 feet
54–58 Darkness, 30 foot diameter hemisphere up to 30 foot range
59–62 Grass within a 160 square foot area grows to 10 times normal size
63–65 Vanish nonliving object up to 1,000 pounds, up to 30 cubic feet (object becomes ethereal)
66–69 Reduce wand wielder to 1/12 height
70–79 Fireball as wand
80–84 Invisibility on wand wielder
85–87 Leaves grow from target, 60 foot range
88–90 10d4 gems, 1gp base value, hit creatures in 30 foot stream causing one point of damage—roll 5d4 for each creature to
determine hits
91–97 Shimmering colors, 40 × 30 foot area in front of wand - creatures in the effective area are blinded for 1d6 rounds
98–00 Flesh to stone (or its reverse if the target is stone), 60 foot range

Wand of Wonder Type 2


1d100 Effect
01–10 Web, the wand is one anchor point
11–18 Shocking grasp against the wielder of the wand. He must roll a successful dexterity check, with a −2 penalty, or drop the
wand.
19–25 Reverse gravity, 30’ radius in the target area for 1d4 + 1 rounds
26–30 Uncontrollable hideous laughter
31–33 Hundreds of small rubber balls rain down in a 30-foot radius around the wielder for 1d4 rounds. All creatures standing
in the area must succeed on a dexterity check or fall. New checks are made if a creature begins a round standing in the
area or enters the area.
34–36 Summon a larger than normal animal. Roll 1d100:
01–25: Dove (AC 7, MV 1, Fly 36, HD 1 /2 (2hp), talon 1 damage, Align N)
26–50: Rabbit (AC6, MV18, HD 1 /2 (2hp), bite 1 damage, Align N)
51–00: Iguana (AC4, MV18, Swim 16, HD 3, bite 1d4 damage; Align N)
37–46 Chain lightning
47–49 The target and wielder are both covered in chocolate syrup
50–53 Haste benefits the target
54–58 Hold monster
59–62 3 cubic feet of beer suds ooze from the ground in a 90’ radius around the wielder for 1d4 + 1 rounds. There’s a 25%
chance the suds are caused by soap instead.
63–65 Polymorph other as wand. The target polymorphs into a random creature (75%) or inanimate object (25%).
66–69 The wielder spins in place in either direction for 1d4 rounds. Thereafter, he is exceptionally dizzy for 1d4 rounds and
must succeed on a dexterity check to act each round while dizzy.
70–79 Cure light wounds benefits the wielder of the wand
80–84 Magic missile as wand
85–87 The target “inflates” with normal air for 1d4 rounds and then “deflates” for 1d4 rounds. This only affects a living
creature of less than 1,000 pounds. The affected creature cannot move or speak while inflating and deflating. If the
creature suffers any damage from a piercing weapon, they instantly deflate.
88–90 The wand becomes a large stick with a mouth on the end and attempts to bite the target for 1d4 rounds before returning
to normal. The attack has THACO 13, 90’ range, and inflicts 2d6 points of peircing damage.
91–97 The wielder can breathe fire as if he had consumed a potion of fire breathing (one breath only, roll 1d4 to determine how
much potion is duplicated)
98–00 Disintegrate

Wand of Wonder Type 3 (Fool’s Wand)


1d100 Effect
01–10 Scare
11–18 The target suffers a rash reducing their dexterity score to 3 for 1d4 rounds
19–25 Darkness on the target every odd round for 1d8 + 2 rounds
26–30 Fumble (twice normal duration)
31–33 Magic mouth appears on the wand and loudly complains about how badly the wand is mistreated by his wielder
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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

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1d100 Effect
34–36 The wand summons an animal. Roll 1d100:
01–25: Buzzard (AC 6, MV 3, Fly 27, HD 1 + 1, talon 1d2 damage, Align N)
26–50: Giraffe (AC 7, MV 24, HD 5, 2 hooves, 1d4/1d4 damage, Align N)
51–00: Large housecat (AC 6, MV 5, HD 1 /2 (1hp), Bite +2 Claws, 1/1/1 damage (if both claws hit, attack with 2 rear
claws 1 damage each), Align N)
37–46 Delayed blast fireball (with a delay of 1d4 rounds)
47–49 The target and wielder magically swap positions, clothing, gear, and equipment
50–53 Confusion
54–58 Mirror image benefits the target
59–62 The target is affected as if by a charm monster spell to do nothing except recite obnoxious prose in its native language for
2d4 rounds. Attacking the target ends the effect.
63–65 Dust devil
66–69 The wielder is affected by a jump spell, forcing him to jump in a random direction each round. Roll 1d4 to determine
direction:
1: Forward
2: Left
3: Right
4: Backwards
If direction is backwards, the distance is 10’. Otherwise, roll 1d3 to determine the distance:
1: 10’
2: 20’
3: 30’
70–79 Force cage
80–84 Strength benefits the wielder
85–87 The target’s weapon is affected by a permanent polymorph any object spell. If the target doesn’t have a weapon, choose
another possession. If the target has no possessions, roll for the wand again ignoring this result, otherwise roll 1d100 to
determine the object’s final form:
01–25: Teddy bear
26–50: Leg of uncooked mutton
51–75: Wooden ladle
76–00: Red herring
88–90 The wand spews a cone of clear slime 30’ wide and 6’ long. The slime is mundane but otherwise functions as the grease
spell.
91–97 Fear or faerie fire (50% chance for either).
98–00 Incendiary cloud

Wand of Wonder Type 4 (Leprechaun Wand)


1d100 Effect
01–10 Chromatic orb
11–18 The wielder is affected as if he had consumed a philter of stammering and stuttering
19–25 Flaming sphere
26–30 Ray of enfeeblement
31–33 A random object appears over the target and strikes unerringly. Roll d100:
01–25: Pillow; Inflicts no damage
26–75: Card table; 1d6 damage
76–00: Anvil; 3d10 damage and target must succeed on Con with a −4 penalty or be knocked unconscious for 2d6 turns
34–36 The wand causes a random object to appear. Roll d100:
01–25: A crudely done, unattractive painting
26–50: A bellows
51–00: A giant-sized boot
37–46 The wand acts as a ring of the ram (1 round, as if 3 charges expended)
47–49 1d4 + 2 harmless pastries unerringly strike the target
50–53 Improved invisibility benefits the target
54–58 Fascinate
59–62 The target’s nose grows ten times longer than normal for 1d4 + 2 rounds
63–65 The target is affected as if he had consumed a potion of gaseous form
66–69 The wielder is affected as if under the effect of the levitate spell. He cannot control the effect and floats straight up for
the duration.
70–79 Black tentacles
80–84 Stone skin benefits the wielder.
85–87 The wand summons a leprechaun, who tries to steal the wand and cause as much trouble with it as possible. The
leprechaun harasses the wand’s former owner and his associates for as long as possible. The leprechaun disappears if
it’s killed, the wand is destroyed, or all of its charges are expended.
88–90 A random, small-sized object carried by the target (not larger than a dagger) sprouts wings and attacks an enemy of the
wielder. The object animates for 1d2 + 1 rounds, has THACO 13, and inflicts 1d4 damage.
91–97 The wand sputters for 1d3 + 1 rounds and then produces a hypnotic pattern
98–00 Cone of cold (double damage)

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Wand of Wonder Type 5 (Magician’s Wand)


1d100 Effect
01–05 The wand summons an animal. Roll d100:
01–50: Monkey (AC 8, MV 9, HD 1 + 1, bite 1 damage, Align N)
51–75: Ape (AC 6, MV 12, HD 5, 2 fists + bite, 1d4/1d4/1d8 damage, Align N)
76–00: Baboon (AC 7, MV 12, HD 1 + 1, bite 1d4 damage, Align N)
06–10 Ominous organ music follows the wielder for 1d6 rounds
11–15 The target sprouts wings for 1d12 rounds. He flies at three times his normal movement value with maneuver class of 2
(refer to Aerial Combat).
16–20 The wielder is affected as if by a charm monster spell to do nothing except sing obnoxious songs in his native language
for 1d4 rounds. Attacking the wielder ends the effect.
20–25 The target stinks of horse manure until washed
26–30 A comical creature, such as a giant piece of fruit, a piece of dinnerware, a wedge of cheese, a sponge, etc. appears and
begins to perform a jester’s routine, dancing and loudly singing an obnoxious and/or ribald song for 1d8 rounds
31–35 5d4 harmless roses launch from the wand in a 20’ long stream
36–40 The target’s armor is affected by a permanent polymorph any object spell and turns into leaves
41–45 The target is affected by the invisibility spell
46–50 If the wielder attempts to speak within the next 1d4 rounds, he must yell at the top of his lungs
51–55 The target grows a useless tail. The tail can be safely, but painfully, removed with a sharp object.
55–60 An owlbear is summoned for 1d4 rounds. It attempts to harmlessly grab and hug the target.
61–65 Mushrooms grow out of the target’s ears. The target is deafened until the mushrooms are safely removed (requires 1
round).
66–70 Two writhing tentacles spring out the target’s shoulders. The tentacles can be safely, but painfully, removed with a
sharp object.
71–75 The target’s hair turns into writhing, harmless snakes. The snakes can be safely, but painfully, removed with a sharp
object leaving the victim bald.
76–80 Rain falls upon the wielder in a 30’ radius for 1d10 rounds
81–85 Polymorph other as wand. The target is polymorphed into a dog.
86–90 The target’s nose grows 2 inches.
91–95 The wielder is targeted by a meteor swarm spell
96–00 The target is affected by a magic jar spell. The wand acts as the containment vessel.

Wand of Wonder Type 6


1d100 Effect
01–02 The target loses all hair, fur, or feathers
03–07 A pit, 10’ deep and wide enough for the target, appears under the target
08–09 The target gains a +1 bonus to his THACO for 3 rounds
10–11 The wielder is surrounded by 100 bats for 1 round, effectively blinding and deafening him (qq.v.) and preventing any
spell casting
12–13 The target grows a non-functioning pair of wings, arms, or tentacles. The appendages can be safely, but painfully,
removed with a sharp object.
14–15 An iron cage, 10’ × 10’ × 10’, appears around the wielder
16–17 All helms, crowns, hats and other headgear within a 20’ radius around the wielder transform into mundane propeller
beanies
18–22 The target’s skin, hair, feathers and/or fur turns bright pink
23–25 All gold within a 10’ radius of the wielder turns into lead
26–29 The target is covered in a thick layer of sticky honey
30–32 2d4 sp eject from wielder’s ears each round for 5 rounds, deafening him
33–34 The target is clothed in a finely crafted, embroidered silk coat worth 2,000 gp. The coat is permanent, radiates magic
and can be dispelled.
35–39 Polymorph other as wand. The target polymorphs into a giant rabbit.
40–41 The target instantly grows an unusually large mustache and possibly a goatee
42–43 A swarm of horseflies appears in a 10’ radius around the wielder. Spell casting is impossible while inside the swarm.
The swarm remains around the wielder for 5d4 rounds unless lured away by honey.
44–48 The target is affected by an irresistible dance spell (no save)
49–52 A stream of acid strikes a target up to 10 yards away and inflicts 3d8 points of damage (a successful save vs. breath
weapon reduces the damage by half)
53–55 Various musical instruments appear between the wielder and the target. They magically play loud music and move to
remain interposed between the wielder and target for 1d4 + 2 rounds. Those approaching within 1’ of them suffer 2d6
points of damage and are pushed back 10’ (no save is granted vs. either effect).
56–57 A tree, up to 50’ tall, instantly grows, lifting the wielder in its tallest branches
58–62 100 dead and rotting fish fall in a 30’ radius around the wielder
63–68 The target is affected by a double strength faerie fire spell for 5 rounds. After which, the wielder is affected by an improved
invisibility spell that cannot be affected by dispel magic for 1d4 + 1 rounds.
69–70 A loud cacophony of bells emits from the wand for 1d4 + 1 rounds deafening all those within 30’
71–75 Dispel magic as an 11th level caster in a 20’ area around the wielder
76–77 Polymorph self. The wielder polymorphs into a mule centaur.
78–84 Monster summoning IV
85–86 The target gains 3d4 temporary hit points that remain for 6 rounds
87–90 The wielder floats weightlessly 10’ in the air for 1d4 + 2 rounds then falls
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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

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1d100 Effect
91–95 Eight exploding spheres strike the target, inflicting 1 point of damage each
96–99 Weapons held within a 30’ radius of the wielder turn into flower bouquets
00 The target is affected by a finger of death spell

Wand Of Mega Wonder: This wand is the crowning achieve- book safely hidden and protected. The GM must adjudicate the
ment of the oldest, wisest and most chaotically gifted of all lep- results of a restricted reader attempting to read a magical book
rechaun crafters of magical items. Leprechauns particularly prize using these rules as guidelines.
this wand and will go to great lengths to recover one from any A character of the proper class and alignment must study the
non-leprechaun wielder. entire contents of the book to receive any benefits. When he has
1d6 Effect finished reading, the book vanishes. A reader can benefit from a
1 Roll on Type 1 table specific magical book only once in his lifetime, even if he were to
2 Roll on Type 2 table discover another of the same type.
3 Roll on Type 3 table
4 Roll on Type 4 table
5 Roll on Type 5 table Table B.33: Books and Tomes
1d20 Item XP
6 Roll on Type 6 table
1–3 Blessed Book (Wizard) 4,500
4 Book of Infinite Spells 9,000
MISCELLANEOUS MAGICAL ITEMS 5 Book of Malevolent Deeds (Priest) 8,000
6 Book of Righteous Service (Priest) 8,000
7 Libram of Gainful Conjuration (Wiz- 8,000
Miscellaneous magical items include a broad variety of items that
ard)
are further subdivided into narrower categories. Unless other- 8 Libram of Ineffable Damnation (Wiz- 8,000
wise specified on the table and in the descriptions that follow, ard)
anyone can use these magical items. A miscellaneous magical 9 Libram of Silver Magic (Wizard) 8,000
item may be powerful, or it may be weak. Some are highly sought 10 Manual of Agility 5,000
after, while others carry only a deadly curse. Most will appear 11 Manual of Battle Skills (War- 5,000
mundane and ordinary when found; their magical nature is nor- rior/Rogue)
mally not readily apparent. Determining a magical item’s powers 12 Manual of Bodily Health 8,000
requires divination magic, hiring a sage or bard, and/or experi- 13 Manual of Gainful Exercise 5,000
mentation. Activating an item’s powers usually involves using 14 Manual of Golems (Priest/Wizard) 3,000
15 Manual of Surreptitious Burglary 8,000
the item as it normally would be used, and in some cases (as de-
(Rogue)
sired by the GM) speaking an appropriate command word(s) or 16 Tome of Clear Thought 8,000
short command phrase. 17 Tome of Leadership and Influence 7,500
Some magical items, especially the most powerful, are crafted 18 Tome of Understanding 8,000
with charges. Items that are always crafted with charges are 19 Vacuous Grimoire Accursed
noted in their descriptions, and this number may be consider- 20 GM’s Choice –
ably less if the item has been regularly employed by its previous
wielder(s). Blessed Book: These magical traveling spell books are of great
benefit to one of the wizard class, including specialist mages.
They are well crafted, durable, and waterproof. They are between
MAGICAL BOOKS & TOMES 6 and 12 inches tall, 3 to 6 inches wide and about an inch thick.
This category includes books, librams, manuals, tomes, and an Crafted of supple leather, bound with iron overlaid with silver,
accursed grimoire. Magical spell books are included, but not or- and locked, these books gain a +3 bonus to any item saving throw
dinary ones. To generate an ordinary spell book refer to spell it makes. The book magically creates enough pages to store up to
scrolls and wizard spell books. Except for the blessed book a 45 spells regardless of the spell’s level.
(which appears to be a traveling spell book) and the book of in-
Book of Infinite Spells: These magical standard-sized spell
finite spells (which appears to be a standard spell book or other
books contain collections of randomly generated spells. The
book of arcane lore), all other magical books, librams, manuals
book’s enchantment is such that any creature may cast the spells
and tomes share several common traits. They are crafted to ap-
held in its pages. When first found, the book cannot be opened
pear to be mundane books of knowledge (refer to Commodities,
to any but the title page. Any creature is able to read this book,
Mundane Books) with heavy covers, and are usually bound in
even if normally unable to read. However, upon first reading the
common leather and metal such as iron, silver, or brass. Unless
otherwise stated, no magical power or ability short of a wish spell title page, any non-spell caster immediately suffers 5d4 points
can determine that they are magical. A single wish spell will re- of damage and is stunned for 5d4 turns. The pages can only be
veal that the book is magical and which character class or ability turned one at a time thereafter, and cannot be turned back. Once
opened past the title page, the book will only open to the cur-
score will be most affected by reading the book. A second wish is
rent page. Its owner is not aware of what spells lie on the pages
required to determine the book’s precise powers.
ahead, and when the last page is turned, the book vanishes. After
Any creature can read (or attempt to read) a magical book,
the initial stun effect has passed, the non-spell caster can use the
even if ordinarily illiterate. In addition to any negative effects
book with no further ill effects, but not as effectively as a spell
listed in its individual description, the GM may determine that caster.
the book does not vanish but rather binds itself to the restricted
reader making the attempt. The book then acts as an accursed Each book contains 22 + 1d8 pages. Each page may be blank,
item, and the reader will be unable to get rid of it; throwing it or it may contain one spell from either the mage or priest lists, as
away or destroying it causes it to reappear in the his possession. shown on the table. Each is rolled separately.
In addition, if a book is restricted to specific alignments, a re-
stricted reader may act as if affected by a geas spell to keep the

243
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

1d100 Page book vanishes, and the priest is 50% likely to either immediately
01-30 Blank become good or lose 2d4 × 10,000 xp. A restoration spell will re-
31-60 Priest spell store these lost experience points and levels (if any). A bard is
61-00 Wizard spell treated as if he were a neutral priest.
If a page contains a priest spell, roll 1d10 to determine its If an evil priest reads even a single word of this book, the book
level, but if a result between 8 and 10 is rolled, roll 1d6 instead. vanishes, and the priest loses one level and enough additional
If a page contains a wizard spell, roll 1d12 to determine its level, experience points to place him at the lowest possible experience
but if a result between 10 and 12 is rolled, roll 1d8 instead. The point total of the new level. A restoration spell will restore these
GM must secretly determine the content of each page by selecting lost experience points and level. In addition, the evil priest must
or randomly determining the spell based on class and spell level. submit to an atonement spell or willingly sacrifice 50% of any trea-
The caster level of each spell within the book is the same as sure they find during their next 1d4 + 1 adventures to their patron
a comparable spell scroll and casting spells from a page is other- deity.
wise treated as if casting from a spell scroll, including the chance If a wizard reads even a single word of this book, the book
for spell failure. vanishes. The wizard must successfully save vs. spell or lose one
To function, the book must be open to a page containing a point of intelligence and 2d10 × 1,000 xp. A restoration spell will
spell. A spell caster that is normally able to cast the spell scribed restore these lost experience points and levels (if any).
on the exposed page can cast it up to four times per day, but all If a thief simply touches the book, the book vanishes and the
others are only able to cast it once per day. The owner does not thief immediately suffers 5d6 points of damage. He must also
have to hold the book to cast the spell from the page. It can be save vs. spell or lose one point of dexterity. If his wisdom is
kept open in a safe place and will transmit the contents of the higher than 14, there is a (1d6 − 1) × 10% chance (minimum
page to its owner as needed. of 10%) to change his alignment to good (if not already good-
The owner can physically turn the page whenever he desires. aligned) and change his class to cleric (treat this as dual classing
In addition, there’s a chance that the page may magically turn even if the thief is not a human).
each time the spell on the current page is cast, as shown on the Any warrior can touch and even read from the book, but nei-
table below. If the page turns to a page that is not blank, the ther gains any benefits nor suffers any ill effects. If the warrior
owner is instantly aware of the new spell available. is a paladin, he will be able to determine that the book is a good
Status of Owner Chance aligned, magical item. Since the book has no effect on warriors,
Spell caster casting a known spell 10% the GM must determine whether the book would normally van-
Spell caster casting a spell not known to them 20% ish after being read by one. This decision may be influenced by
Non-spell caster casting priest spell 25% the warrior’s alignment.
Non-spell caster casting wizard spell 30%
Libram of Gainful Conjuration: This magical libram only ben-
Book of Malevolent Deeds: This magical book is overflowing efits neutrally aligned wizards, including specialist mages. When
with knowledge of unspeakable evil that can only benefit an evil studied for one a week, the wizard gains one level and enough
cleric. Such a cleric who studies the book for one week gains one experience points to place him halfway to the level beyond that.
point of wisdom, a level of experience, and enough additional The libram vanishes after the week of study.
experience points to place him halfway to the level beyond that. If any non-neutral wizard reads even a single word from this
The book vanishes after the week of study. libram, it vanishes and the wizard suffers 5d4 hit points of dam-
If a neutral priest reads even a single word of this book, the age. The wizard then falls unconscious for the same number of
book vanishes, and the priest is 50% likely to either immediately turns and gains no more experience points until he submits to an
become evil or lose 3d4 × 10,000 xp. A restoration spell will re- atonement spell.
store these lost experience points and levels (if any). If any creature that is not a wizard reads even a single word
If a good priest reads even a single word of this book, the from the libram, the libram vanishes and the creature must save
book vanishes, and the priest must save vs. poison or die. Those vs. spell or go permanently insane. A heal spell or a remove curse
that make a successful save vs. poison must then save vs. spell spell followed by a month of complete rest will cure a creature
or become irrevocably insane. Those that make a successful save driven insane.
vs. spell will instead lose 250,000 xp minus 10,000 xp per point Libram of Ineffable Damnation: This magical libram only ben-
of wisdom. A restoration spell will restore these lost experience efits evil aligned wizards, including specialist mages. When stud-
points and levels (if any). ied for one a week, the wizard gains one level and enough expe-
The book inflicts 5d6 points of damage to any other good rience points to place him halfway to the level beyond that. The
aligned creature that simply touches it. If any other good aligned libram vanishes after the week of study.
creature reads even a single word, the book vanishes and there If a non-evil wizard so much as opens the book, he loses one
is an 80% chance that the creature becomes the victim of a night level of experience and enough experience points to place him
hag attack that night. halfway to the level just lost. A restoration spell will restore these
The book inflicts 5d4 points of damage to any other neutrally lost experience points and level. If he reads even a single word
aligned creature that simply touches it. If any other neutrally from this libram, it vanishes and the wizard suffers 5d4 hit points
aligned creature reads even a single word, the book vanishes and of damage. The wizard then falls unconscious for a like number
the creature must make a successful save vs. poison or become of turns and gains no more experience points until he submits to
evil. Those that become evil will immediately seek out an evil an atonement spell.
priest to gain acceptance to their new alignment. If any creature that is not a wizard reads even a single word
Book of Righteous Service: This magical book imparts under- from the libram, the libram vanishes and the creature must save
vs. spell or go permanently insane. A heal spell or a remove curse
standing of glorious actions that can only benefit a good cleric.
spell followed by a month of complete rest will cure a creature
Such a cleric who studies the book for one week gains one point
driven insane.
of wisdom, a level of experience, and enough additional experi-
ence points to place him halfway to the level beyond that. The Libram of Silver Magic: This magical libram only benefits
book vanishes after the week of study. good aligned wizards, including specialist mages. When studied
If a neutral priest reads even a single word of this book, the for one a week, the wizard gains one level and enough experience

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

points to place him halfway to the level beyond that. The libram he permanently gains 1 point of strength and the knowledge is
vanishes after the week of study. lost. No part of the manual can be copied or recorded in any way,
If any non-good wizard reads even a single word from this nor can its secrets be spoken to others.
libram, it vanishes and the wizard suffers 5d4 hit points of dam-
age. The wizard then falls unconscious for the same number of Manual of Golems: These magical manuals are crafted in four
turns and gains no more experience points until he submits to an known varieties. Each is a collection of writings that when taken
atonement spell. as a whole provides the designs and formulae required to con-
struct a specific type of golem. Due to the nature of the golem to
If any creature that is not a wizard reads even a single word
be produced, most of these manuals are usable only by wizards,
from the libram, the libram vanishes and the creature must save
vs. spell or go permanently insane. A heal spell or a remove curse including specialty mages, but one is usable only by a priest. The
spell followed by a month of complete rest will cure a creature wizard or priest is first instructed to purchase rare and expen-
driven insane. sive materials. Construction of the golem’s physical form can
then commence, so long as the construction time will not be in-
Manual of Agility: This magical manual radiates magic if de- terrupted and the caster keeps the manual on hand during the
tect magic is cast and will benefit any creature that reads it. The entire construction time. By rolling 1d20 and consulting the table
manual provides temporary knowledge of inexpensive alchemi- below, the GM may determine which manual has been found.
cal recipes to create secret ointments, as well as specific exercises The GM may also expand this table as desired by adding new
designed to hone one’s reflexes. If a creature studies the man- types of golems.
ual for three uninterrupted days, the manual vanishes, but the 1d20 Type Time Cost
creature retains the knowledge for up to three months thereafter. 1–5 Clay (Priest) 1 month 65,000 gp
If the one who reads the manual then spends one uninterrupted 6–17 Flesh (Wizard) 2 months 50,000 gp
month diligently following the manual’s instructions, he perma- 18 Iron (Wizard) 4 months 100,000 gp
nently gains 1 point of dexterity and the knowledge is lost. No 19–20 Stone (Wizard) 3 months 80,000 gp
part of the manual can be copied or recorded in any way, nor can The manual itself becomes the final component, for once the
its secrets be spoken to others. golem’s physical form has been constructed, the manual bursts
Manual of Battle Skills: This magical manual radiates magic if into flames and is consumed to ash. Its ashes are sprinkled onto
detect magic is cast but will benefit only fighters and bards who the golem, finalizing the process and animating the golem. If the
read it. Paladins and rangers may read it but gain no benefit or ill caster is 10th level or higher, proper construction and successful
effect. The manual provides expert advice on combat tactics. If a animation is assured. However, there’s a 10% chance per level
fighter or bard studies the manual for three uninterrupted days, of experience below 10th that the golem will fail one turn after
the manual vanishes, but the character retains the knowledge for being animated, collapsing into a pile of useless rubble.
up to three months thereafter. If the one who reads the man- If a priest reads even a single word from a wizard’s manual,
ual then spends one uninterrupted month diligently following he loses 1d6 × 10,000 experience points, and if a wizard reads
the manual’s instructions, he permanently gains one level and even a single word from a priest’s manual, he loses one level of
enough experience points to place him halfway to the level be- experience and enough experience points to place him halfway
yond that. The knowledge is then lost. No part of the manual to the level just lost. In either case, a restoration spell will restore
can be copied or recorded in any way, nor can its secrets be spo- these lost experience points and/or levels. Other creatures that so
ken to others. much as open any of these manuals suffer 6d6 points of damage.
Priests and thieves are not able to read the manual but suffer
no ill effect from making the attempt. However, a wizard who Manual of Surreptitious Burglary: This magical manual radi-
reads even a single word from this manual is stunned for 1d6 ates magic if detect magic is cast but will benefit only rogues who
turns and lose 1d6 × 10,000 experience points. A restoration spell read it. The manual is a guide to thievery and subterfuge. If a
will restore these lost experience points and levels (if any). The rogue studies the manual for three uninterrupted days, the man-
GM must decide whether the manual vanishes when read by one ual vanishes, but the character retains the knowledge for up to
other than a fighter or bard. three months thereafter. If the one who reads the manual then
spends one uninterrupted month diligently following the man-
Manual of Bodily Health: This magical manual radiates magic ual’s instructions, he permanently gains one level and enough
if detect magic is cast and will benefit any creature that reads it. experience points to place him halfway to the level beyond that.
The manual provides temporary knowledge of a special diet, as The knowledge is then lost. No part of the manual can be copied
well as specific breathing exercises designed to increase one’s or recorded in any way, nor can its secrets be spoken to others.
stamina. If a creature studies the manual for 24 hours within Fighters and wizards are not able to read the manual but suf-
a period of five days, the manual vanishes, but the creature re- fer no ill effects from making the attempt. However, a priest,
tains the knowledge for up to three months thereafter. If the one ranger, or paladin who reads even a single word from this man-
who reads the manual then spends one uninterrupted month dili- ual immediately suffers 5d4 points of damage and is stunned for
gently following the manual’s instructions, he permanently gains a like number of rounds. They must also make a successful sav-
1 point of constitution and the knowledge is lost. No part of the ing throw vs. spell or lose 5d4 × 10,000 experience points and un-
manual can be copied or recorded in any way, nor can its secrets less they then submit to an atonement spell within one day, they
be spoken to others. will permanently lose one point of wisdom. A restoration spell
will restore these lost experience points and levels (if any). The
Manual of Gainful Exercise: This magical manual radiates GM must determine whether the manual vanishes when read by
magic if detect magic is cast and will benefit any creature that one other than a rogue.
reads it. The manual provides temporary knowledge of a special
diet, as well as specific muscle building exercises designed to in- Tome of Clear Thought: This magical tome will benefit any
crease one’s physical power. If a creature studies the manual for creature that reads it. The tome provides temporary knowledge
24 hours within a period of up to five days, the manual vanishes, of specific mental exercises designed to increase one’s higher
but the creature retains the knowledge for up to three months brain functions. If a creature studies the manual for 48 hours
thereafter. If the one who reads the manual then spends one unin- within a period of up to six days, the tome vanishes, but the crea-
terrupted month diligently following the manual’s instructions, ture retains the knowledge for up to one month thereafter.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

If the one who reads the manual then spends one uninter- unusually large size, a periapt is indistinguishable from any other
rupted week diligently following the tome’s instructions, he per- magical gem or ioun stone, but like an amulet must be worn upon
manently gains 1 point of intelligence and the knowledge is lost. a garment or hung around the owner’s neck in order to function.
No part of the manual can be copied or recorded in any way, nor A magical phylactery is similar to an amulet, but contains a
can its secrets be spoken to others. tiny prayer book and can be worn on the forehead, wrist, upper
arm or thigh.
Tome of Leadership and Influence: This magical tome will A scarab is a specific type of amulet almost always crafted in
benefit any creature that reads it. The tome provides temporary the form of a dung beetle, which can be worn around the neck
knowledge of specific rules of poise, language and etiquette de- or on the clothing. Even if not originally crafted in this form, a
signed to increase one’s personal appeal. If a creature studies the scarab will transform into beetle form when activated.
manual for 48 hours within a period of up to six days, the tome A talisman is similar to both an amulet and phylactery and
vanishes, but the creature retains the knowledge for up to one can be worn around the neck, forehead, wrist, arm, thigh, or on
month thereafter. If the one who reads the manual then spends the clothing.
one uninterrupted week diligently following the tome’s instruc-
tions, he permanently gains 1 point of charisma and the knowl- Table B.34: Jewelry & Jewels (1d6)
edge is lost. In addition, if a bard reads the tome, he also gains Sub-Table A (1–3)
enough experience points to achieve the minimum experience re- 1d20 Item XP
quired to gain his next level. No part of the manual can be copied
1 Amulet of Inescapable Location Accursed
or recorded in any way, nor can its secrets be spoken to others.
2 Amulet of Life Protection 5,000
Tome of Understanding: This magical tome will benefit any 3 Amulet of the Planes 6,000
creature that reads it. The tome provides temporary knowledge 4 Amulet of Warding 4,000
5 Amulet vs. Undead 200/effective
of specific meditation techniques designed to increase one’s abil- level or HD
ity to make common sense decisions. If a creature studies the 6 Beads of Force 200/bead
manual for 48 hours within a period of up to six days, the tome 7 Brooch of Shielding 1,000
vanishes, but the creature retains the knowledge for up to one 8 Gem of Brightness 2,000
month thereafter. If the one who reads the manual then spends 9 Gem of Insight 3,000
one uninterrupted week diligently following the tome’s instruc- 10 Gem of Seeing 2,000
tions, he permanently gains 1 point of wisdom and the knowl- 11 Jewel of Attacks Accursed
edge is lost. No part of the manual can be copied or recorded in 12 Jewel of Flawlessness –
any way, nor can its secrets be spoken to others. 13 Medallion of ESP 2,000
14 Medallion of Thought Projection –
Vacuous Grimoire: This accursed grimoire radiates magic if de- 15 Necklace of Adaption 1,000
tect magic is cast, but any creature that reads even a single word 16–17 Necklace of Missiles 100/die of dam-
must make two successful saving throws vs. spell. Failing the age
18 Necklace of Prayer Beads 500/bead
first results in a permanent loss of one point of intelligence. Fail-
(Priest)
ing the second results in a permanent loss of two points of wis- 19 Necklace of Strangulation Accursed
dom. The grimoire is further cursed so that when it is placed on 20 GM’s Choice –
a shelf with other books, it instantly shuffles itself to a different
Sub-Table B (4–6)
location on the shelf and changes its appearance to look like the 1d20 Item XP
book whose place it now occupies. Only by setting it alight while
casting a remove curse spell upon it can the grimoire be destroyed. 1 Pearl of Power (Wizard) 200/level
2 Pearl of the Sirens 900
3 Pearl of Wisdom (Priest) 500
JEWELS & JEWELRY 4 Periapt of Foul Rotting Accursed
5 Periapt of Health 1,000
This category includes magical items in the form of ordinary raw 6 Periapt of Proof Against Poison 1,500
gemstones and jewelry that in many cases will be crafted to in- 7 Periapt of Wound Staunching 1,000
clude precious metals and one or more gemstones. Unless oth- 8 Phylactery of Faithfulness (Priest) 1,000
erwise stated in their descriptions, the gems can either be cut 9 Phylactery of Long Years (Priest) 1,000
smoothly (cabochon) or be faceted. The GM should consult the 10 Phylactery of Monstrous Attention Accursed
sections on mundane jewelry and gemstones as needed to deter- (Priest)
11 Scarab of Death Accursed
mine the appearance of magical jewelry. He should avoid includ- 12 Scarab of Enragement 1,000
ing pearls as they are listed separately. 13 Scarab of Insanity 1,500
A magical amulet can be suspended on a chain and worn 14 Scarab of Protection 2,500
around the owner’s neck. Its owner can hang it from any type 15 Scarab vs. Golems See de-
of mundane chain, ranging from leather to finely wrought plat- scription
inum, as the chain is completely unrelated to the amulet’s pow- 16 Talisman of Pure Good (Priest) 3,500
ers. An amulet can also be pinned to its owner’s shirt, cloak or 17 Talisman of the Sphere (Wizard) 100
even headwear, but will not function if worn on his boot or glove. 18 Talisman of Ultimate Evil (Priest) 3,500
No creature may wear more than two amulets at the same time, 19 Talisman of Xagy Gyrag 1,000
20 GM’s Choice –
one around its neck and one on its clothing.
A magical brooch is similar to an amulet but only functions Amulet of Inescapable Location: This accursed amulet de-
when worn on the owner’s clothing. ludes its wearer into believing that it is an amulet of proof against
A magical medallion is similar to an amulet but only func- detection and location. In reality, this amulet doubles the range and
tions when worn around the owners’ neck upon a chain. duration of all scrying or other divination effects attempted upon
A magical necklace is similar to an amulet worn around the the wielder or amulet. The amulet can be removed normally,
neck, but its chain is related to its powers and cannot be replaced. however the wearer will resist doing so unless the GM allows
A magical periapt is an unadorned gemstone. Other than its him to disbelieve the delusion.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Amulet of Life Protection: Primarily, this magical amulet pro- Beads of Force: These magical beads are usually crafted from
tects its wearer from magic jar effects and any other attacks that solid black glass, ceramic, metal or similar material, 3 /4 of an
attempt to take control or possess the wielder’s body. In addi- inch in diameter, and weigh 0.1 pound each. They are found
tion, if its wearer would ordinarily be slain, his life force enters singly or in small groups (of d4 + 4) strung onto a mundane
the amulet and his body (if it still exists) enters a form of tempo- string. They can be hurled up to 30 yards away, ignoring range
ral stasis and will not truly die for up to seven days. If magical and combat skill penalties, and burst upon impact, inflicting 5d4
healing is employed to increase the body’s hit points above zero points of damage to all creatures within a 10-foot radius. Large-
within those seven days, the life force leaves the amulet and re- sized or smaller creatures may also be trapped inside an impen-
enters the body. etrable sphere of force (refer to wall of force) for 3d4 rounds. A
If its wearer was to be irrevocably slain or his body com- successful saving throw vs. spell reduces the damage by half and
pletely destroyed, the power of the amulet allows its wearer to moves the creature to the outside edge of the sphere.
be affected by a raise dead or resurrection (as applicable) normally
within those seven days. In any case, if the amulet is destroyed Brooch of Shielding: This magical brooch is crafted in either
within those seven days, the wearer’s life force is irrevocably lost silver or gold but only rarely (10%) holds gemstones. When it
and he cannot be raised from the dead by any method. If seven is used to fasten a cloak or cape, it absorbs all magic missiles that
days pass uneventfully, the wearer dies in whatever way he ini- target its wearer, rendering them harmless. The brooch is ini-
tially would have been slain (both his body and life force). tially crafted with 101 charges. The brooch expends one charge
for every hit point of magic missile damage absorbed (whether
Amulet of the Planes: This extremely powerful magical amulet from spell, magical item or spell-like ability), and crumbles to
enables its wearer to be transported instantly and safely to or dust when the last charge is expended.
from the upper layer of any Outer Plane of the wearer’s choice as
if a plane shift spell had been cast. However, if its wearer activates Gem of Brightness: This magical gemstone appears to be any
the amulet without knowledge of its power, he’s transported to a faceted crystal that has been cut into a long, somewhat uneven
randomly determined plane. Roll 1d12 and consult the following prism. The gem is initially crafted with 50 charges and cannot
table. be recharged. The gem has three distinct powers, each activated
1d12 Plane by a separate command word or phrase, spoken while the gem is
1 Astral Plane held in the owner’s hand and pointed towards its target.
2 Ethereal Plane Lantern’s light: When this power is activated, the gem shines
3 Alternate Prime Material a pale beam of light in a 10-foot long, 21 /2 -foot wide cone. This
4 Lawful Good Plane power does not expend a charge.
5 Lawful Neutral Plane
6 Lawful Evil Plane Dazzling light: When this power is activated, the gem shines
7 Neutral Good Plane a bright ray of light, 50 feet long with a 1-foot diameter. The crea-
8 Neutral Plane ture targeted by the ray must roll a successful save vs. spell or
9 Neutral Evil Plane be blinded for 1d4 rounds. This power expends one charge. The
10 Chaotic Good Plane blindness that it causes can be cured by a cure blindness or deafness
11 Chaotic Neutral Plane spell.
12 Chaotic Evil Plane Blinding light: When this power is activated, the gem shines
Even when the amulet’s power is known, the GM may re-
a blinding flash of light in a 30-foot long, 5-foot wide cone. All
quire its wearer to roll a successful intelligence check, with a −4
creatures in the effective area must roll a successful save vs. spell
or higher penalty, each time its power is activated to avoid being
or be blinded for 1d4 rounds and thereafter suffer up to a −4
randomly transported and arrive at the desired plane.
penalty to attack rolls due to permanent damage to the creatures’
Amulet of Proof Against Detection and Location: This magi- eyes (roll 1d4 to determine the penalty). The blindness caused by
cal amulet protects its wearer against any and all divination, loca- this power can be cured by a cure blindness or deafness spell, but
tion and detection effects, including, but not limited to clairaudi- the permanent eye damage can only be cured by a heal spell. This
ence, clairvoyance, ESP, and crystal balls. It also masks the wearer’s power expends 5 charges.
auras and clouds any predictions regarding his actions unless an In addition, the gem is sensitive to darkness and continual dark-
artifact, relic or creature of demigod status or higher is consulted. ness spells that target its owner. If darkness is cast upon the gem’s
owner, the gem becomes inactive for one round unless the owner
Amulet Versus Undead: When this magical amulet is pre- chooses to expend one charge. If continual darkness is cast upon
sented strongly in the presence of the undead, it begins to glow, the gem’s owner, the gem becomes inactive for one day unless
enabling its wearer to turn undead as if he were a cleric of a level the owner chooses to expend 5 charges.
determined by the amulet’s strength. This amulet is powerless
until a single creature has worn it for at least seven days. Each Gem of Insight: This magical gemstone appears to be any valu-
time it is removed from its wearer’s neck, it becomes temporarily able and expertly cut stone worth at least 5,000 gp. However, if
powerless until worn again for another seven days (even if worn a detect magic spell is successfully cast upon it, the gem radiates a
by the same creature). They are crafted in five known strengths. faint aura of enchantment.
The GM may roll randomly to determine a particular amulet’s This gem is powerless until a single creature has carried it for
strength by rolling 1d100 and consulting the following table. at least seven days, whereupon the gem’s owner feels its power
1d100 Strength begin to build. If the same creature carries the gem for three con-
tinuous months, that creature’s intelligence and wisdom scores
01–30 5th level are increased by one point each. If the owner stops carrying the
31–55 6th level gem for any reason after the three month period the extra point
56–75 7th level of wisdom is lost, but the intelligence remains.
76–90 8th level Each gem functions for only a single creature, once every 50
91–00 9th level years. A creature can never benefit from this type of gem more
The amulet’s experience point value is equal to 200 times its than once, even if he has only gained the extra point of intelli-
effective clerical level. gence and lost the point of wisdom gained from the first one.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Gem of Seeing: This magical gemstone appears to be any valu- be made of base metal as contact with silver, gold or platinum
able and expertly cut faceted stone worth at least 5,000 gp. How- disrupts the medallion’s powers. To activate the medallion, the
ever, if a detect magic spell is successfully cast upon it, the gem ra- wearer must face the area to be scanned, grasp the medallion
diates a moderately strong aura of divination. The gem’s power with one hand, and concentrate for at least one full round. The
shares some similarities to the effects of a true seeing spell and has medallion is crafted in four known varieties with different scan-
the same limitations. In many cases, activating the gem substi- ning ranges or abilities. The GM may roll 1d20 to determine the
tutes for the casting of the spell. type of medallion found.
To activate the gem, its owner (or other creature) simply gazes 1d20 Range
through one of its facets. When activated, the gem may reveal 1–15 30’ long × 6’ wide cone
hidden, illusory, invisible, astral, ethereal, or out-of-phase objects 16–18 30’ long × 6’ wide cone, plus empathy
or creatures that are within its viewing range. The creature gaz- 19 60’ long × 12’ wide cone
ing through the gem can see out to a range of up to 300 feet. 20 90’ long × 18’ wide cone
Gazing through the gem can be compared to looking through The GM should roll 1d6 each round that the wearer uses the
medallion’s power, including the first. If a 1 is rolled, the medal-
a spyglass. Any creature who gazes through the gem can de-
lion fails to function that round. Otherwise, the medallion allows
tect large-sized or larger creatures and objects within 300 feet its wearer to pick up surface thoughts of any creatures (except for
straight ahead after less than one round of viewing, those that the undead, the non-intelligent and the completely alien) within
are man-sized or larger within 200 feet straight ahead after 1 full the effective area. This also allows the wearer to note the crea-
round of viewing, those that are small-sized or larger within 100 ture’s approximate distance. In order to understand a creature’s
feet straight ahead after 2 full rounds of viewing, and those that surface thoughts, the wearer must understand its primary lan-
are tiny-sized or larger within 50 feet straight ahead after 3 full guage. If the medallion has the power of empathy, the wearer can
rounds of viewing. also learn the creature’s emotional state (angry, happy, sad, etc.),
Each time the gem is used there’s a 5% chance that the viewer even if the creature does not have a spoken language or if the
will see something that’s not really there or a real creature or ob- wearer of the medallion does not speak its language. The medal-
ject will appear to be illusory. lion’s powers are blocked by at least 3 feet of stone, 2 inches of
Jewel of Attacks: This accursed jewel appears to be any valu- metal, or any amount of lead, gold, or platinum.
able and expertly cut stone worth at least 5,000 gp. However, if Medallion of Thought Projection: This accursed medallion has
a detect magic spell is successfully cast upon it, the jewel radiates all of the properties of a medallion of ESP in every way (including
an aura of enchantment. The first creature to pick up the jewel the four known varieties). However, each round this medallion
becomes its owner. The jewel’s power immediately doubles the is used, it may also transmit its wearer’s surface thoughts and/or
chances of its owner encountering wandering monsters, and if its emotions to all creatures within range unless the GM rolls a 1 on
owner wishes to flee the encounter, the chances of being chased the d6 (indicating the medallion fails completely) or a 6 on the
are also doubled. d6 (indicating the medallion only fails to transmit its wearer’s
The owner cannot be rid of the jewel by any means and the thoughts). The medallion can be removed at any time, however
gem will always return to the owner’s possession until a remove the wearer resists doing so unless the GM allows him to deter-
curse spell or atonement spell is cast on him. mine that his thoughts are being transmitted.
Jewel of Flawlessness: This magical jewel appears to be any Necklace of Adaptation: This magical necklace is commonly
valuable and expertly cut faceted stone worth at least 5,000 crafted as a chain of precious metals and gemstones with a match-
gp. However, if a detect magic spell is successfully cast upon ing medallion. It has the power to render its wearer immune to
it, the jewel radiates an aura of enchantment. The jewel is ini- any gas-borne effect that would affect him through breathing. Its
tially crafted with 10d10 facets that correspond to its number of wearer can also breathe underwater indefinitely or exist in a vac-
charges. When placed among mundane gemstones, the power of uum for up to seven days at a time.
the jewel gives each gem a 20% chance to increase in value (refer
to Gemstones). If the jewel successfully increases the value of a Necklace of Missiles: This magical necklace is enchanted to ap-
gem, one of its facets vanishes. The power of the jewel can affect pear to be made of bronze, copper, or even cupronickel, with one
a particular gemstone only once, whether the attempt is success- or more matching inexpensive medallions. However, when worn
ful or not. When all of its facets are gone, the jewel becomes a around a creature’s neck, that creature sees one or more golden
smooth, mundane rock of no value (similar to a sling stone). spheres hanging upon a golden chain. A sphere can be thrown
up to 70 feet away, where it explodes into a fireball (refer to the
Medallion of ESP: This magical medallion is most commonly fireball spell). Only the wearer of the necklace can detach and
crafted from bronze, copper, or even cupronickel, set with only throw a sphere and suffers no range or combat skill penalties to
the most inexpensive ornamental gemstones (q.v., if any), and do so. This necklace is initially crafted with as few as 3 spheres or
appears to be an inexpensive, mundane trinket. However, if a as many as 9 spheres of various strengths. The GM may roll 1d20
detect magic spell is successfully cast upon it, the jewel radiates and consult the table below, but if its previous owner(s) regularly
an aura of divination. The chain is not magical but should also employed the spheres, the number will be less when found.

Necklace of Missiles: Number of Missiles and Damage Dice


1d20 11d6 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6
1–4 - - - - - - 1 - 2 -
5–8 - - - - - 1 - 2 - 2
9–12 - - - - 1 - 2 - 4 -
13–16 - - - 1 - 2 - 2 - 4
17–18 - - 1 - 2 - 2 - 2 -
19 - 1 - 2 - 2 - 4 - -
20 1 - 2 - 2 - 2 - 2 -

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

More powerful spheres will be larger than those less power- 1d100 Spell Level
ful. If its owner is wearing, holding or even carrying the neck- 01–25 1st
lace and fails a saving throw against a magical fire attack, the 26–45 2nd
necklace must successfully save or all of its remaining spheres 46–60 3rd
explode simultaneously. Magical fire attacks that do not grant a 61–75 4th
saving throw will not generally cause the necklace to detonate 76–85 5th
except under special circumstances.
86–92 6th
Necklace of Prayer Beads: This magical necklace is enchanted 93–96 7th
to appear to be a mundane chain of colorful, but inexpensive, 97–98 8th
prayer beads made of ceramic and linked by a bronze, copper, 99 9th
or cupronickel chain. However when worn around the neck of a 00 2 spells of 1d6 level
cleric, he sees that the beads are gemstones, linked by gold. The It is known that 5% of these pearls are cursed and cause one or
necklaces are crafted with 1d6 + 24 gemstones, 60% of which will more spells to be forgotten. Determine an accursed pearl’s power
be semi-precious and 40% will be fancy. as above. An accursed pearl remains in the wizard’s possession
In addition, each necklace holds 1d4 + 2 precious stones, gem- and causes him to forget a spell of the specified level at the mo-
stones and jewels with a value of at least 1,000 gp each. These ment he tries to cast it. If the caster has more than one spell of
greater beads contain randomly determined powers. The only that level memorized, the GM should roll which spell will be af-
way to determine the powers of the greater beads and how to ac- fected in advance, but cannot reveal this to the player. If the same
tivate them is to cast a commune spell upon each bead. The neck- spell is memorized more than once, each spell incurs an increas-
lace must be worn to activate any of its powers, and the power ing chance to fail when cast until one casting finally fails. For ex-
of a greater bead is lost if removed from the necklace. Spell-like ample: A wizard has a pearl that causes him to forget a third level
powers function as if cast by a 12th level caster. The GM rolls 1d20 spell each day, and he can normally cast four 3rd level spells each
once for each greater bead and consults the following table. day. The wizard has memorized fireball three times and lightning
bolt once. Each distinct spell has a 50% chance to be the one to be
1d20 Power forgotten at casting time. If fireball is determined as the spell to
1–5 Atonement, once per day. be forgotten, it has a 33% chance to fail on the first casting, 67%
6–10 Bless, once per day. chance to fail on the second and it will fail with 100% certainty
11–15 Cure blindness or deafness, cure disease, or cure seri- on the third casting. The GM must predetermine which spell will
ous wounds once per day. be forgotten in this same manner each time one or more spells of
16–17 All spells cast by the cleric function as if he was the specified level are memorized. Throwing away or destroying
a caster of 4 levels higher. Multiple beads don’t this accursed pearl causes it to reappear in the owner’s posses-
stack. sion. Only a wish spell allows it to be discarded successfully. The
18 This bead grants the cleric a 90% chance to suc- pearl is not destroyed by this wish.
cessfully call upon his deity to come directly (or
send an avatar) to his aid. The deity will confis- Pearl of the Sirines: This magical pearl is strikingly gorgeous
cate the necklace as the least punishment for im- and has a value of at least 1,000 gp. It will radiate a faint aura of
proper or frivolous use of this power. This bead enchantment magic if a detect magic is cast. The pearl will commu-
functions once then becomes powerless. nicate its powers to any creature that holds the pearl in its hand
19–20 Wind walk once per day. whilst underwater. After that, as long as the owner is within 10
If the GM desires, 75% of all known necklaces of prayer beads feet of the pearl, it grants him immunity to the poisonous touch
radiate an aura of good, 20% radiate neutral and 5% radiate evil. of a sirine, as well as allows him to breathe water and to swim at
Unlike most other aligned magical items, the necklace inflicts no double his normal movement value.
damage or loss of experience points to a character whose align-
Pearl of Wisdom: This magical pearl is only useful to priests,
ment does not match that of the beads. However, the necklace
will only function when worn by a cleric whose alignment does including druids. If a priest carries this pearl on his person un-
match. interrupted for 30 consecutive days, he gains 1 point of wisdom.
The owner must also carry the pearl with him at all times there-
Necklace of Strangulation: This accursed necklace can be after, or the point of wisdom is immediately lost. He must carry
crafted from any combination of metal and/or gemstones and the pearl for another 30 consecutive days to regain it.
in any style. It radiates magic if detect magic is cast, but most It is known that 5% of these pearls are cursed. After carrying
common means of magical identification will not determine that the pearl for thirty days, the priest loses one point of wisdom and
it is cursed. When placed around a creature’s neck, the neck- the pearl turns to dust. The lost wisdom can only be restored by
lace immediately constricts around its throat, and the wearer of a wish, a tome of understanding, or divine intervention.
the necklace suffers 6 points of strangulation damage per round
until he dies. Only a limited wish or wish spell can remove the Periapt of Foul Rotting: This accursed gem looks identical to a
necklace from its victims neck. Otherwise, the necklace remains periapt of health, but as soon as a creature claims ownership over
clasped around the victim’s neck until the body completely de- the gem, the creature is inflicted with a foul, flesh rotting disease.
composes. Removing the necklace from its wearer, either before The owner does not have to wear the periapt for its curse to acti-
or after death, does not destroy it. vate. He can destroy or discard the gem, give it away or even try
to sell it, but if another creature claims ownership of it, they too
Pearl of Power: This magical pearl is only useful to a wizard, will unknowingly contract the disease. Each week after claiming
including any specialist mage. Once per day, the pearl allows a the gem (even if the creature no longer owns it), those afflicted
wizard to recall one, or at most 2 spells, which he has already cast lose one point of dexterity, constitution, and charisma, perma-
on that same day. There are 10 known varieties, not including nently. If any of these scores reach zero, the victim dies. The
those cursed (see below). More powerful pearls allow the caster disease can be cured by a remove curse, cure disease, heal, and lim-
to recall a spell of higher level or more than one spell. The GM ited wish or wish, cast in that order. Crushing a periapt of health
can roll 1d100 to determine which variety is found. and sprinkling the dust on the victim can also cure the disease.

249
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Periapt of Health: This magical gem appears to be an ornamen- involved in assaulting or harassing the priest whenever possible.
tal or semi-precious stone (refer to Gemstones) of less than 50 gp The GM must determine the exact nature of this being’s personal
value and is engraved with a well-known design or symbol in- involvement, depending upon the creature’s intelligence, pow-
dicating healing power such as a caduceus. Wearing the periapt ers, sphere of dominance, fear of reprisal from the priest’s deity,
grants immunity to all diseases, except that which is spread by etc. This phylactery can only be removed by the casting of a wish
the periapt of foul rotting or curse-diseases such as lycanthropy. spell, immediately followed by a holy quest designed to restore
the priest’s faith. The character loses all of his priest abilities un-
Periapt of Proof Against Poison: This magical gem looks iden- til he starts his quest.
tical to a periapt of health. There are 4 known varieties of this pe-
riapt, as determined by rolling 1d20 and consulting the table be- Scarab of Death: Despite its name, this accursed scarab is
low. If a poison normally inflicts a penalty to the victim’s saving crafted in the form of either an amulet or brooch of any style
throws, the wearer ignores those penalties. If the poison grants and manufacture, and is usually not crafted in the shape of a
a normal saving throw or one with bonuses, this gem grants its scarab beetle. It radiates magic if detect magic is cast, but most
wearer an additional bonus (as shown on the table) and finally, common means of magical identification will not determine that
the wearer is granted a special saving throw (as shown on the it is cursed. If this scarab is held or worn for more than one round
table) even if the poison doesn’t normally allow a save, but no or is placed into any container made from leather, cloth, straw or
bonuses of any kind can be applied to this save. other soft material within 1 foot of a living creature for one turn,
1d20 Bonus Save the scarab transforms into a living, burrowing scarab beetle.
1–8 +1 19 This beetle is able to tear through a soft container, get under
9–14 +2 17 a creature’s armor (as applicable), burrow into his flesh, and eat
15–18 +3 15 his heart, automatically killing the creature in one full round. It
19–20 +4 13 then returns to its original form, while still deep inside its vic-
tim’s chest. The missing heart will prevent a raise dead spell from
Periapt of Wound Closure: This magical gem looks identical to reviving the victim. Quickly placing the scarab into a closed con-
a periapt of health. When worn, it prevents wounds from bleed- tainer made from solid wood, ceramic, bone, ivory, metal or other
ing, doubles the rate of natural healing, and allows wounds that hard materials will prevent its transformation.
ordinarily do not heal to be healed normally.
If worn while being attacked by a weapon such as a sword of Scarab of Enraging Enemies: This magical scarab is typically
wounding, sword of sharpness or vorpal blade, this gem prevents its crafted with 1d6 + 18 charges, and each use of the scarab expends
wearer from suffering additional damage each round from bleed- one charge. When worn openly where it can be seen and a com-
ing, as applicable. The wearer continues to heal naturally at dou- mand spoken, this scarab causes all intelligent, hostile creatures
ble the normal rate, even if struck by a sword of wounding. The within a 40-foot radius to save vs. spell or immediately enter a
GM may also determine that the gem allows magical healing of state of mind similar to berserk rage for 1d6 + 6 rounds. Those
damage from a sword of wounding. who fail this save attack the nearest creature regardless of friend
or foe, gaining a +1 bonus to attack, +2 bonus to damage, and
Phylactery of Faithfulness: The powers of this magical holy a −3 penalty to AC. While under this effect, the creature never
item cannot be discerned until any priest, including a druid, checks morale and attacks only with melee weapons or natural
wears it, whereupon it immediately conforms to the priest’s weaponry (claws, teeth, etc.), mindlessly moving to attack an-
alignment. When worn, this phylactery allows the priest to spend other creature if the one it is currently attacking falls.
one round in meditation to determine if a proposed action or con-
tact with an item (magical or otherwise) would adversely effect Scarab of Insanity: This magical scarab is typically crafted with
his alignment or anger his deity. 1d8 + 8 charges, and each use of the scarab expends one charge.
When worn openly where it can be seen and a command spoken,
Phylactery of Long Years: When worn by any priest, including this scarab causes all creatures (other than the one who wears it)
a druid, this magical holy item slows his physical aging by one- within a 20-foot radius to save vs. spell with a −2 penalty or be-
quarter. This reduction also applies to magical aging. The char- come temporarily insane. If a creature has magic resistance, the
acter now has two effective ages, one physical and one mental. resistance is reduced by 10% as well. Those who fail this save be-
As long as he wears the phylactery, he mentally ages as normal, have as if they were affected by a confusion spell with no chance
but physically ages only 1 year for every 16 months. It is known of acting normally. The insanity effect lasts 1d4 + 8 rounds.
that 5% of these phylacteries are cursed and increase physical ag-
ing, including magical aging, by one-quarter, so that its wearer Scarab of Protection: This magical scarab radiates a faint mag-
physically ages 1 year every 9 months. His mental aging remains ical aura if detect magic is cast. If it is held for one round, the
at the same rate. A remove curse spell is required to remove the one holding it sees an inscription on the scarab revealing that it
accursed phylactery. is a protective device (usually in the form of a well-known and
easily recognizable symbol, such as a shield, tower or keep, ram-
Phylactery of Monstrous Attention: When worn by a priest, pant lion, etc.). The scarab grants its wearer a +1 bonus to sav-
including a druid, this accursed holy item announces his pres- ing throws vs. spell. If a spell normally doesn’t allow a saving
ence to any and all creatures from the Outer Planes that have an throw, the wearer is granted one. This requires a base score of 20
alignment directly opposite of his own. This occurs whenever the to be successful, but the die roll is modified by any other appli-
priest is in an area where these creatures can normally be found. cable modifiers such as those from racial traits, magical bonuses
Depending on their alignment and intelligence, these creatures from other protection devices, and possibly even bonuses from
will seek to attack, trick or otherwise harass the priest as soon high dexterity, wisdom, or constitution (if allowed by the GM).
as they have the opportunity. The GM should determine which This scarab also has the power to absorb the effects of energy
alignment, other than neutral, becomes hostile toward a neutral drain attacks, cloud kill, death fog, death spell, finger of death, power
cleric or druid only once, when the phylactery is first put on. If word: kill, and similar death magic, but not phantasmal killer. This
the priest is 10th level or higher when he puts on this phylactery, item can render its wearer immune to these effects up to 12 times,
or he becomes 10th level while wearing it, his presence will be an- after which it crumbles into dust. An energy drain attack that
nounced to his deity’s most powerful enemy. This creature (most would drain two or more levels counts as two or more uses of
likely of demigod status or higher) will then become personally the amulet.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

It is known that 5% of these scarabs are cursed. The ac- If a hostile reaction is determined, the talisman acts as an ac-
cursed scarab applies a −2 penalty to saving throws vs. spell cursed stone of weight. In this case, the talisman can be removed
when worn, and can only be removed by a remove curse spell. If at any time, inflicting 5d6 points of damage to its wearer before
the cleric casting remove curse is of 16th level or higher, there’s a disappearing. If a neutral reaction is determined, the talisman
20% chance that the scarab is transformed into a double strength cannot be removed for 5d6 hours or until the wearer makes a
scarab of protection, granting a +2 bonus to save vs. spell and wish. It then disappears. If a friendly reaction is determined, the
which can be used to absorb death and energy drain attacks up talisman will grant to its wearer one wish for every six points
to 24 times. of charisma he has. It will also vibrate and become warm to
the touch whenever the owner comes within 20 feet of any trap,
Scarab Versus Golems: If the wearer stops to concentrate, this whether mundane or magical. The wearer with a friendly reac-
magical scarab allows him to detect the presence of specific tion is unable to remove the talisman for a number of months
golems within 60 feet. Each scarab also allows its wearer to by- equal to his charisma score. If the talisman is removed after this
pass a specific golem’s special defenses against melee or missile time it will disappear.
weapons.
Roll 1d00 to determine the specific type(s) of golems affected CLOAKS & ROBES
by the scarab.
1d100 Affected Golem XP A cloak is a loose-fitting, outer garment that hangs from the
01–30 Flesh 400 shoulder and is long enough to reach the wearer’s knees. It is
31–55 Clay 500 usually crafted with a hood but without sleeves. Its mundane use
56–75 Stone 600 is to protect its wearer from weather related effects. A tie string
76–85 Iron 800 (and possibly a brooch) at the neck and another at the waist holds
86–95 Flesh, Clay, Wood 900 the cloak in place against high winds. Most of the time, a cloak
96–00 Any golem 1,250 is capacious enough to allow armor or heavy clothing to be worn
under it.
Talisman of Pure Good: This magical talisman is only useful to A robe is a loose-fitting, outer garment that covers the en-
clerics of good alignment who have reached 9th level or higher. tire body and is long enough to reach the wearer’s ankles. It is
They are crafted with 7 charges and can never be recharged. By usually crafted with a hood, long wide sleeves and numerous tie
expending one charge, the high priest can open a fiery void be- strings, buttons, or hooks to hold it in place against high winds.
neath an evil cleric. The void will swallow the evil cleric and Additionally, a belt is often worn at the waist. Most of the time, a
send him hurtling to the center of the earth. If the good cleric has robe is capacious enough to allow armor or heavy clothing to be
performed exemplary service in the cause of his alignment, the worn under it.
evil cleric gains no save vs. this effect; otherwise the GM may Unless otherwise stated in their descriptions, magical cloaks
rule that he gains a saves vs. death. Druids and other neutral and robes may be made from a variety of materials such as fur,
priests who touch the talisman suffer 7d4 points of damage, and leather, cloth, wool, silk, satin, etc. Determining the style of a
evil priests who touch it suffer 12d4 points of damage. Wearing cloak or robe is entirely optional. If the GM chooses to use styles,
or handling the talisman doesn’t affect non-priests. they can be a detailed reflection of a world’s cultural and regional
flavor or be as simple as male vs. female, warm weather vs. cold
Talisman of the Sphere: This magical talisman is crafted from weather, hooded or not, or plain vs. fancy. In addition, approxi-
adamantine in the shape of a loop and handle. Only a wizard, in- mately 75% of magical cloaks and robes are crafted to fit an aver-
cluding any specialist mage, can wear it. The talisman inflicts 5d6 age human, elf or half-elf, while 25% are crafted to fit a halfling,
points of damage to all others that touch it. When worn, the talis- gnome or dwarf. The GM may adjust these percentages if his
man doubles the bonus provided by his intelligence when trying world heavily features shorter demi-humans or even such hu-
to control a sphere of annihilation. If control is established, the wiz- manoid races as pixies or half-ogres, as most magical cloaks and
ard need only check every other round to maintain control. If robes do not change in size to fit their wearer.
control fails, the sphere moves towards the wizard at maximum
speed (16 feet/round). Table B.35: Cloaks and Robes
A wand of negation pointed at the talisman disrupts its powers 1d20 Item XP
for as many rounds as the wand is activated (at an expenditure 1 Cloak of Arachnid 3,000
of 1 charge per round). 2 Cloak of Displacement 3,000
3–4 Cloak of Elvenkind 1,000
Talisman of Ultimate Evil: This magical talisman is only useful 5 Cloak of Poisonousness Accursed
to clerics of evil alignment who have reached 9th level or higher. 6–8 Cloak of Protection 1,000/AC
They are crafted with 6 charges and can never be recharged. By bonus
expending one charge, the high priest can open a fiery void be- 9 Cloak of the Bat 1,500
neath a good cleric. The void will swallow the good cleric and 10 Cloak of the Manta Ray 2,000
send him hurtling to the center of the earth. If the evil cleric has 11 Robe of the Archmagi (Wizard) 6,000
12 Robe of Blending 3,500
performed exemplary service in the cause of his alignment, the 13 Robe of Eyes (Wizard) 4,500
good cleric gains no save vs. this effect; otherwise the GM may 14 Robe of Powerlessness (Wizard) Accursed
rule that he gains a saves vs. death. Druids and other neutral 15 Robe of Scintillating Colors 2,750
priests who touch the talisman suffer 7d4 points of damage, and (Priest/Wizard)
good priests who touch it suffer 12d4 points of damage. Wearing 16 Robe of Stars (Wizard) 4,000
or handling the talisman doesn’t affect non-priests. 17–18 Robe of Useful Items (Wizard) 1,500
19 Robe of Vermin Accursed
Talisman of Xagy Gyrag: This magical talisman is crafted to ap- 20 GM’s Choice –
pear as if it were a stone of controlling earth elementals (an oddly
shaped and roughly polished stone). However, when it is first Cloak of Arachnida: This magical cloak is crafted to appear to
worn, a charisma-based reaction check is made as if two creatures be made of mundane leather or cloth, nearly always black in
were meeting. Regardless of the reaction determined, a diamond color. If detect magic is cast, the cloak radiates a strong aura of
worth 10,000 gp remains when the talisman disappears. transmutation magic. When worn, its wearer gains a +2 bonus

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

when rolling saving throws vs. poison against any arachnid such as a ranger’s or rogue’s hide in shadows ability. If the
venom. The cloak also allows its wearer to climb as if he were wearer moves faster than one-half his base movement value or
the recipient of a spider climb spell. This power can be activated at engages in combat (except possibly firing a bow or crossbow),
will with an activation time (same as casting time) of 3 and stays this ends the effect, but a new check can be made any time the
activated until the wearer voluntarily deactivates it, it is dispelled GM feels is appropriate. The power of the cloak is greatest in nat-
with a successful dispel magic, or the cloak is removed. Its wearer ural settings and shadows, and much less so in brightly lit rooms,
is immune to the entanglement effects of any sort of mundane or as shown on the table.
magical web and can move through the web at a speed equal to Surroundings Hide
the creature that created it or at a base speed of 6 if the webs were Heavy growth 100%
magically created. Finally, the power of the cloak can produce a Light growth 99%
web as if the web spell were cast, but with double the effective Open fields 95%
area, once per day. Rocky terrain 98%
Buildings 90%
Cloak of the Bat: This magical cloak is most often crafted to ap- Brightly lit room 50%
pear to be made of mundane leather or fur, dark brown or black Underground w/torch 95%
in color. If detect magic is cast, the cloak radiates an aura of en- Observer has infravision 90%
chantment and transmutation. Any time while worn, the cloak Light/continual light 50%
provides a −2 bonus to the wearer’s AC and allows its wearer Approximately 90% of these cloaks are crafted to fit an av-
to hang from the ceiling as if he were a bat, even when its other erage human, elf or half-elf, while only 10% of these cloaks are
powers are active. crafted to fit a halfling, gnome or dwarf.
The power of the cloak becomes stronger as light dims. In
shadowy light, its wearer is 90% invisible when standing still or Cloak of the Manta Ray: This magical cloak is crafted to ap-
hanging upside down. pear to be made of mundane black leather but radiates an aura of
The cloak’s most impressive powers operate only under the magic if detect magic is cast. If worn while submerged in salt wa-
night sky or in a near lightless environment indoors or under- ter, the cloak merges with its wearer and his equipment, grant-
ground. The power of the cloak then allows its wearer to fly by ing him the shape, color and appearance of a manta ray. Only
spreading the cloak like a pair of wings. The wearer flies with upon close inspection will a creature gain a 10% chance to de-
a speed of 15 (speed class 2 (average)) and maneuver class of 2 termine that the cloak and its wearer is not a real manta ray.
(good). The wearer can also morph into a mundane bat (though The wearer can breathe water and gains a swimming speed of
he will radiate magic if detect magic is cast), as if under the effects 18. His AC while underwater is base 6, modified by the enchant-
of a polymorph self spell. Any equipment carried melds into his ment bonuses of any magical protections or magical armor worn.
new form. Wearing +2 plate mail supplies a −2 bonus to his AC, as does a
The power to fly in human form and the power to morph into +2 shield, +2 cloak or +2 ring of protection. The wearer gains a tail
a bat can be active for up to one hour at a time, each separately spine as a natural attack form, inflicting 1d6 points of damage per
or combined. However, the cloak must be recharged for an equal successful hit, and he can release his arms from the cloak without
penalty to perform other actions.
amount of time after each use. For example, if the wearer flies in
bat form for five rounds, reverts into human form for five rounds Cloak of Poisonousness: This accursed cloak is usually crafted
then lands on the ceiling, the cloak must recharge for ten rounds to appear to be made of mundane wool, in any style or color, but
before being able to fly or morph into a bat again. The wearer radiates an aura of magic if detect magic is cast. The cloak can be
can morph to bat form while flying in human form or vice versa, touched and handled normally, but when worn, its wearer imme-
but in any case, the effect ends and the cloak must be recharged diately dies from poison without the benefit of a save. A remove
when the wearer lands in human form or one hour passes. curse spell renders the cloak mundane (it will no longer radiate
Cloak of Displacement: This magical cloak is crafted to appear magic) and must be used to remove the cloak from a freshly dead
as a mundane cloak made of fur or leather, in any style or color, body. The cloak can otherwise be removed only after its victim
but radiates an aura of magic if detect magic is cast. When worn, has decayed to bones. The poison is so powerful that a neutral-
its power distorts light, making its wearer appear to be 1 or 2 ize poison spell must be cast to cleanse it from the body, before a
feet away from his actual location. This causes a creature to au- raise dead or even a resurrection can be successfully cast. Even af-
tomatically miss with their first physical attack upon the wearer, ter cleansing the poison, a creature killed by this cloak suffers a
whether melee, hurled or missile weaponry is used. This effect 10% penalty to his constitution—resurrection chance.
can only be avoided if an attacker has witnessed a previous at- Cloak of Protection: This magical cloak is crafted to appear as
tacker automatically miss on his first attack. a mundane cloak made of any material, in any style or color, but
The displacement effect is also lost if the wearer becomes in- radiates an aura of enchantment if detect magic is cast. It provides
visible. However the cloak always grants a −2 bonus to the a bonus to its wearer’s AC and all of his saving throws, as deter-
wearer’s AC and a +2 bonus to saving throws vs. any effect mined by the table below. It will not provide a bonus if a shield
that directly targets its wearer. This includes gaze attacks, spells is used or any armor besides mundane leather or padded armor
or spell-like powers that specifically target the wearer and grant is worn.
a saving throw (like hold person, charm person, etc.). It does not 1d100 Bonus
include indirect attacks such as breath weapons, spells or spell- 01–35 +1
like powers that affect an effective area (such as fireball) or do not 36–65 +2
grant a saving throw (such as magic missiles). 66–85 +3
86–95 +4
Cloak of Elvenkind: This magical cloak is crafted to appear as 96–00 +5
a mundane hooded cloak made of cloth or wool, neutral grey in
color, but radiates an aura of magic if detect magic is cast. When Robe of the Archmagi: This magical robe appears to be a mun-
worn with the hood drawn over the head, the cloak’s chameleon dane robe of any material, in any style, but radiates an aura of
powers are activated. This cloak allows its wearer to blend into magic if detect magic is cast. If detect evil/good or know alignment is
and hide among its surroundings. Its power to conceal does not cast, the robe also radiates an alignment. They are always black,
combine with any other skills or abilities the wearer may have, white or grey in color. White robes radiate a neutral good align-

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

ment, grey robes radiate a neutral alignment and black robes not see through solid objects or detect illusions, nor is he granted
radiate a neutral evil alignment. Approximately 45% are good any bonus when attempting to locate a secret door.
aligned, 30% are neutral, and 25% are evilly aligned, but if not A light spell cast directly on the robe blinds it for 1d3 rounds,
being worn when first discovered, they may or may not display and a continual light spell blinds it for 2d4 rounds. The wizard
their true color (roll 1d3 to determine). When worn by a wizard, is granted a saving throw to avoid the effect as if the spell had
including any specialist mage, the robe assumes its true color (if targeted his own eyes. The GM should also note that while wear-
it is not already that color). ing the robe, the wizard is susceptible to gaze attacks from any
When worn by a mage of appropriate alignment, the robe’s and all directions. If the wizard rolls a successful saving throw
power bestows upon him a base AC of 5, a 5% magic resistance, (as applicable) against a gaze attack, the gaze of the robe is also
and a +1 bonus to his saving throws. The robes are most useful to averted.
those wizards of appropriate alignment who are also able to cast
any or all of the following spells: charm, charm monster, friends, Robe of Powerlessness: This accursed robe is crafted to appear
hold monster, hold person, polymorph other, and suggestion. If a wiz- as a mundane robe made of any material, in any style or color,
ard casts any of these spells while wearing the robe, the subject’s but radiates an aura of magic if detect magic is cast. Low-level
magic resistance is reduced by 20% and their saving throws suffer divination spells may reveal it to be a robe of eyes or other ben-
a −4 penalty. eficial robe, but when worn by a wizard, including any special-
ist mage, the robe’s curse immediately reduces his strength and
If an evil wizard wears a white robe or a good wizard wears a
intelligence scores to 3. The loss of strength causes an almost
black robe, he immediately suffers 11d4 + 7 points of damage and
complete loss of weight allowance. This can severely reduce his
loses (11d4 + 7) × 1,000 experience points. If an evil or good wiz-
movement value or even pin him to the ground until the excess
ard wears a grey robe or a neutral wizard wears a white or black
encumbrance is removed. The loss of intelligence causes a com-
robe, he suffers 6d4 points of damage and loses 6d4 × 1,000 ex-
plete loss of spell casting ability, language ability beyond his na-
perience points, and his alignment will be uncontrollably shifted
tive tongue, and other important knowledge (such as how to ac-
one step towards the alignment (good, evil or neutral) of the robe.
tivate magical items). The robe can be removed from its victim
This will allow the wizard to activate the robe’s powers (as appli-
normally, but it remains cursed until a remove curse is cast directly
cable). The wizard will require atonement from an appropriately
upon it. A remove curse spell followed by a heal spell must be cast
aligned priest to regain his original alignment.
upon the wizard to restore his ability scores.
Robe of Blending: This magical robe is crafted to appear as a Robe of Scintillating Colors: This magical robe is crafted to ap-
mundane robe made of any material in any style or color. Fur- pear to be of slightly better than average quality in both material
thermore, it is enchanted so that it does not radiate magic when and workmanship and radiates an aura of magic if detect magic is
detect magic is cast. Its magical nature becomes apparent however, cast. Only a priest, including a druid, or mage with access to the
as soon as it is worn.
The power of the robe allows its wearer to appear to be part school of illusion, who also has an intelligence score of no less
of a rock, wall or plant, or he may appear to be a specific creature than 15 and a wisdom score of no less then 13, can activate the
power of this robe.
of his choice. The wearer must state in which form he wishes to
appear when multiple forms are available, and he cannot appear The robe requires one round of activation time. The wearer
to be more than double, nor less than half, his normal height. cannot perform any actions during the round in which he ac-
The power of the robe duplicates colors, shapes and odors, but tivates the robe. Thereafter, it becomes a shifting pattern of
the wearer does not gain the ability to understand a creature’s sparkling hues casting a rainbow of dazzling and hypnotic light
language or imitate sounds. in a 40-foot diameter sphere. All opponents within the effective
area of the light must check their magic resistance (as applicable)
The wearer’s allies can see him normally. Any other observer
and roll a successful saving throw vs. spell, modified by their
within 30 feet who has an intelligence score of 15 or higher gains
wisdom—mental defense modifier. Those who fail this save be-
a base 1% chance per point of their intelligence score to see the come hypnotized for 1d4 + 1 rounds (similar to the effect of a hyp-
wearer. Those observers with an intelligence score of at least notic pattern spell). If the robe is still active when the effect ends,
5 and with 10 or more HD/levels gain a base 1% chance per the victim must roll another successful magic resistance and/or
HD/level to see the wearer. The chances are cumulative so that a saving throw or be immediately hypnotized again. In addition,
12 HD creature with an intelligence score of 16 has a 28% chance.
the light inflicts a cumulative −1 penalty per round to all attacks
Each qualified observer is allowed to make a new check each turn
made against the wearer (up to a maximum penalty of −5). This
that he remains within 30 feet of the robe. If the wearer moves
faster than one-half his base movement value or engages in any applies to those who make a successful save or are outside the
form of combat while attempting to blend into the background, effective area.
the effect is ruined. However, if he moves at a slower speed or After the robe has been fully activated, the wearer can act nor-
if the power of the robe is used to cause its wearer to appear to mally, but if he moves more than 10 feet from his original location
be a creature, the effect is not automatically ruined, but qualified the effects may end. Though the robe is still active, all hypno-
observers within range are granted an immediate new check. tized victims are released (subject to further saving throws), and
the cumulative attack penalty is reduced to −1.
Robe of Eyes: This magical robe is crafted to appear as a mun- Furthermore, if the GM determines a situation to be non-
dane robe made of any material, in any style or color, but radiates hostile, he may allow the hypnotic effect to last for 1d4 + 1 turns,
an aura of magic if detect magic is cast. When worn by a wizard, rather than rounds.
including any specialist mages, he sees small magical eyes cover- Robe of Stars: This magical robe is crafted to appear as a mun-
ing the surface of the robe. dane robe made of any material, in any style or color, but radiates
The wizard who wears the robe gains tracking abilities equiv- a strong aura of transmutation and evocation magic. Only a wiz-
alent to a 12th level ranger. He is able to see in all directions at ard with access to the transmutation school of magic can fully ac-
once and gains 120-foot infravision. He can see invisible, hidden tivate the powers of this robe. However, any wizard who wears
or camouflaged creatures and items. Those that are displaced this robe, including any specialist mage, gains a +1 bonus on all
or out-of-phase appear in their actual positions. The wizard be- saving throws and can see that it is covered with embroidered
comes nearly impossible to surprise or ambush, but he cannot see stars.
creatures and objects that are astral or ethereal. Likewise, he can- When worn by any wizard with access to the school of trans-

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

mutation, the powers of the robe allows its wearer to physically item) has a 50% chance to fail. In addition, all movement, attacks
travel alone to the Astral Plane, along with all of the equipment with weapons, and other actions requiring manual activity are at
that he wears or carries (refer to the plane shift spell). A wizard half normal speed or have half the normal chance of success as
with access to the school of transmutation can also use the power applicable.
of the robe to survive in the void of outer space. The effect of the curse ends when the current combat ends but
When worn by any wizard with access to either the school of resumes each time the wearer enters combat. After the first time
evocation or of transmutation, six of the star shaped embroideries the curse activates, the robe cannot be removed from its wearer
except by a remove curse spell or similar effect. The robe remains
magically glitter. These stars, located near the wearer’s chest,
cursed until a remove curse is cast directly upon it.
can be thrown as if they were +5 enchanted darts, except that all
range categories are halved, and they inflict 2d4 points of dam-
age per successful hit (not including the enchantment bonus). If
the wizard does not possess combat skill with darts, unskilled
penalties apply. If 5 or fewer glittering stars are thrown, they
are replenished at a rate of one per day. However, if the last of
them is ever thrown, the robe permanently looses all of its powers
(including the powers of astral travel and surviving in the void,
above) and becomes a mundane robe of superior workmanship.
Robe of Useful Items: This magical robe is crafted to appear
as a mundane robe made of any material, in any style or color,
but radiates an aura of magic if detect magic is cast. Any wizard
who wears this robe can see that its surface is covered with cloth
patches with various symbols on them, but only a wizard with
access to the school of transmutation can interpret the meaning
of these symbols or detach any of the patches. When a patch is
detached, it transforms into the item that is represented by the
symbol. Only one patch can be detached per round. Once re-
moved, a patch cannot be replaced.
A robe always has at least two each of the following patches:
dagger, hooded lantern (filled and lit), large mirror, 10-foot pole,
50 feet of hemp rope and large sack. Robes can have up to 4d4
additional patches. The GM can select the additional items stored
in the robe by consulting the following table, or he can roll 1d100.
Items may be duplicated as many times as the GM deems appro-
priate.
1d100 Result
01–08 Bag of 100 gp
09–15 Silver coffer (1 /2 × 1 /2 × 1 feet) worth 500 gp
16–22 Barred iron door (up to 10 × 10 feet, upright
BOOTS & GLOVES
only); Automatically attaches and hinges into
place Boots are crafted from leather, cloth and/or fur. Their color is
23–30 10 gems, 100 gp each usually brown or black, but they can be of any color, especially
31–44 Wooden ladder, 24 feet long if crafted from unusual materials. Determining the style of boot
45–51 Mule w/ one large or two small saddle bags is entirely optional. If the GM chooses to use styles, they can be
52–59 Pit (10 × 10 × 10 feet deep) a detailed reflection of a world’s cultural and regional flavor or
60–68 Potion of extra-healing be as simple as male vs. female, warm weather vs. cold weather,
69–75 Rowboat, 12’ long
76–83 Scroll with one random wizard spell hard vs. soft, calf-, knee- or thigh-high, or plain vs. fancy. Un-
84–90 Two war dogs like robes and cloaks, magical boots shrink or expand to fit any
91–96 Window (2 × 4 feet, up to 2 feet deep, any orien- human-shaped feet from the size of a pixie to the size of a giant.
tation); Automatically attaches and hinges into Magical boots must be worn as a matched pair or their powers
place do not operate. Unless otherwise stated, they radiate a dim aura
97–00 Roll twice of the appropriate school of magic when detect magic is cast.
Bracers are crafted as thick bands made of either metal or
Robe of Vermin: Despite its common name, this accursed item hardened leather that are ordinarily included with every set of
of apparel can be crafted to appear as either a mundane cloak or armor. These bands are then strapped, buckled or tied to a
robe made of any material, in any style or color, but radiates an human-shaped creature’s forearm. Most known magical bracers
aura of enchantment if detect magic is cast. When worn, it func- improve the wearer’s combat ability, but they may be enchanted
tions as a robe of blending, a +1 cloak of protection or other magical to serve other purposes. Magical bracers shrink or expand to fit
cloak that can be worn by any character class. any human-shaped forearms from the size of a pixie to the size
The curse of the robe becomes active as soon as the wearer be- of a giant but must be worn as a matched pair or their powers do
comes involved in combat. The robe (or cloak) instantly fills with not function.
tiny, crawling, biting insects that immediately begin to bite the Gauntlets are armored gloves that are ordinarily included
wearer. Although the wearer suffers no damage, he must imme- with every set of armor. Magical gauntlets are crafted from
diately stop his current actions during the round that the curse the same materials as the mundane versions, such as hardened
activates. Any spell casting, attacks with weapons or other ac- leather, plates of metal, chain, etc., but they are lighter and easier
tions automatically fail that round. Thereafter, the wearer auto- to wear. Magical gauntlets shrink or expand to fit any human-
matically loses initiative each round, and each spell that he casts shaped hands from the size of a pixie to the size of a giant but
or command word he speaks (as applicable to activate a magic must be worn as a matched pair or their powers do not function.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Gloves can be crafted of cloth, wool, fur and/or other ma- Boots of Levitation: These magical boots are usually crafted of
terial, in any color, and may or may not include embroidery, soft leather in any style. Their power allows the wearer to levitate
gemstones or other decoration. However, due to the combat- as if affected by the levitate spell. He is able to ascend or de-
related nature of most magical gloves, they are often crafted of scend vertically at will, with a speed of 20 feet per round and an
unadorned, supple leather. Magical gloves also shrink or expand unlimited duration. The boots have a limited weight allowance
to fit any human-shaped hands, from the size of a pixie to the size determined by rolling 1d20 × 14 and adding 280 once for each
of a giant and fit the wearer’s hand tightly to allow for a firm grip pair. This creates a range between 294 and 560 pounds that they
upon items or weapons. They must be worn as a matched pair or are able to levitate. Some large-sized and larger creatures will be
their powers do not function. able to wear a pair of these magical boots but will be too heavy
Slippers are light shoes crafted of soft, comfortable materials, to activate their powers of levitation.
such as soft leather, fur, silk, and/or finely spun cloth. They are
often elaborately adorned with embroidery, gemstones and other Boots of the North: These magical boots are often crafted of fur
decorations. Their mundane purposes include keeping one’s feet and bound with strips of leather from an artic dwelling animal in
warm when walking across a cold floor at night, and dancers of- the styles favored by humans living in artic climates of the GM’s
ten wear slippers during performances. Magical slippers shrink world. Their power allows the wearer to travel across snow at his
or expand to fit any human-shaped feet, from the size of a pixie normal movement value without leaving tracks and across slip-
to the size of a giant but must be worn as a matched pair or their pery, wet ice at half his normal movement value without falling,
powers do not function. as long as he is on a reasonably level, horizontal surface. The
boots keep the wearer warm, allowing him to remain comfort-
able in temperatures down to −50◦ F, even if only wearing a thin
Table B.36: Boots and Gloves robe and a loincloth, and down to −100◦ F if he is wearing cold
1d20 Item XP
weather gear.
1 Boots of Dancing Accursed
2 Boots of Elvenkind 1,000 Boots of Speed: These magical boots can be crafted of any ma-
3 Boots of Levitation 2,000 terial and in any style. Their power grants the wearer a base
4 Boots of Speed 2,500 movement value of up to 24. The power of the boots cannot
5 Boots of Striding and Springing 2,500 be combined with haste or other similar magic. The boots are
6 Boots of the North 1,500
7 Boots of Varied Tracks 1,500 most useful to small-sized, human-shaped creatures and those
8 Boots, Winged 2,000 that weigh very little or are only non-encumbered or lightly en-
9 Bracers of Archery (Warrior) 1,000 cumbered. Reduce the wearer’s base movement value by 1 for
10 Bracers of Brachiating 1,000 every 10 pounds of combined weight of the wearer and the gear
11–12 Bracers of Defense * that he wears or carries. For example, a 175-pound human wear-
13 Bracers of Defenselessness Accursed ing the boots and carrying 55 pounds of gear weighs 230 pounds
14 Gauntlets of Dexterity 1,000 and has a base movement value of 21. Heavier and more en-
15 Gauntlets of Fumbling Accursed cumbered wearers suffer progressive movement penalties until
16 Gauntlets of Ogre Power 1,000 the boots no longer provide a benefit to the wearer. The wearer
(Priest/Rogue/Warrior) can travel at the increased movement value for up to 8 continu-
17 Gauntlets of Swim- 1,000 ous hours, but for every continuous hour that the wearer moves
ming and Climbing faster than his normal movement value he must rest for a contin-
(Priest/Rogue/Warrior) uous hour. In combat, the wearer gains a +2 bonus to his AC if
18 Gloves of Missile Snaring 1,500 he is able to move freely at the increased movement value. This
19 Slippers of Spider Climbing 1,000 combat bonus is negated automatically if the wearer is resting
20 GM’s Choice –
from continuous use, bound or otherwise unable to move, but
*Subtract the bracer’s AC from 10 and multiply by 500 to de- the GM makes the final determination in all circumstances.
termine the XP amount.
Boots of Striding and Springing: These magical boots can be
Boots of Dancing: These accursed boots are crafted in the form crafted of any material and in any style. Their power grants any
and function of one of the other beneficial pairs of magical boots wearer a movement value of 12 and a single stride of up to three
(GM’s choice). The boots will perfectly imitate the powers of the feet long. In addition, these boots allow the wearer to spring for-
pre-selected pair of magical boots in normal situations. The curse ward up to 30 feet, backwards up to 9 feet backwards, and verti-
of the boots becomes active as soon as the wearer is attacked or cally 15 feet. The boots are therefore most useful to small-sized,
attempts to avoid combat by fleeing. The wearer immediately human-shaped creatures, others with a normal movement value
begins to dance uncontrollably as if an irresistible dance spell had of less than 12 and those that are heavily encumbered. The pow-
been cast on him. ers of the boots remain active for up to 12 continuous hours but
The effect of the curse ends when the current combat ends but then must recharge for 12 hours each day. The power of the boots
resumes each time the wearer is attacked, enters or attempts to cannot be combined with haste or other similar magic.
flee combat. After the first time the curse activates, the boots can- In combat, the power of the boots grants the wearer a +1
not be removed from their wearer except by a remove curse spell bonus to his AC and allows him to make spring attacks. Us-
or similar effect. The boots remain cursed until a remove curse is ing either power requires that he is able to move freely at an in-
cast directly upon them. creased movement value. A spring attack allows the wearer to
move normally before making an attack and then spring away in
Boots of Elvenkind: These magical boots are always crafted of any direction after making their attack. A spring attack can be
the softest leather in the colors and styles favored by most av- potentially hazardous to the wearer. There is a base 20% chance
erage elves in the GM’s world. Their power allows the wearer that the wearer stumbles upon landing and is stunned for the
to move stealthily (as a rogue, q.v.) with a base 100% chance of next round. Reduce the chance of stumbling 3% for each point of
success under perfect conditions. If the wearer is attempting to the wearer’s Dexterity score above 12. These combat bonuses are
move stealthily across a particularly noisy surface, a penalty of negated automatically if the boots are recharging, or if the wearer
up to 5% is applied. The GM should also apply any armor, dex- is bound or otherwise unable to move. The GM makes the final
terity and racial penalties. determination in all circumstances.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Boots of Varied Tracks: These magical boots can be crafted of can jump 30 feet forward, 9 feet backward, or 15 feet straight up
any material and in any style. Their power allows the wearer to while moving through this environment.
change the size of his footprints from small to large and to make
them appear to be bare feet or shod. In addition, each pair of Bracers of Defense: These magical bracers are usually crafted
boots is known to possess the power to create four specific types to appear as mundane, metal forearm protectors of the style worn
of tracks. Roll a d16 (1d8 with 1d6 high or low control die) four with medium or heavy armor. Their power bestows magical pro-
times to determine the specific tracks. tection to an unarmored wearer as if he were wearing armor and
carrying a shield. The protection is negated if the wearer actually
1d16 Tracks
wears armor or carries a shield of any sort or is protected by a
1 Basilisk shield spell or similar magic, but it stacks with all other mundane
2 Bear and magical bonuses to AC. There are several known types of
3 Boar
4 Bull these bracers granting the AC value equivalent to various types
5 Camel of armor. Roll 1d100 and consult the following table.
6 Dog 1d100 Armor Type Equivalent AC
7 Giant, hill 01–05 Padded 8
8 Goat 06–15 Leather and shield 7
9 Horse 16–35 Studded leather and shield 6
10 Lion 36–50 Scale mail and shield 5
11 Mule 51–70 Chain mail and shield 4
12 Rabbit 71–85 Banded mail and shield 3
13 Stag 86–00 Plate mail and shield 2
14 Tiger
15 Wolf Bracers of Defenselessness: These accursed bracers are crafted
16 Wyvern to appear and function as bracers of defense. However, whenever
the wearer is attacked in a combat situation, the curse becomes
Boots, Winged: These magical boots can be crafted of any ma- active and reduces the wearer’s armor class to 10, negating any
terial and in any style. They radiate a faint aura of enchantment and all bonuses to AC, including dexterity bonuses and protec-
and transmutation when detect magic is cast. When the wearer tion from wearing armor or carrying a shield.
concentrates, the boots sprout wings at their heels allowing flight The effect of the curse ends when the current combat ends but
for up to two hours per day. If the wearer exceeds this time limit resumes each time the wearer is attacked. After the first time the
during flight, the power of the boots allow the wearer to safely curse activates, the bracers cannot be removed from their wearer
hover to the ground as if affected by a feather fall spell. The boots except by a remove curse spell or similar effect. The bracers remain
must recharge for a continuous 12 hours to regain each hour of cursed until a remove curse is cast directly upon them.
flight time used. The boots have a limited weight allowance de-
termined by rolling 1d20 × 14 and adding 280 once for each pair. Gauntlets of Dexterity: These magical gauntlets are usually
This creates a range between 294 and 560 pounds that they are crafted to appear as mundane, leather hand protectors of the
able to lift. Some large-sized and larger creatures will be able to style worn with light armor. Their power grants a bonus to the
wear a pair of these magical boots but will be too heavy to acti- wearer’s dexterity score, increasing the score up to the wearer’s
vate their powers of flight. racial maximum. The amount of the bonus depends upon the
wearer’s original dexterity score as shown on the table below.
There are four known types of winged boots with differ-
ing maneuver class and aerial movement values (though all are Wearer’s Dexterity Dexterity Bonus
speed class 2 (average)). Roll 1d4 and consult the following table. 6 or less +4
7–13 +2
1d4 Move Man. 14 or greater +1
1 15 1 (perfect) In addition, the power of these gauntlets allows a wearer who
2 18 2 (good) does not already possess the thieving skills to pick pockets and
3 21 3 (average)
4 24 4 (poor) open locks (qq.v.) to do so as if he were a 4th level thief (including
all racial modifiers, as well as those from armor worn and im-
Bracers of Archery: These magical bracers are usually crafted proved dexterity score). If worn by one who possesses thieving
to appear as mundane, leather forearm protectors of the style skills that already exceed this level, their pick pockets and open
worn with light armor. The power of the bracers enables a war- locks abilities gain a bonus of 10% each, as well as any bonus
rior to wield any normal or composite longbow or short bow as if granted from the improved dexterity score.
they possessed the combat skill in its use. This combat skill does
Gauntlets of Fumbling: These accursed gauntlets are crafted
not extend to crossbows of any sort. If the warrior already pos-
either in the form of gauntlets of dexterity or gauntlets of ogre power.
sesses combat skill with the bow in hand, he gains a +2 bonus to
The gauntlets function as their counterparts in normal situations,
THACO and a +1 bonus to damage when attacking with a bow.
but the curse becomes active whenever the wearer is attacked or
These bonuses stack with all other attack and damage bonuses, otherwise caught in a life-threatening situation. The wearer im-
except those granted by weapon specialization. mediately loses 2 points from his dexterity score, and becomes
Bracers of Brachiation: These magical bracers are usually extremely clumsy. He has a 50% chance to drop any object he
crafted to appear as mundane, leather forearm protectors of the holds in his hands.
The effect of the curse ends when the current combat ends but
style worn with light armor. Their power allows any human- resumes each time the wearer is attacked or otherwise is in dan-
shaped creature to climb trees, vines, ropes, poles, gutters, stat- ger. After the first time the curse activates, the gauntlets cannot
ues and other similar easily graspable objects that can support its be removed from their wearer except by a remove curse or wish
weight with a movement value of 6. He can swing from these ob- spell. The gauntlets remain cursed until a remove curse is cast di-
jects freely and travel above the ground by swinging and leaping rectly upon them.
through this environment. The wearer can travel through this en-
vironment with a movement value of 3, 6, or 9 depending upon Gauntlets of Ogre Power: These magical bracers are most often
how plentiful and close together the objects are to each other. He crafted to appear as mundane, metal hand protectors of the style

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

worn with medium or heavy armor. Only warriors, rogues and A hat can be crafted in many different materials and in many
priests (excluding druids) can activate their power. different styles. The style is dependent upon the cultures found
Their power imbues the wearer’s hands, arms, and shoul- in the GM’s world.
ders with a strength score of 18/00. The wearer gains the com- Unless otherwise stated in its description, a helm can be
bat bonuses of the increased strength score and a higher chance crafted in the form of any of the helmets listed in the standard
to bend bars/lift portcullis. He gains no benefits to any other equipment section. In addition to its magical powers, a magical
strength related scores such as opening doors or encumbrance helm has the same properties as its mundane counterpart.
values. The power of the gauntlets do not stack with any other To wear a magical hat or magical helm and activate its pow-
strength related effects except those of a girdle of giant strength ers, a creature must have a head. A head is considered to be any
when a magical war hammer is used in combat. appendage that contains at least half of the creature’s standard
sensory organs or at least half of the creature’s brain. Magical
Gauntlets of Swimming and Climbing: These magical hats and helms shrink or expand to fit any size head.
gauntlets are usually crafted to appear as mundane, leather hand
protectors of the style worn with light armor. Only warriors, Table B.37: Girdles and Helms
rogues and priests (including druids) can activate their power. 1d20 Item XP
Their power allows the wearer to swim with a movement value 1–3 Girdle of Dwarvenkind 3,500
of 15 underwater and 18 on the surface. However, they do not 4 Girdle of Feminity/Masculinity Accursed
provide any ability to breathe underwater. In addition, their (Priest/Rogue/Warrior)
power grants their wearer the thieving skill to climb walls with a 5–6 Girdle of Giant Strength 2,000
base 95% chance of success. Those already possessing this thiev- (Priest/Rogue/Warrior)
ing skill are granted a base 99% chance of success. Modify this 7–9 Girdle of Many Pouches 1,000
chance to include all racial modifiers, as well as those from armor 10 Hat of Disguise 1,000
worn and the wearer’s dexterity score. 11 Hat of Stupidity Accursed
12 Helm of Brilliance 2,500
Gloves of Missile Snaring: These magical gloves are usually 13–14 Helm of Comprehension 1,000
crafted of light, supple leather without any adornment but can be 15 Helm of Opposite Alignment Accursed
of any material, in any color or style. They radiate a faint aura of 16 Helm of Telepathy 3,000
enchantment and transmutation if detect magic is cast. Once worn, 17 Helm of Teleportation 2,500
they immediately blend with the wearer’s hands rendering the 18-19 Helm of Underwater Action 1,000
gloves unnoticeable unless a viewer is within 5 feet. The wearer 20 GM’s Choice –
can avoid suffering damage by catching most hurled weapons or Girdle of Dwarvenkind: This magical girdle is usually crafted
missile ammunition that target him (including such things as ar- from materials and in the style favored by most average dwarves
rows, bolts, darts, bullets, stones, javelins, axes, hammers, spears, found in the GM’s world. For as long as the girdle is worn, its
etc.). He may catch up to two such missiles (one in each hand) power makes the wearer more dwarf-like in appearance, attitude
per round provided each hand is free. Thrown weapons and am- and abilities. The wearer’s charisma score is reduced by 1 point
munition with enchantment bonuses can be caught but not siege when dealing with all non-dwarves, but is increased by 1 point
missiles, rocks thrown by giants or weapons created by a spell when dealing with halflings and gnomes, and is increased by 2
effect (such as acid arrow or magic missile). If the GM has any points when dealing with dwarves. These modifiers cannot re-
doubt that the wearer would be able to catch a missile due to its duce or increase the wearer’s charisma score beyond his racial
size, weight or magical nature, he should disallow it. A hurled limits. The power of the girdle also grants its wearer infravision
weapon (but not ammunition) can be hurled back at its owner in 60’, the ability to understand, speak and read the dwarven lan-
the form of an attack during the following or subsequent round. guage and the stone cunning abilities of dwarves. Furthermore,
All combat bonuses and penalties apply normally, including off- the wearer’s constitution score is increased by 1 point (up to his
hand and non-skilled penalties (as applicable). A weapon en- racial maximum), and he gains a dwarf’s magic and poison re-
chanted to magically return to its owner can be caught (prevent- sistance bonuses (qq.v.) based upon the increased constitution
ing damage to the wearer of the gloves) but if hurled back, re- score. The power of the girdle does not allow a non-dwarf to use
turns to its owner without harming him. a dwarven thrower hammer, nor does he suffer any magical item
Slippers of Spider Climbing: These magical slippers can be malfunction chance (qq.v.). The wearer does not gain a dwarf’s
crafted in any material, style and color. They radiate a faint aura combat training vs. giants, etc. nor does he gain combat bonuses
of transmutation if detect magic is cast. Their power allows the against the dwarf’s favored enemies (qq.v.). If the girdle is re-
wearer to travel on vertical surfaces and hang upside down from moved, all ability score modifiers and other effects immediately
ceilings as if he were under the effect of a spider climb spell. end.
Girdle of Femininity/Masculinity: This accursed girdle is
GIRDLES & HELMS crafted in the form of one of the various girdles of giant strength.
Its curse only affects one who belongs to the priest, rogue or war-
A girdle is a type of belt. Similar to a normal belt, it is crafted pri- rior class. When worn, the curse immediately activates and the
marily of leather and metal buckles but may include more exotic wearer’s sex is changed. 90% of the time the change is to the op-
materials such as shell, stone, ivory, bone or other. A girdle may posite sex, but 10% of the time all of the wearer’s reproductive
be plain or elaborately decorated, with engravings in the leather organs vanish. The girdle then completely loses all of its power.
and engraved and bejeweled metal plates attached. It is likewise The effect of the curse is difficult to reverse. Divine intervention is
designed to carry pouches, scabbards and other objects; however, the only method with a 100% certainty of success. If the wearer’s
a girdle is usually wider and designed to be worn higher on the sex was not completely neutralized by wearing the girdle, then
body. It cannot be used to hold up a pair of pants, but can be finding and wearing a second girdle has a 90% chance to reverse
used to hold a cloak or robe closed. Magical girdles adjust to fit the effect and a 10% chance to neuter the wearer. A wish spell has
around the waist of any human-shaped creature. only a 50% chance to reverse the effect.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Girdle of Giant Strength


1d100 Giant Type Str. To Hit Dmg. Open Doors Max. Weight Bend Bars/ Lift
Portcullis
01–30 Hill 19 +3 +7 16(8) 485 50%
31–50 Stone 20 +3 +8 17(10) 535 60%
51–70 Frost 21 +4 +9 17(12) 635 70%
71–85 Fire 22 +4 +10 18(14) 785 80%
86–95 Cloud 23 +5 +11 18(16) 935 90%
96–00 Storm 24 +6 +12 19(17) 1,235 95%

Girdle of Giant Strength: This magical girdle is usually crafted command word to activate its powers. Once active, the helm re-
in the form of a mundane broad leather waist belt. Its power only veals its true nature and appearance—a glittering, polished silver
benefits one who belongs to the priest, rogue or warrior class. and steel helmet (in the original mundane style). It is crafted with
When worn, the girdle increases the wearer’s strength score to gem-tipped spikes, arranged to make the helmet appear crown-
that of a particular giant. The GM may roll 1d100 and consult the like, as well. The helms are crafted with 10 diamonds, 20 rubies,
following table. 30 fire opals and 40 opals, but this number could be less depend-
The wearer can also throw rocks as if he had consumed a po- ing on how many gems were used by any previous owner(s).
tion of giant strength. The power of this girdle does not stack with Shining a bright light upon the helm after it has been activated
any other strength related effects, except when gauntlets of ogre causes the helm to sparkle with the colors of the gems, and re-
power are worn, and the wearer is also using a magical war ham- flect the light in all directions.
mer in combat. Each type of gem is enchanted with a specific spell-like power
as shown on the following table. Only one gem can be activated
Girdle of Many Pouches: This magical girdle is crafted in the each round, and each gem can perform its power only once.
form of a well made but otherwise mundane waist belt. It radi- Gem Effect Caster Level
ates a strong aura of enchantment and a moderate aura of trans-
mutation if detect magic is cast. There are 8 pouches visible in- Diamond prismatic spray 14th
side the front of the girdle. Inside each visible pouch are 7 more Ruby wall of fire 10th
pouches for a total of sixty-four magical pouches. Each of the 64 Fire Opal fireball 6th
pouches opens to a pocket dimension in Non-dimensional Space Opal light 2nd
that holds up to one cubic foot of material weighing up to 10 Once a helm has been activated, it provides a continuous +2
pounds. The wearer merely concentrates, and the girdle automat- enchantment bonus to its wearer’s AC (meaning that a total 3
ically opens to the desired item or to an empty pouch to deposit a points of AC are lost if the helm is removed while also wearing ar-
new item. This girdle is of utmost utility for carrying a wizard’s mor), and it confers the following additional magical effects and
spell components and other small items, but anyone can benefit powers to its wearer:
from its use. In all other ways, it acts as a bag of holding. Undead Alert: If undead approach within 30 feet, the helm
glows with a bluish light. Intelligent undead within this range
Hat of Disguise: This magical hat can be crafted in any mate- suffer 1d6 points of damage per round.
rial, color and style. It radiates an aura of illusion if detect magic Flame Tongue: The wearer can cause any sword that he is
is cast. Its power creates an illusion that allows the wearer to in-
wielding to become a flame tongue sword. A mundane sword gains
stantly change his appearance. The wearer can change the ap-
a minimum of a +1 enchantment bonus, but the flame does not
pearance of his facial features, gender, complexion, as well as otherwise alter the mundane or magical properties of the sword.
the color of his hair and eyes. The wearer can alter his appar- For example, a +2 long sword is not reduced to +1. This power
ent height by up to +/- 25%, and his weight up to +/- 50%. The requires one full round to activate.
appearance of the wearer’s clothing and equipment can also be
Protection from Fire: The wearer and any equipment carried
altered slightly by this hat. The GM should allow just enough
or worn are affected as if he was wearing a double strength ring
of a change in appearance to provide a reasonable disguise. The
of fire resistance, but this protection can not stack with any other.
apparent color, size and shape of an item can be changed, but
If the wearer fails a saving throw vs. a magical fire attack, the
not its specific function. For example, a short green cloak may
helmet must make a successful save vs. spell (with no bonuses) or
be made to appear as a long red robe. Weapons will continue to
all of its remaining gems instantly release their spell-like powers
resemble weapons, but a long sword may be made to look like
during the same round with all effects centered upon the wearer.
a short sword or a bastard sword as the wearer chooses. A staff
may be made to look like a club or vice versa. The hat can change The gems cannot be recharged. Removing a gem from the
its own appearance to that of any kind of visible headgear such helm turns the gem into worthless powder. When the last gem
as a comb, a different hat, a ribbon, headband, cap, helmet, etc., releases its power, all of the gems turn to powder and the helm
but the entire illusion is ended if the hat is removed. loses all of its spell-like powers and other magical properties. If
the GM prefers, the helm may retain its +2 enchantment bonus
Hat of Stupidity: This accursed hat can be crafted in any mate- after the last gem is expended.
rial, color and style. It radiates an aura of illusion if detect magic
is cast. Low-level divination spells will determine that it is a hat Helm of Comprehending Languages and Reading Magic:
of disguise or other beneficial hat that the GM may have devised. This magical helm is most often crafted in the form and function
However, as soon as the hat is worn, the wearer’s intelligence of a normal metal coif. The helm’s power allows its wearer to
score is reduced to 7. If the wearer’s intelligence score is already understand unknown written and spoken languages 90% of the
7 or less, then only a −1 penalty is deducted. The hat can only time and magical writings 80% of the time. A check is made for
be removed with a successful remove curse spell, which also re- each written paragraph of mundane writing, each spoken sen-
stores the wearer’s intelligence score. tence and each page of magical writing. If a check for reading
fails, the writing is not understood, but the wearer may make
Helm of Brilliance: This magical helm is crafted to appear and a second check if the paragraph is rewritten. If a check for un-
function as if it were a mundane, metal helmet, usually of the derstanding spoken words fails, the wearer doesn’t understand
open-face, close-face or great helm style. It radiates an aura of what was said, but he may make a second check if the sentence
magic if detect magic is cast, but requires the wearer to speak a is repeated. A failure to comprehend a specific magical writing

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

cannot be rechecked. cap. It radiates magic if detect magic is cast. Its powers allow the
Successfully comprehending magical writing containing a wearer to breathe underwater, and grant improved underwater
spell formula does not confer the ability to cast the spell, but if vision to the wearer. Upon the speaking of a command word
the wearer is a wizard of appropriate level and not otherwise re- (which can be spoken underwater), the helmet creates and main-
stricted from casting the particular spell, he is able to transcribe tains a globe of air around the wearer’s head until commanded to
it to his own book for later use. stop. Crystal lenses can be drawn from small pockets on the sides
of the helm to allow the wearer to see five times farther than nor-
Helm of Opposite Alignment: This accursed helm is crafted mal underwater regardless of water or lighting conditions. The
to appear as if it were a mundane metal helmet of any type, wearer is not able to see through solid objects.
but radiates magic if detect magic is cast. As soon as it is worn,
its curse immediately activates and its wearer’s alignment is in-
stantly reversed. A victim who was previously lawful good be-
comes chaotic evil, and one who was chaotic neutral becomes
lawful neutral, etc. If the wearer is originally neutral, the GM
may roll 1d8 to decide the wearer’s new alignment, or he may
simply choose the new alignment. The curse affects its victim so
that he has no desire to revert to his former alignment. Only a
wish spell can restore the wearer’s former alignment, but he will
actively seek to avoid it. If the curse has affected a paladin but
he is wished to his former (lawful good) alignment, he still must
submit to an atonement spell and undertake a quest to restore his
lost paladin abilities. The helm’s curse can only be activated once,
after which it becomes a mundane helmet.
Helm of Telepathy: This magical helm is crafted to appear as if
it were a mundane metal helmet of any type but radiates magic
if detect magic is cast. Its power allows the wearer to hear the sur-
face thoughts of any creatures within a path 10 feet wide by 60
yards long. The wearer must concentrate for one round in a spe-
cific direction to activate the effect. The power is blocked by 3 BAGS & BOTTLES
feet of stone, 3 inches of iron, or any solid sheet of lead or gold. A bag is the same as a sack found on the standard equipment
The wearer must be able to speak the creatures’ native tongue tables. They are usually crafted of cloth, leather and/or burlap.
to understand any surface thoughts that he hears. The GM may
A beaker is a type of flask that is crafted of glass, crystal,
consider the common language to be the native tongue for most
ceramic, or thinly hammered metal. Alchemists commonly use
humans, but he is free to devise a broader spectrum of regional
mundane beakers to contain liquid or plasma substances, as well
human languages. If the wearer shares a language with a crea-
as to heat liquids, combine solutions, and dissolve aqueous com-
ture within range, he may then attempt to initiate telepathic com-
pounds.
munication with that creature. If no shared language exists, the
A bottle is the same as the glass bottle listed on the stan-
wearer can only transmit and receive basic emotional responses
dard equipment tables and most often includes a stopper made of
(empathy). If telepathic communication is established, the helm’s
cork. A bottle can be crafted in various sizes, colors and styles ac-
power further allows the wearer to attempt to implant a sugges-
cording to the cultures and traditions of the GM’s world. Most
tion telepathically (otherwise treated as the spell). The creature is
bottles are fragile. A magical bottle will always appear to be
granted a saving throw vs. spell, modified by a −1 penalty for
empty until it is uncorked.
every two points of intelligence lower than the wearer or a +1
bonus for every point of intelligence higher than the wearer. If A decanter is an ornate type of bottle with an elaborately
the creature’s intelligence score is equal to the wearer’s score, no sculpted handle and spout. Among the wealthy, mundane de-
modifier applies. canters are commonly used to serve expensive beverages such as
rare wine, sparkling water, or exotic nectar.
Helm of Teleportation: This magical helm can be crafted in A flask is a type of bottle crafted of metal, ceramic or glass
metal, but is most often crafted in the form of a simple leather with a narrow neck and a flat base. It most often includes a stop-
cap. It radiates magic if detect magic is cast. Its power allows per.
the wearer to teleport once per day as the 5th level spell. If worn A haversack is a type of backpack and is included with the
by a wizard who has memorized one or more teleport spells, the backpack on the standard equipment tables. They are usually
helm’s full power is activated. For each teleport spell that he has crafted of cloth, leather, and/or burlap. Most have metal or bone
memorized, the power of the helm allows the wizard to teleport buttons or fasteners to keep the compartments closed, and buck-
normally up to six times per day or to teleport an object or crea- les on the carrying straps.
ture up to three times per day (refer to the vanish spell—Teleport A jug is a particularly large bottle (typically a gallon or more)
Object effect, but creatures can also be affected). Upon the third crafted of earthenware, pottery, metal or glass and sometimes
use of the teleport object power or the sixth use of the normal tele- sealed with either a lid or a cork. A jug is used to contain liq-
port power, the wizard loses the memory of one teleport spell as if uids and usually has a handle to facilitate pouring into a smaller
he had cast it. The GM may require one use of the teleport object vessel.
power to substitute for two uses of the normal teleport power. A pouch is the same as the belt pouch listed on the stan-
If the wizard wearing the helm did not memorize teleport, or dard equipment tables. They are usually crafted of cloth, leather,
if he has used up his teleport spells for the day (either by activat- and/or burlap. Some have metal or bone latches to keep them
ing the powers of the helm or by casting the spell(s) normally), he closed. Magical pouches may be crafted as either large or small
can still teleport one time that day as if he were any other wearer. belt pouches.
A purse is usually crafted in the form of either a tiny sack or
Helm of Underwater Action: This magical helm can be crafted small belt pouch. They are usually crafted of cloth and leather
in metal, but is most often crafted in the form of a simple leather and may be quite elaborately decorated.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Table B.38: Bags and Bottles


1d20 Item XP Alchemy Jug: This magical jug has the power to create a va-
1 Alchemy Jug 3,000 riety of mundane liquids upon the speaking of the proper com-
2 Bag of Beans 1,000 mand word. One type of liquid can be created up to seven times
3 Bag of Devouring Accursed each day. The quantity of liquid created each time is dependent
4–7 Bag of Holding 5,000 on the type of liquid. The liquid can be poured from the jug at a
8 Bag of Transmuting Accursed maximum rate of two gallons per round.
9 Bag of Tricks 2,500
10 Beaker of Plentiful Potions 1,500 Liquid Amount
11 Decanter of Endless Water 1,000
Alcohol 1 gill (4 oz.)
12 Efreeti Bottle 9,000 Ammonia 1 quart
13 Eversmoking Bottle 500 Aqua regia 2 gills (8 oz.)
14 Everfull Purse * Beer 4 gallons
15 Flask of Curses Accursed Chlorine 8 drams (1 oz.)
16 Handy Haversack 3,000
17 Iron Flask – Cyanide 4 drams (1 /2 oz.)
18 Portable Hole 5,000 Oil 1 quart
19 Pouch of Accessibility 1,500 Vinegar 2 gallons
20 GM’s Choice – Water, fresh 8 gallons
Water, salt 16 gallons
*See item description Wine 1 gallon

Bag of Beans
1d20 Effect
1 A chaotic evil treant springs from the ground and attacks creatures starting with the closest.
2 A rope grows up to a height of 30 feet and leads to an inter-dimensional space as if a rope trick spell had been cast. The
space remains for four hours, after which the rope becomes a rope of climbing.
3 Flowers spring from the ground in a 120 yard radius. During the following round, they emit a poisonous gas that causes
any creatures that breathe it to fall asleep for 1d12 rounds (no save is allowed, creatures that don’t sleep or breath are
immune). 1d4 + 1 of those creatures who are put to sleep (chosen randomly by the GM) are granted a limited wish based
on their dreams. The GM asks each affected player what their character dreamed about and grant a limited wish based
on that.
4 When the bean is planted, the ground begins to rumble. During the following round, a herd of mastodons appear and
stampede toward the bean. Their distance from the bean is determined by the environment (some locations would
prohibit a sizable herd), but they always appear at the edge of the bean planter’s vision. The mastodons are otherwise
normal animals and will either settle in the area, migrate elsewhere, or die off based on the environment.
5 A one-story tavern slowly rises from the ground, taking one round to fully assemble itself. The tavern is fully furnished
and occupied by unseen servants who prepare a heroes’ feast on command. The tavern remains for 3d4 days before
vanishing. If there isn’t enough room for the tavern to grow, the bean is wasted.
6 A burning bush grows from the ground with magic berries that act as fire seeds. 1d4 acorn grenades and 2d4 holly berry
bombs can be harvested from the bush.
7 A random creature emerges from the ground as if an iron flask was opened. The creature is angry and attacks any living
creatures in sight. If no creature is rolled on the first try, roll until one does; however, this creature is an illusory as if
created by spectral force.
8 A 20-foot tall tree springs from the ground. 24 apple-like fruits grow from the tree. If the fruit is destroyed in any way,
a random item from a robe of useful items was used appears. The tree and any remaining fruit vanishes after 48 hours,
but any fruit that was picked and/or items that were created are permanent.
9 1d4 + 3 eggs the same size as chicken eggs spring from the ground. Any creature who eats an entire egg must save vs.
poison. If this save is successful, the creature gains one point to his intelligence score, otherwise it dies. If an egg is split
among multiple creatures or the yoke is separated from the white, it functions as a normal, nourishing egg.
10 A massive beanstalk grows into the sky until it reaches a height of 5,000 feet. The top of the beanstalk ends in the
Elemental Plane of Air leading to a sky giant’s castle. If planted inside a normal, above-ground structure, the beanstalk
destroys it. If planted deep underground or in any other location where it can’t break through the ceiling, the beanstalk
dies.
11 A hostile earth elemental emerges from the ground and immediately switches minds with the bean’s planter. The hostile
earth elemental attacks with any weapons the creature carries or wears but can’t use any spells, and its intelligence
remains the same. If either or both of the bodies are destroyed, the effect is permanent and can’t be reversed.
12 An oak tree springs from the ground and produces 10d10 fruit made from a variety of precious materials such as ivory,
jade, and amber. Each “fruit” is worth 10d10gp. The tree is a mundane oak tree otherwise and doesn’t radiate magic.
13 A big grasping hand and a big clenched fist rise from the ground as if the spells were cast. They attack random creatures
that are hostile to the planter of the bean within 90 feet and last 12 rounds.
14 A young, adult red dragon emerges from the ground and begins to attack the closest creatures. Its heart is a deep, red
ruby the size of a human head, which acts as a fully charged wand of fireballs.
15 Nothing seems to happen. The weather changes randomly in a 1d4 mile radius every 4d12 minutes as if control weather
had been cast. The effect is permanent until dispel magic is cast successfully at the site where the bean was planted.
16 A map to a guarded treasure rises from the ground in the form of a finely embroidered tapestry. The tapestry provides
clues as to what challenges and treasure may be found.
17 A throne rises from the ground. It can seat one human-shaped creature. The throne has the power to transport that
creature to any plane that they wish. This power works 1d4 times before the throne disappears.
continued on next page . . .

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

. . . continued from previous page


1d20 Effect
18 The GM’s choice of dinosaur emerges from the ground and behaves according to its nature.
19 Nothing seems to happen. If the bean is dug up, it’s discovered the bean has transformed into a 50 gp gem. Further
exploration reveals the entire area within a 5 mile radius has become a suitable site for gold mining.
20 A huge, gaudy marble fountain with intricately crafted statues and frilly features rises from the ground. The fountain
contains 3d12 cp in its basin. The fountain disappears after 12 rounds.

Bag of Beans: This magical bag seems to belong to the same inside out dumps its contents and forces it to act as a mundane
category of items as a wand of wonder. Only chaotically aligned sack (though it still radiates magic). The bag always weighs a
creatures will truly prize a bag of this sort. It is most often crafted fixed amount whether its non-planar space is full or empty. There
in the form of a large sack of heavy cloth and usually contains are several known varieties of this bag. The size and weight of the
3d4 pebble-sized “beans” when found. The GM may determine bag, as well as its internal weight limit and volume depends on
that more or less beans are found. Both the bag and the beans the type of bag found. The GM may choose the type of bag or roll
radiate magic if detect magic is cast. In any case, only 1 or 2 of 1d100 and consult the following table.
the beans contain beneficial powers. Beneficial beans can create 1d100 Common Bag’s Weight Internal Vol-
one or more useful items, bestow helpful effects upon the bag’s External Weight Limit ume
owner, or contain other clearly beneficial powers. The rest of the Size*
beans are bad beans, either summoning a random, angry, uncon- 01–28 Small or 5 lbs. 50lbs. 10 cu. ft.
trolled creature or casting an effective area spell. It is highly un- large
likely that two bags will ever be found containing the same type 29–43 Small or 10 lbs. 100 lbs. 15 cu. ft.
of beans. large
To activate the power of a bean, it must be removed from the 44–57 Large or 10 lbs. 150 lbs. 20 cu. ft.
bag by hand, placed in dirt and watered. In most cases, the power extra-
of the bean will manifest immediately with the creature or effect large
58–69 Large or 15 lbs. 200 lbs. 25 cu. ft.
emerging from the ground where it was planted. If a bean is re- extra-
moved by any other means, whether magical or mundane, or if large
one is taken out by hand and thrown, it immediately explodes in- 70–79 Extra- 15 lbs. 250 lbs. 30 cu. ft.
flicting 5d4 points of damage in a 10-foot radius around the one large
holding the bag. If multiple beans are removed incorrectly at the 80–87 Extra- 15 lbs. 500 lbs. 70 cu. ft.
same time (such as dumping the contents onto the ground), ev- large
ery bean removed explodes at once. A successful save vs. spell 88–93 Extra- 35 lbs. 1,000 lbs. 150 cu. ft.
reduces the damage by half. large
94–97 Extra- 60 lbs. 1,500 lbs. 250 cu. ft.
When the last bean is planted (or explodes), the bag becomes large
a mundane sack. All magical effects are cast at the 12th level, un- 98–00 Extra- 80 lbs. 2,000 lbs. 350 cu. ft.
less otherwise specified. large
*The GM may determine that an object cannot fit into the bag
Bag of Devouring: This accursed bag is usually crafted in the
if it does not fit into the opening of a standard sack of the ap-
form of an extra-large sack of heavy cloth. It radiates magic if propriate size.
detect magic is cast and will initially function as if it were a bag
of holding with a capacity of 250 lbs. or 30 cubic feet of mate- The bag begins to appear full externally as its internal vol-
rial. It is actually the visible mouthparts of a non-planar, extra- ume begins to fill. If the bag’s weight limit or internal volume
dimensional creature. Turning the bag inside out dumps the cur- is exceeded or a sharp object pierces it (from inside or out), the
rent contents, closes the mouth and forces the bag to act as a mun- bag is ruined and its contents are lost forever in non-dimensional
dane sack (though it still radiates magic). space. Placing a bag of holding into a portable hole sucks the bag of
There’s a 5% cumulative chance each turn that items stored holding, the portable hole, and all their contents through an extra-
in the bag are eaten by the creature and expelled later into non- dimensional rift into the Astral Plane, to be lost forever. If a
dimensional space causing them to be lost forever. In addition, portable hole is placed in a bag of holding it sucks the bag of holding,
any time living flesh enters the bag (such as when someone puts the portable hole, all their contents, plus everything in a 10-foot ra-
their hand inside to retrieve an item), there’s a 60% chance that dius through an extra-dimensional rift into the Astral Plane, to be
the creature attempts to eat him. The base chance to avoid be- lost forever.
ing eaten is 25%, plus or minus 5% for each point of the victim’s
strength—damage modifier score. For example, a score of +2 Bag of Transmuting: This accursed bag is crafted in the form of
would result in a 10% bonus (or 35% chance) not to get eaten. a mundane sack of heavy cloth, but radiates magic if detect magic
A victim who fails this check is sucked completely into the bag, is cast. The bag initially functions as if it were a bag of holding of
killed and eaten in one round, along with any other contents of any random type, but after 1d4 + 1 days all precious metal and
the bag, to be expelled later. Only a wish spell or divine interven- gemstones within the bag are changed into common metal and
tion may restore life to the victim. worthless rocks. Magical items (other than artifacts and relics)
If the GM wishes, the extra-dimensional creature can be become permanently mundane and worthless without the bene-
hunted down and possibly even killed, but the GM must cre- fit of a save. Turning the bag inside out dumps its contents and
ate statistics for the creature and determine the method neces- forces it to act as a mundane sack (though it still radiates magic).
sary to reach the creature’s non-planar home dimension. If killed,
the creature may contain a few random items (mostly mundane)
from its most recent meal.
Bag of Holding: This magical bag is crafted in the form of a
mundane sack of heavy cloth, but radiates magic if detect magic is
cast. The bag opens to a pocket dimension in Non-dimensional
Space, and the inside is larger than the outside. Turning the bag

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Bag of Tricks
Type A (1-5)
1d8 Animal AC HD HP Attack (Damage)
1
1 Weasel 6 /2 2 Bite (1)
1
2 Skunk 9 /2 2 Musk
3 Badger 4 1+2 7 2 claws (1d2) + bite (1d3)
4 Wolf 7 2+2 12 Bite (1d4 + 1)
5 Lynx, giant 6 2+2 12 2 claws (1d3) + 2 rear claws (1d2) + bite (1d4)
7 Boar 7 3+3 18 Tusks (1d10 + 2)
8 Stag, giant 7 5 25 Headbutt (4d4) or 2 hooves (1d4)
Type B (6-8)
1d8 Animal AC HD HP Attack (Damage)
1
1 Rat 7 /2 2 Bite (1)
1
2 Owl 7 /2 3 2 talons (1d3)
3 Dog 7 1+1 6 Bite (1d6)
4 Goat 7 1+1 8 Headbutt (1d6)
5 Ram 6 2 10 Headbutt (1d4 + 1)
6 Bull 7 4 20 2 horns (1d6)
7 Brown Bear 6 5+5 30 2 claws (1d6) + hug (2d6) or bite (1d8)
8 Lion 5 5+2 28 2 claws (1d4) + rear claws (1d6 + 1) or bite (1d10)
Type C (9-10)
1d8 Animal AC HD HP Attack (Damage)
1
1 Jackal 7 /2 2 Bite (1d2)
2 Eagle 7 1 5 2 talons (1d2)
3 Baboon 7 1+1 6 Bite (1d4)
4 Ostrich 7 3 15 Kick (1d8)
5 Leopard 6 3+2 17 2 claws (1d3) + 2 rear claws (1d4) or bite (1d6)
6 Jaguar 6 4+2 21 2 claws (1d3) + 2 rear claws (1d4 + 1) or bite (1d8)
7 Buffalo 7 5 25 2 horns (1d8)
8 Tiger 6 5+5 30 2 claws (1d4 + 1) + 2 rear claws (2d4) or bite (1d10)

Bag of Tricks: This magical bag is most often crafted in the form Decanter of Endless Water: This magical decanter is crafted in
of a mundane tiny sack, but radiates magic if detect magic is cast. the form of an inexpensive vessel to serve water and sealed with
When the bag is otherwise empty, anyone reaching inside of it an ordinary cork. It radiates an aura of magic if detect magic is
feels a small, fuzzy ball. When the ball is removed from the bag cast. When the stopper is removed and a specific magic com-
and thrown up to 20’ away, a randomly generated animal is cre- mand is spoken, the decanter exhibits one of the following pow-
ated. Only one animal can be created at a time. The animal un- ers in either fresh or salt water. Another specific command word
derstands, obeys and fights to the best of its ability for the one must be spoken to make the power stop.
who created it. The creator can order it back into the bag at any Stream: When this power is activated, the decanter pours
time, or it will remain in existence for one turn or until slain. Up forth 1 gallon per round.
to 10 animals can be created per week. Turning the bag inside Fountain: When this power is activated, the decanter projects
out causes the furry ball to vanish and forces the bag to act as a a light stream 5 foot long, pouring forth 5 gallons per round.
mundane sack (though it still radiates magic).
Geyser: When this power is activated, the decanter sprays a
There are three known varieties of these bags, each of which
heavy stream 20 foot long, pouring forth 30 gallons per round.
produces a different collection of animals. To determine the bag
The geyser creates backpressure. If the user is not braced, bal-
found, roll 1d10. On a 1–5 the bag is type A, on 6–8 the bag is
anced or otherwise prepared for the force of the water, the user
type B, and on 9–10 the bag is type C.
is knocked back and the GM may require that he must roll a suc-
Beaker of Plentiful Potions: This magical beaker is crafted in cessful wisdom check to continue to hold on to the decanter. A
dropped decanter with its geyser power activated skitters across
the form of a mundane piece of alchemist’s laboratory equipment
the ground at a speed of 15 to 18, depending on the surface.
and sealed with an ordinary cork. However, it radiates magic if
detect magic is cast and has the power to create up to 1d4 + 1 ran- Man-sized or smaller creatures caught in the path of the
domly determined potions and/or oils. Any type of potion or geyser must roll a strength check each round or be knocked
oil is possible, including poisoned and other accursed potions, prone, while tiny-sized or smaller vermin (insects and animals)
and the same type may be determined twice. The beaker creates are killed instantly.
1d4 + 1 doses of each type of potion generated. Record the names It may be possible to use the geyser power of the decanter as
of the potions and the number of doses per potion in the order a method of propulsion under the right conditions. Underwater,
that they are generated, as they will be poured from the beaker in frictionless or zero gravity settings, a man-sized user would
one dose per round in that order. be pushed at a speed of 6, huge and gargantuan users at a speed
If the beaker creates only two types of potions, it can dispense of 3, small users at a speed of 9 and tiny users at a speed of 12.
all of the doses of both potions up to three times per week but no Underwater or in other 3 dimensional spaces, the user may be
more than once per day. If three types of potions are created, it treated as a flier an SC1 and MC4. The constant flow of water can
also be used by clever engineers to power small water powered
can dispense all of the doses up to twice per week but no more
devices.
than once each per day. If four or five potions are created, it can
dispense all of the doses once per week. Efreeti Bottle: This magical bottle is most often crafted from
The beaker gradually loses its magic after its sealed stopper bronze or brass, with a lead stopper sealed with strange arcane
is first removed. Each month thereafter, it permanently loses the symbols. A small wisp of smoke may be seen to escape the bottle
power to create one randomly determined potion. from time to time, and the bottle radiates magic if detect magic is

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

cast. When the sealed stopper is removed, an efreeti is immedi- Iron Flask: These magical flasks are crafted of wrought iron,
ately released. 10% of the time, the efreeti is hostile and attacks usually inlaid with silver runes, with a brass stopper sealed with
the user. Another 10% of the time, the efreeti grants the user three strange arcane symbols. The power of the flask allows its user
wishes before returning to his home plane. The remaining 80% of to attempt to trap any extra-planar creature and enforce the crea-
the time, the efreeti serves the user for 1,001 days before returning ture’s servitude. When initially found, the GM should roll 1d100
to its home plane. to determine whether the flask is empty or already holds an extra-
planar creature.
Everfull Purse: This magical purse is most often crafted in the If the flask is empty, one extra-planar creature of the user’s
form of a mundane, tiny sack or small belt pouch, but radiates choice within 60 feet may be trapped inside the flask, unless its
magic if detect magic is cast. When found, it will always contain a magic resistance overcomes the effect (as applicable) or it makes
number of coins of various metal and possibly a few small gem- a successful save vs. spell when the flask is unsealed and a com-
stones. The purse becomes permanently mundane if left empty mand word spoken.
or inside out for more than 1d4 rounds, however, if at least one If the user speaks the command word while freeing a trapped
coin or gemstone of an appropriate type is left inside, the purse creature, the creature can be forced to serve the user of the flask
will create 25 more of that type of coin (and/or 25 more gem- for one turn or perform a minor service requiring no more than
stones) each day. There are 3 known varieties of this purse. The one hour. If the user of the flask frees a creature without speaking
GM should roll 1d100 to determine which type is found. The type the command word, the GM should roll to determine the crea-
of purse determines the types of coins or gemstones it can create ture’s reaction to the user.
each day. This table can also indicate the number and types of If the user attempts to trap the same creature in the flask more
coins and/or gemstones found inside the purse, but that number than once, it gains a cumulative +2 bonus to its saving throw and
can be different depending upon its use by its previous owner. It immediately becomes very angry and hostile toward the user.
can contain coins and gemstones that it is unable to create with- 1d100 Contents
out affecting its power. 01–50 Empty
1d100 CP SP EP GP PP Gems* 51–54 Air elemental
55–65 Djinni
01–50 – 26 26 26 – – 66–69 Earth elemental
51–90 26 – 26 – 26 – 70–72 Efreeti
91–00 26 – 26 – – 26 73–76 Fire elemental
*Ornamental, semi-precious or fancy gemstones, up to 100gp 77–86 Invisible stalker
maximum value each 87–89 Rakshasa
90–93 Salamander
94–97 Water elemental
Eversmoking Bottle: This magical bottle is most often crafted
98–99 Wind walker
in the form and appearance of an efreeti bottle, but when the sealed 00 Xorn
stopper is removed, thick, opaque smoke billows out. The smoke
instantly fills 50,000 cubic feet in one round and 10,000 cubic feet Portable Hole: This magical circle of cloth is crafted from the
each additional round, until 120,000 cubic feet of smoke feet pour webs of a phase spider interwoven with strands of the Ethe-
out or a command word is spoken and the jug is resealed. The real Plane and beams of light from the Astral Plane. It can be
smoke dissipates only after the bottle is resealed, regardless of folded up to be as small as a handkerchief, but when opened
wind or weather. fully the cloth is 6 feet in diameter. When spread upon any sur-
face, it opens into a non-planar space, 10 feet deep, within Non-
Flask of Curses: Though commonly called a flask, this accursed dimensional Space. This hole can be closed from inside or out
item is just as often crafted in the form of any other beneficial by simply taking hold of the edges of the cloth and folding it up.
magical bottle, beaker, decanter, or jug. It radiates magic but does Either way, the entrance disappears, but anything inside the hole
not reveal its curse if detect magic is cast. Opening its sealed stop- remains in the non-planar space.
per inflicts a curse upon the user and his associates. The GM must The only air in the non-planar space is that which enters when
determine the nature of the curse. It may simply cast the reverse it is opened. The non-planar space contains enough air to supply
of a bless spell upon the user and his allies, it could release a pow- one man-sized or two small-sized creatures for 1 turn. The cloth
erful creature that immediately attacks the user and his allies, or does not accumulate weight even if its non-planar space is filled.
the GM may determine the nature of the curse by referring to the Each portable hole opens on its own particular non-planar space.
suggestions given for a cursed scroll. Each flask holds only a sin- Placing a bag of holding into a portable hole sucks the bag of
gle curse. Once its curse is released, the flask becomes a mundane holding, the portable hole, and all their contents through an extra-
object of the appropriate type. dimensional rift into the Astral Plane, to be lost forever. If a
portable hole is placed in a bag of holding it sucks the bag of holding,
Handy Haversack: This magical haversack is crafted in the the portable hole, all their contents, plus everything in a 10-foot ra-
form of a well-used yet well-made backpack of finely tanned dius through an extra-dimensional rift into the Astral Plane, to be
leather with brass rings and buckles. It is made with one larger lost forever.
central pouch and two smaller side pouches. Each pouch opens
to a pocket dimension in Non-dimensional Space, and the in- Pouch of Accessibility: This magical pouch is crafted in the
side of each is larger than the outside. The central pouch (which form of a mundane large belt pouch, but contains 30 pockets in-
would normally hold only 30 pounds of gear) holds up to 80 side it. Each pocket opens to a non-planar space within Non-
pounds within eight cubic feet. The two side pouches (which dimensional Space capable of holding up to 10 pounds or one
would normally hold only 10 pounds each) hold up to 20 pounds cubic foot of volume. The pouch weighs 1 pound when empty
within two cubic feet each. Whenever the wearer reaches into the and 4 pounds when its non-planar spaces are filled. The user
correct pouch and speaks the name of a desired item, that item can summon an item to the top of the pouch by reaching in and
(assuming the item is within that pouch) shuffles to the top of the speaking the item’s name. In all other ways the pouch acts as a
other items. The haversack and all items inside gain a +2 bonus bag of holding.
on all saving throws, however in all other ways it acts as a bag of
holding.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

CANDLES, DUSTS & STONES alcohol, turpentine and vinegar. Magical glues and solvents are
crafted to exaggerate these substance’s natural properties.
Mundane candles serve as light sources while reading or for
Mundane incense is a combination of powdered herbs and
lighting the way while walking through darkened halls. Can-
chopped flower petals that are formed into small, rectangular
dles are also commonly used in religious services for illumina-
cubes. The cube of incense is then mixed with alcohol and burned
tion while reading the sacred texts, symbolic adornment or to aid or mixed with water and boiled in a small censer to give off a
in prayer and meditation. Two types of candles are listed on the scent. Magical incense releases its power (and its scent) as it is
standard equipment tables, inexpensive tallow candles and the burned or boiled.
more expensive wax candles. Tallow candles consist of animal Ioun stones are a special type of magical stone. Their descrip-
fats and are often used by commoners. Mundane wax candles tion and use are fully described below. The GM is advised that
are usually made from beeswax (either from normal or giant- these magical stones are generally rare, unusual and harder to
sized bees), but magical candles can be made from more exotic find than the magic item tables would imply.
sources, such as spermaceti, or bayberry. Only candles that have Ointments, whether mundane or magical, are usually found
been specially made from the purest grade of the correct wax by in jars or small boxes made of wood, metal, ivory, ceramic, glass,
an expert candle maker and enhanced with the proper incense, crystal or similar materials, complete with lids and cotton ap-
perfume, oil, or herbs can be used to craft magical candles. Wicks plicators. Mundane ointments are creamy herbal remedies or
for mundane candles are typically made of thin strips of cloth or medicinal salves and unguents. Touted to stop hair loss and snor-
cord, while those for magical candles are made of woven silk. ing or to cure pink eye and other common ailments, they are of
Mundane dusts and powders that may be known to the little use or value to the average group of player characters. It is
player characters include such things as talc, flour, pepper, vari- up to the GM as to the effectiveness of any mundane ointments;
ous salts, metallic flakes, powdered herbs, sand or even normal however, many creatures prize magical ointment.
dirt. If the GM allows, some combinations of otherwise mundane Pigments are a form of paint made from colorful powders
dusts and powders may have alchemical or medicinal effects (re-
mixed with a fluid such as water or oil. They are stored in small
fer to ointment). Mundane dusts and powders are similar in use,
pots made from glass, ceramic or similar material and sealed with
but dust is less absorbent and usually has lighter and smaller
a cork.
particles than powder giving dust a larger dispersion area. If in
Magical stones are crafted from or appear to be common
doubt whether a mundane substance is a dust or a powder, the
pieces of rock.
GM has the final say.
Dusts and powders can be kept in any small box or bowl with
Table B.40: Candles, Dusts, and Stones
a hinged lid (refer to ointment). When kept in this manner, they 1d20 Item XP
may be poured directly onto a willing target or thrown at an op-
ponent. A handful of dust may be thrown to form a cloud with a 1 Candle of Invocation (Priest) 1,000/candle
2 Dust of Appearance 1,000
10-foot radius up to 10 feet away, and a handful of powder may
3 Dust of Disappearance 2,000
be thrown to affect a single individual up to 5 feet away. Often- 4 Dust of Dryness 1,000
times, however, they are found in tiny pouches made of cloth or 5 Dust of Illusion 1,000
paper. The dust or powder can be shaken out of the pouch to 6 Dust of Sneezing and Choking Accursed
cover the surrounding area. Dust spreads into a cloud with a 10- 7 Dust of Tracelessness 500
foot radius around the user, and powder spreads into a cloud 8 Incense of Meditation (Priest) 500
with a 5-foot radius. When dusts and powders are spread in 9 Incense of Obsession (Priest) Accursed
this manner, they can easily affect the user, either intentionally 10 Ioun Stones 300/stone
or accidentally. Resourceful characters will sometimes repack- 11 Marvelous Pigments 500/pot
age dusts and powders into hollow, stoppered blow tubes, 2 to 6 12 Miracle Ointment 500
inches long, made of glass, metal, bone, wood or similar materi- 13 Philosopher’s Stone (Wizard) 1,000
14 Smoke Powder –
als. When the stoppers are removed and the blow tube is blown 15 Sovereign Glue 1,000
into, it causes the dust to form into a cone-shaped cloud 20 feet 16 Stone of Controlling Earth Ele- 1,500
long and 10 feet wide at its widest point. Powder blown through mentals
a blow tube forms a cone-shaped cloud 10 feet long and 5 feet 17 Stone of Good Luck (Luckstone) 3,000
wide. When blown through a tube, dusts and powders have no 18 Stone of Weight (Loadstone) Accursed
chance to affect the user unless he immediately enters the cloud 19 Universal Solvent 1,000
or some other condition such as the wind or limited space causes 20 GM’s Choice –
him to be covered by it. A cloud of dust or powder (regardless of
the dispersion method) lasts only for the remainder of the round. Candle of Invocation: These magical candles are crafted in the
Magical dusts and powders may follow similar guidelines given form of mundane, tapered wax candles of the sort appropriate
above, or they may be so powerful or have specific effects that for use during the religious ceremonies of any one of the 9 align-
special procedures must be followed. The particular methods of ments. Usually found singly, but sometimes found in matched
dispersion for each are described in their descriptions. pairs, these candles are between 8 to 12 inches long and between
1
Mundane glues are various substances, usually in liquid or /2 to 1 inch thick. The candles radiate magic if detect magic is
paste form, that cause objects to stick together. Thinner objects cast and radiate the alignment of the priest who crafted them if
are generally easier to glue together than thicker objects, but the detect good or evil or similar is cast.
material of the objects must also be considered. Once the sub- If any priest (including a druid) of the same alignment lights
stance is placed between the objects to be glued together, it must a candle, he immediately gains 2 levels (if multi or dual classed
harden either by evaporation or by alchemical reaction. Mun- only priest levels are affected). He gains all of the benefits of be-
dane glue is used when making compound bows, crossbows, ar- ing higher level including better chances to turn or dominate the
rows, spears and similar weapons. It is made from a wide variety undead and to cast additional spells of levels previously before
of natural substances such as birch-bark-tar, spruce-gum and an- unknown. The first time a candle is lit on a particular day, the
imal fat, animal bones and teeth, egg whites, etc. Mundane sol- GM should allow the player a few minutes of real time to choose
vents are various substances that dissolve or break down other the additional spells granted by its power. The priest retains these
substances. Common mundane solvents include various types of benefits for as long as the candle burns somewhere within a 25-

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

foot radius of the priest (the candle can be placed in a shelter, Dust of Dryness: This magical dust appears as mundane house
such as a lantern, to protect the flame). Each candle burns for dust, possibly mixed with ash, and is always found packaged in
up to four hours, but can be extinguished by any normal means waterproofed pouches. It radiates magic if detect magic is cast and
for later use. The GM must keep precise track of every round (or has the power to absorb liquids that are mostly composed of wa-
minute) that the candle burns. The bonus levels can be gained ter, whether fresh, salt, brackish or even alkaline in nature, but it
multiple times per day, but the bonus spells are only gained once. has no affect on other liquids. Each pouch holds 1d6+4 pinches
While the candle is burning a priest can use its power to cre- of dust. The dust has 3 useful powers.
ate an extra-dimensional gate, but doing so completely consumes Portable Storage: A pinch of this dust can be dropped as a
the remainder of the candle. The extra-dimensional creature that unit into a pool of water, where it will absorb up to a cubic yard
responds to the gate will be of the candle’s alignment. Otherwise, (about 200 gallons) of the liquid and then harden into a marble-
the GM has a few options as to how to handle the specifics of sized pellet. If any liquid remains, the pellet will float upon it,
this power. He may base the chance of successfully creating the otherwise the pellet can be found where to pool once was. If the
gate upon the percentage of candle that remains when the gate pellet is thrown against a hard surface, it breaks open and re-
power is activated. For example, a previously unburned candle leases the water.
has a 100% chance of successfully creating the gate while a candle Water to Dust: If a pinch of this dust is thrown over a wider
that has previously burned for 3 hours has only a 25% chance of area, it absorbs up to 15 cubic yards of water (about 3030 gallons)
success. Optionally, the GM may always allow the gate power to and then becomes mundane. If the GM allows, this power can
function but determine the strength of the creature attracted to it be used to quell minor rainstorms, of either magical or mundane
based upon the amount of candle remaining, so that a full candle nature.
will attract a very powerful extra-planar being while a stub of a Elemental Bane: If a pinch of this dust is dropped, thrown or
candle will attract only weaker varieties. In either case, the GM sprinkled onto a creature from the Elemental Plane of Water or a
may also determine that the extra-planar creature only remains creature that is otherwise mostly composed of water, the creature
for the amount of time that was left on the candle when the gate must make a save vs. spell. A successful save inflicts 5d6 points
was created, up to 4 hours maximum. of damage upon the creature, while a failed save indicates that
If a character other than a priest lights a candle matching his the creature is destroyed.
alignment, it generates a favorable aura for that particular char-
acter. The GM must determine the nature of the favorable aura Dust of Illusion: This magical dust seems to be mundane
on a case-by-case basis, but the power usually manifests as mi- graphite or chalk dust but radiates magic if detect magic is cast.
nor divine intervention in the form of a +1 bonus to all saving Upon close inspection, the dust changes color and outward ap-
throws, to hit or on damage rolls when battling an enemy with pearance. It is always found packaged in pouches. Each pouch
diametrically opposed alignment. holds 1d10 + 10 pinches of dust. This dust has the power to make
If a character lights a candle of a different alignment than his a creature appear to be any other creature of similar shape, with
own, the candle may inflict an unfavorable aura upon him for a a size variance of up to 50% either larger or smaller. If a pinch of
minimum of 1 turn. The GM should determine the negative ef- this dust is sprinkled upon a creature while the one who sprin-
fects based upon how different the alignments are with the most kles it thinks of the new form, the creature’s appearance changes
severe penalties inflicted upon priests of a diametrically opposed to become the new form. Unwilling creatures are allowed a sav-
alignment. ing throw vs. spell to avoid the effect.
The effect produces only a visual illusion and does not create
Dust of Appearance: This magical dust seems mundane but ra- olfactory, audible or other components. The effect lasts 1d6 + 6
diates magic if detect magic is cast. Upon close inspection, the dust hours or until a successful dispel magic is cast.
is revealed to be very fine, very light and to have a metallic qual-
ity. It is commonly found in silk pouches or bone blow tubes. A Dust of Sneezing and Choking: This accursed dust appears in
pouch can be shaken out to cover a 10-foot radius area around all ways to be dust of appearance and is packaged in the same man-
on the user, a tube can be blown in a cone-shaped cloud 15-foot ner and quantity. However, regardless of the packaging and dis-
wide, 20 feet long, and a handful may be thrown to form a cloud persion method used, the dust immediately spreads into a cloud
with a 15-foot radius up to 10 feet away. Typically, 5d10 handfuls with a 20-foot radius around the user. All air-breathing creatures
(whether in pouches or tubes) are found together. in the effective area (including the user) must save vs. poison suc-
cessfully or be killed instantly. Those that don’t die immediately
When dispersed, all objects in the effective area are coated from the effects of the dust begin to sneeze and cough uncontrol-
with a glittery coating, which instantly reveals invisible, out-of- lably, unable to perform any other actions for 5d4 rounds.
phase, astral, ethereal, or hidden creatures. The dust will not
cling to doubles created by mirror image or projected image, reveal- Dust of Tracelessness: This magical dust appears as mundane
ing their illusory nature, and negates the effects of a cloak of dis- house dust, possibly mixed with cobwebs, and is always found
placement, cloak of elvenkind, or robe of blending. The effects last for packaged in pouches. It radiates magic if detect magic is cast.
2d10 turns. Each pouch holds 1d12 + 12 pinches of dust. This dust has the
power to cover and conceal the signs of passage through an area.
Dust of Disappearance: This magical dust appears in all ways It becomes mundane 1 round after being dispersed. The dust has
to be dust of appearance and is packaged and dispersed in the same two uses:
manner and quantity. However, this dust causes all creatures and Abandoned Room: If a pinch of this dust is tossed into a room
objects in the effective area to become invisible. This effect is an of up to 1,000 square feet, the room and the contents of the room
advanced form of improved invisibility. The invisible creatures and become dusty, dirty, and covered with cobwebs, as if no one has
objects cannot be seen by any normal or magical sight, including entered the area for at least 10 years.
infravision or detect invisibility, although dust of appearance coun- Abandoned Trail: If a pinch of this dust is sprinkled along a
ters the effects. The GM may also make exceptions for a dragon’s trail, all evidence of passage for up to 12 large-sized mounts and
detect invisibility power, true seeing or similar powerful effect. The 12 man-sized riders (or the equivalent number of smaller and
effects last 2d10 turns if dispersed over an area of effect normally, larger creatures such as 9 huge- sized, 18 large-sized, 36 man-
or 1d10 + 10 turns if a whole pouch is carefully poured onto a sized, 72 small-sized, 144 tiny-sized, etc.) is erased for up to a
single creature or object. mile.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

stones have an AC of −4, 10 hit points, and save as hard metal


with a +3 bonus to all saves. There are 15 known varieties of
these stones, each with its own specific power. The GM should
roll 1d20 for each stone found to determine its powers.
1d20 Description Effect
1 Pale blue rhomboid Provides +1 to strength
(maximum of 18)1
2 Scarlet and blue Provides +1 to intelligence
sphere (maximum of 18)2
3 Incandescent blue Provides +1 to wisdom
sphere (maximum of 18)3
4 Deep red sphere Provides +1 to dexterity
(maximum of 18)
5 Pink rhomboid Provides +1 to constitution
Incense of Meditation: This magical incense appears in all (maximum of 18)4
ways to be mundane until it is lit; even a detect magic spell will 6 Pink and green Provides +1 to charisma
not reveal its magical aura. However, when lit, a block of this sphere (maximum of 18)5
incense produces a sweet scent and pearly white smoke that are 7 Pale green prism Provides +1 class level6
instantly recognizable as magical by any priest, including druids, 8 Clear spindle Sustains creature without
of 6th level or higher. Typically, up to 2d4 blocks of incense are food and water
found together. Each block burns for eight hours. 9 Iridescent spindle Sustains creature without air
If a priest of any level burns a block of this incense while pray- 10 Pearly white spindle Regenerates 1 hit point of
ing and meditating for spells the entire eight hours, the power of damage per turn7
the incense causes the priest’s spells to produce the maximum 11 Pale lavender ellip- Absorbs 4th level or lower
soid wizard (3rd level or lower
possible effects, and all saving throws against his spells suffer a
−1 penalty. In addition, if the priest is called upon to raise or priest) spells8
12 Lavender and green Absorbs 8th level or lower
resurrect a creature from the dead, its constitution—resurrection wizard (6th level or lower
ellipsoid
survival score gains a bonus equal to 1 /2 of the chance to fail
priest) spells8
(round up). For example, a creature with a 50% resurrection sur-
13 Vibrant purple Stores 2d6 levels of spells9
vival score would gain a 25% bonus and have a 75% score, while prism
a creature with 95% would gain a 3% bonus and have 98%, etc. 14 Dusty rose prism Provides −1 bonus to AC,
These effects remain for 24 hours. +1 to saving throws10
Incense of Obsession: This accursed incense is crafted to be 15–20 Dull grey any shape Burned out–but possibly
identical in all ways to incense of meditation and 2d4 blocks are still magical11
usually found together. The incense will burn for up to 8 hours, Certain varieties of ioun stones require additional explana-
but its curse takes hold of the priest after the first hour. tions.
1
A priest who prays and meditates for spells while the incense A pale blue rhomboid increases a warrior’s exceptional
burns will only be deluded into believing that his spells have strength to the middle of the next higher exceptional strength cat-
been enhanced by the power of the incense. Instead, the curse egory, up to 18/00 max (refer to Strength).
2
causes the priest to become obsessed with his ability to cast spells. A scarlet and blue sphere increases a wizard’s intelligence—
If the priest is a druid, he will also be obsessed with any other learn spells score, but he cannot try to learn a spell that he has
magical class abilities he may possess. He is magically compelled failed to learn before until he gains a new level of experience. His
to cast his spells and/or use his abilities, even when doing so is intelligence—max spell level and max number scores are also in-
not necessary or would have no effect. The priest will remain ob- creased. However, if a wizard learns a new spell and writes it
sessed for 24 hours, or until all of his spells have been cast and into his spell book while using the stone, he may not be able to
all of his magical abilities have been used. The GM may enforce memorize or cast it without using the stone or similar aid. If any
this compulsion however he feels appropriate. He may allow the creature learns a new language while using this stone, he may
priest to act normally until a stressful situation arises, or he may not remember it unless he uses the stone or similar aid.
3
force the priest to cast a spell or perform a magical ability at any An incandescent blue sphere increases a priest’s wisdom—
random time throughout the day. The priest will not willingly bonus spell score. The stone must be used while the priest prays
part with the incense and will desire to burn another block at the for his spells, and the stone or similar aid must be used when the
earliest opportunity to pray for spells, even if he must do so se- bonus spells are cast.
4
cretly. A pink rhomboid will not orbit the head of a dead crea-
ture so cannot be used to increase a creature’s constitution—
Ioun Stones: Most knowledgeable sages now believe that these resurrection chance score.
5
magical stones were among the first types of magical items ever A pink and green sphere increases any creature’s
crafted. A typical stone is crafted in the form of a nearly value- charisma—max henchmen score. Any additional henchmen
less ornamental gemstone. Typically, up to 1d10 stones are found gained by the power of the stone, will not remain in association
together and up to 10 can be used by the same creature simultane- with the creature without use of the stone or similar aid.
6
ously. They radiate magic if detect magic is cast. Each stone must A pale green prism grants only a single level. A dual-classed
be held one at a time and released to activate its power. They character gains the additional level in his active class. A multi-
must be free-floating and allowed to orbit within 3 feet of their classed character gains the additional level in the class in which
owner’s head in order to function. The stones will continue to he has the highest level. Only 4 may be cumulative with each
float unimpeded (forming something that looks rather like a dim other.
7
halo) unless forcefully grabbed. The user may voluntarily grab A pearly white spindle works like a ring of regeneration (troll-
and stow each stone but doing so deactivates its power. An op- like). It only regenerates damage suffered while the character is
ponent may attempt to grab one of the stones by hand or snatch using the stone. Only 3 may be cumulative with each other.
8
one with a net to remove it from its orbit and deactivate it. The The pale lavender and the lavender and green ellipsoids

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

work like a rod of absorption, except that they do not store the If the stone is broken open, a geode-like cavity is revealed
spells’ energy for later release. A pale lavender ellipsoid can ab- at the stone’s heart. This cavity is lined with magical quicksil-
sorb 10d4 spell levels and a lavender and green ellipsoid can ab- ver that permanently transmutes base metals (iron and lead) into
sorb 20d4 spell levels before becoming dull grey. silver and gold. The special nature of this stone allows any wiz-
9
A vibrant purple prism works like a ring of spell storing. ard, including specialist mages normally barred from the school
10
A dusty rose prism works like a ring of protection. The of transmutation, to activate the power of the magical quicksil-
power of the stone is cumulative with all other protective items, ver. The GM may also allow master alchemists and top sages in
except a ring of protection and magical armor. Only 5 may be cu- the field of alchemy to activate the quicksilver. The quicksilver
mulative with each other. from a single stone is sufficient to turn 1d10 × 50 pounds of iron
11
A dull grey stone is the remains of a stone that has absorbed into silver, or 1d10 × 10 pounds of lead into gold. Once the stone
its maximum spell energy or was otherwise damaged beyond its is broken opened, the quicksilver becomes mundane within 24
10 hp limit. The GM may determine that these burned out stones hours, and if any portion of the quicksilver is activated, the re-
have a special use in his world. Such stones still radiate magic mainder immediately becomes mundane. Therefore, the fluid
and orbit their user’s head. must be activated within the first 24 hours, and it may only be
activated once.
Marvelous Pigments: This magical pigment is usually found in There are 2 other known, but very rare varieties of this stone
mundane pots. Typically, 1d4 pots are found together, often with containing other magical substances. If the GM decides that one
a mundane paintbrush about 1 foot long. The color of the pig- of these rare varieties is found, he should roll 1d100 to determine
ment in each pot does not affect its power and the GM is free to its type.
select any color(s) desired. The pigment radiates magic if detect 1d100 Magical Sub- Power
magic is cast. stance
The pigment has the power to create permanent, solid 3 di- 01-75 Green rejuvena- Creates 1d4 potions of
mensional object(s) or empty space(s) when it is used to paint an tion salt longevity
image of the object(s) or space(s) onto a flat surface (floor, wall, 76-00 White powder Creates an elixir of life
ceiling, door, etc.). It can create any mundane, inanimate objects, of life when mixed with a potion
including non-mobile plants, edible food and objects such as non- of longevity. The elixir is able
magical weapons and armor with a total value of less than 2,000 to resurrect any dead human
gp, or it can create an empty space such as a small room including or demi-human, as long as he
a door if desired, a cavern complete with dripping stalactites or a has been dead for a week or
pit covered with flimsy materials. The pigment cannot create any less.
form of animated living, undead or constructed creature. Nor can Like the more common variety, the stones allow the substance
it create singly valuable objects. Precious metals and gemstones to be used by any wizard (and possibly master alchemists and
created by the pigment appear to be real but are invariably fake sages), and the magical substances become mundane under the
and made of common materials such as lead, tin, brass, common same conditions and time limitations.
bone, crystal and glass. The painter does not require any artistic
talent to activate the power of the pigment. Once the image is Smoke Powder: This magical powder is almost never found
painted, the painter simply concentrates on the image, and the in its final, usable form. It is the fantasy counterpart of black
pigment forms itself into the desired object(s) or empty space(s). powder, and as such it is a new, dangerous and relatively rare
Each full pot contains enough pigment to paint one image of substance. To reduce the chance of accidents during storage and
a large object or room-sized empty space, or several images of transport, especially when dealing with large amounts, the pow-
smaller empty spaces and objects, covering 100 square feet. The der is kept as two separate alchemical components. One is a gran-
pigment then creates the space(s) or object(s) up to 1,000 cubic ular, steel blue powder, and the other is in the form of a fine,
feet in size. For example, an empty 10’ × 10’ × 10’ pit, room or white powder. Alone, the substances are mundane and inert, but
cavern can be created by painting a 10’ × 10’ image of it. It re- when combined in equal portions, the resulting powder becomes
quires 1 turn to paint an image of the maximum 100 square foot magical and explosive. The two substances are usually mixed
size and only 1 round to paint an image 10 square foot in size only in small amounts as needed. The powder is then placed
(2’ × 5’ or about the size of a bastard sword and a few daggers, in a tiny, waterproof sack or specially made powder horn. A
for instance). The GM must adjudicate the results carefully and typical pouch or powder horn contains 3d6 tablespoons of pre-
keep a detailed record of how much pigment has been used. If mixed powder. When the magical mix is placed in contact with a
the painter depicts a 10’ × 10’ cavern packed with weapons and flame, it violently explodes producing a large amount of energy
armor, a 10’ × 10’ room complete with a shrine and altar to his accompanied by a bright flash of light, loud noise and smoke. A
deity, or a 10’ × 10’ pit filled with spikes, 2 full pots of pigment tablespoon of powder is considered one charge for use in an ar-
and 2 turns are required to paint the image. quebus. In the form of a large firecracker, 1 charge causes 1d2
points of damage in a 1-foot radius. Each additional charge in-
Miracle Ointment: This magical ointment is usually found in creases the number of damage dice proportionately. A bomb con-
a small jar or box about 3 inches in diameter and 1 inch deep, taining 15 charges causes 15d2 damage and explodes in a 5-foot
containing up to five applications. Typically, 1d3 jars are found radius. 25 or more charges cause 25d2 or more damage and ex-
together, each weighing 1 /2 lb. plode in a 15-foot radius. Bombs can also be thrown, placed or
If applied to any wounded creature, the ointment cures dropped to cause structural damage to objects and fortifications.
1d4 + 8 hit points of damage (as cure light wounds). If applied to a The GM may introduce other magical or alchemical items that
poisoned wound, diseased area, or swallowed by a poisoned or use the properties of this powder or its mundane components in
diseased creature, the ointment also detoxifies the poison (as neu- different ways.
tralize poison), removes the disease (as cure disease) or does both,
as necessary. Sovereign Glue: This magical glue appears as an amber-
colored, viscous fluid. It radiates magic if detect magic is cast. Its
Philosopher’s Stone: This rarely seen magical stone is crafted bonding power is so strong that it can only be stored in a flask
in the form of a mundane, sooty piece of black rock. It radiates a coated with oil of slipperiness. This oil must be replaced within 1
faint aura of magic of an unknown school if detect magic is cast. round each time the glue is used or the glue will stick to the inside

267
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

of the flask and be ruined. A flask typically holds 1d10 ounces of lution in combat situations. If thrown, treat a potion vial as if it
glue. Each ounce can cover a surface area of about one square were an indirect missile weapon. A gold-laced, lead glass vial
foot. The glue will permanently bond virtually any two objects breaks as easily as a standard vial. Any portion of any mundane
regardless of what they are made of, but requires one round to objects caught in the effective area of one cubic foot per vial au-
set. If the objects are separated before the glue sets, the glue im- tomatically dissolves. Creatures are granted a saving throw vs.
mediately finishes setting. Once the glue has set, it becomes mun- spell and magical items are granted a saving throw vs. disinte-
dane. Using force to separate the objects after the glue has set will grate to avoid the effects. An object coated with oil of timelessness
only break the weaker of the two objects. Only oil of etherealness is immune to the effects of this solution, but only once. The so-
or universal solvent can dissolve this glue once it has set. lution then becomes mundane, the oil is ruined, and the object
begins to age normally again.
Stone of Controlling Earth Elementals: This magical stone is
crafted in the form of an oddly shaped, roughly polished com-
mon rock. It radiates magic if detect magic is cast. Once per day, HOUSEHOLD ITEMS & TOOLS
the stone has the power to summon an earth elemental. When A brazier is a bowl or box made of metal and used to hold red-
the stone is held over an area of natural earth or stone of at least hot, flaming coals. Mundane braziers range widely in size and
4 square feet and with a volume of at least 4 cubic yards and form. The largest among them are semi-permanent fixtures able
a command word spoken, the elemental appears in 1d4 rounds. to provide heat and light for a large room, but smaller, more
In natural earth, including mud and clay, a 12 HD elemental is portable braziers are most common. These are used with a grill
summoned, while in natural stone or sand an 8 HD elemental is to cook food or to warm a person’s feet. A bed warmer is a type
summoned. Earth elementals cannot be summoned from worked
stone. of small brazier mounted on a pole. Small braziers are also hung
from poles to provide dim light and heat over a small area. Mag-
Stone of Good Luck (Luckstone): This magical stone is crafted ical braziers can be any size and style as determined by the GM.
in the form of a roughly polished ornamental gemstone (typically A broom is a long wooden pole attached to a fan shaped blade
an agate). It radiates magic if detect magic is cast. Just by carry- made of straw or similar material with thread or a metal ring.
ing this stone, its owner gains a +1 bonus on all saving throws, They are designed to sweep dust and dirt from floors and similar
as well as any ability checks or other rolls required to avoid slip- surfaces. Magical brooms function the same as mundane brooms
ping, falling, dodging, and other negative consequences. It does for this purpose.
not affect attack, damage, or spell failure rolls, but a deceased Carpets and rugs are thick sheets of woven cloth found in var-
creature can use the stone to gain a 5% bonus to its constitution— ious sizes. They are designed not only for ornamentation, but
resurrection survival score (maximum of 100%) or to affect the also to warm and soften the surface upon which they are placed.
results of a reincarnate spell by up to 5% in either direction. If They are usually placed upon the floor but can be placed upon a
the owner of the stone is ever in competition for a magical item wall like tapestries to cover windows, holes or cracks. A tapestry
or other treasure against another creature, he also gains a 1d10% is also commonly known as a wall rug. A mattock is a long han-
bonus on his die roll to gain the item. Multiple stones do not dled digging tool similar to a pick with a long, narrow, slightly
stack. curved, metal shovel blade set perpendicular to the handle.
Stone of Weight (Loadstone): This accursed stone is most often A maul is a type of long handled, heavy hammer with a large,
crafted in the form of a luckstone. It radiates magic if detect magic flat, metal head made of lead or iron.
is cast, but its curse is not activated until its owner is in a stressful A spoon is an eating or cooking utensil made of various ma-
situation (such as combat or pursuit). The curse of the stone then terials.
reduces its owner’s movement value and number of attacks per A mirror is a reflective surface usually made of either pol-
round by 50%. The stone cannot be thrown away or destroyed. It ished metal or silver-laced glass or crystal. A commonly avail-
always returns to the owner’s possession. A dispel evil spell cast able, mundane, metal mirror is listed on the standard equipment
on the stone will cause it to vanish. tables. A mirror’s surface may be ornately decorated or com-
pletely plain. Most magical mirrors are large and placed in a
Universal Solvent: This magical solvent is crafted in the form matching, mundane frame. They are often crafted as permanent
of an oily fluid and stored in a potion vial or oil flask. It radi- fixtures becoming mundane if forcefully moved.
ates magic if detect magic is cast, and when tested appears to have Mundane rope is found in one of two varieties, hemp or silk.
properties of both an oil of slipperiness and a potion of delusion. If As shown on the standard equipment tables, hemp rope is much
the solvent is applied to any form of glue (including sovereign more common (less expensive) than silk rope. While making
glue), cement, or other adhesive, sticky substance, the solvent im- hemp rope is a well-known craft, silk ropes are often more dif-
mediately dissolves the substance and both become mundane. A ficult to obtain. In some campaign worlds, silk rope may have to
full vial or flask holds 27 applications. Each application spreads be imported from far off lands, and local craftsmen will not know
to affect an area of one cubic foot. the secret of its manufacture. Most magical ropes are obviously
If a full vial of this solvent is distilled under controlled con- different than a mundane rope to all but the most inexperienced
ditions, 9 applications of concentrated universal solution (also creatures; however, it is the determination of the GM whether a
known as alkahest) is created. Each application can dissolve one magical rope is crafted of hemp, silk or some other exotic mate-
cubic foot of organic or inorganic material as if a disintegrate spell rial. In any case, a magical rope must remain whole. If a magical
had been cast. Its disintegration power is so strong that spe- rope is ever broken or severed, all of its pieces become mundane.
cial handling methods are required. It is usually distilled within Unless otherwise stated, a magical or accursed rope has AC −2
a force field (such as one created by the floating disc spell) and and 22 hit points. The same creature must inflict 22 points of
stored by the individual application in 9 gold-laced lead glass damage to the same small section with an edged weapon in or-
vials (or flasks). A master craftsman must create the vials using der to successfully sever it. Damage that doesn’t destroy the rope
an unusually high amount of gold and lead. A standard vial (or repairs itself within 6 turns.
flask) will hold the solution only if coated with oil of timelessness. A saw is a common cutting tool consisting of a metal blade
No more than one application can be stored in any vial (whether with one or two sharpened, jagged edges affixed to one or two
made of gold-laced lead glass or coated with oil). The vial can’t solid wooden handles.
be used again for any purpose. A spade is a common digging tool consisting of a metal blade
The GM must carefully adjudicate the results of using this so- affixed to the end of a long wooden handle.

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a base movement value of 30 (speed class 3 (quick)) while car-


Table B.41: Household Items and Tools rying up to 182 pounds. Every 14 additional pounds of weight
1d20 Item XP
carried above this limit reduces its movement value by 1, with a
1 Brazier of Commanding Fire Ele- 4,000 minimum base movement value of 2 (speed class 1 (slow)). The
mentals (Wizard) broom has a maneuver class of 3 (average). Upon speaking the
2 Brazier of Sleep Smoke (Wizard) Accursed proper command words, the broom can also be sent without a
3 Broom of Animated Attack Accursed rider to a known and specifically named location or called to its
4 Broom of Flying 2,000
5 Carpet of Flying 7,500 owner from up to 300 yards away. The brooms cannot hover and
6 Mattock of the Titans (Warrior) 3,500 are difficult to control, so spell casting is not possible while fly-
7 Maul of the Titans (Warrior) 4,000 ing. The GM may allow most magical items. such as wands,
8 Mirror of Life Trapping (Wizard) 2,500 rings, etc., to function normally. The GM may also assign penal-
9 Mirror of Mental Prowess 5,000 ties, up to −4, to a rider’s melee and ranged attacks until he has
10 Mirror of Opposition Accursed had plenty of practice controlling the broom with only his knees.
11 Myrddin’s Spoon 750
12–13 Rope of Climbing 1,000 Carpet of Flying: This magical carpet is crafted from durable
14 Rope of Constriction Accursed material to appear to be an expensive, imported, yet otherwise
15 Rope of Entanglement 1,500 mundane wall or floor covering with beautiful, exotic patterns
16 Rug of Smothering Accursed
17 Rug of Welcome (Wizard) 6,500 (Refer to Commodities). It radiates magic if detect magic is cast.
18 Saw of Mighty Cutting (Warrior) 2,000 Most local craftsmen do not know the secret of the carpet’s spe-
19 Spade of Colossal Excavation (War- 1,000 cial weave, so if it is damaged, it usually cannot be repaired ex-
rior) cept by magical means or by finding a craftsman who has learned
20 GM’s Choice – the special weaving techniques.
This carpet has the power of flight. Whenever anyone speaks
Brazier of Commanding Fire Elementals: This magical brazier
the proper command word within hearing range of the carpet,
appears to be mundane, but radiates magic if detect magic is cast.
the power of the carpet is activated. The carpet begins to hover
Any wizard with access to the school of conjuration can use the
a few inches off the ground and awaits further instruction. The
power of the brazier to summon a fire elemental once per day.
speaker of the command word may now direct the carpet as he
When the wizard spends a round lighting a fire in the brazier and
wishes by simply speaking to it.
speaks a command word, a 12 HD fire elemental appears imme-
diately. If sulphur is added to the fire before the command word They have a maneuver class of 3 (average), but can hover or
is spoken, the summoned elemental receives a +1 hit point bonus move at less than 1 /2 movement value and still remain flying.
to each hit die (maximum 9 hit points per die). At any speed, it is very easy for a rider or passenger to fall off
the carpet making them generally unsuited for conducting melee
Brazier of Sleep Smoke: This accursed brazier is crafted in the combat, and any attempt to remedy this using straps or belts will
form of a brazier commanding fire elementals and radiates the same cause the carpet to become mundane. However, while hovering
level and type of magic if detect magic is cast. However, when the or moving at 12 or less (speed class 1 (slow)), they become ideal
wizard spends a round lighting a fire in the brazier and speaks platforms for casting spells and launching missiles. This makes
the command word, a magical cloud of smoke fills a 10-foot ra- these carpets highly sought after and valuable. At movement val-
dius around the brazier. Any creature caught in the smoke falls ues higher than 12, neither the rider nor any passengers can cast
into a deep, magical sleep unless they save vs. spell. In addition, spells. At any speed, the GM may allow the use of magical items
elves and half-elves retain their natural resistance. Immediately and missile weapons but should apply penalties, up to −4, to
after checking for resistance and rolling saving throws, a 12 HD ranged attacks at speeds higher than 12.
fire elemental appears and begins attacking the nearest creature.
Only dispel magic or remove curse will awaken a creature put to They are crafted in 4 known sizes, each with its own weight
sleep by the curse of this brazier. limit and maximum aerial movement value. The GM should roll
1d100 to determine the size of the carpet found.
Broom of Animated Attack: This accursed broom is crafted in 1d100 Size Capacity Speed
the form of a common, mundane broom, but it radiates a faint
aura of magic if detect magic is cast and will act as a broom of flying 01–20 3’ × 5’ 1 person 42 (speed class 4 (fast))
if an identify spell is cast upon it. However, when the broom is 21–55 4’ × 6’ 2 people 36 (speed class 3
sat upon as if to be ridden and the command word spoken, the (quick))
curse is activated. The broom immediately launches itself off the 56–80 5’ × 7’ 3 people 30 (speed class 3
ground and into an erratic, unexpected maneuver, which throws (quick))
81–00 6’ × 9’ 4 people 24 (speed class 2 (aver-
off its rider from a height of 1d4 +5 feet. No saving throw is al-
age))
lowed to avoid being thrown off. The short fall usually causes
no damage, but the victim is stunned and prone (qq.v.) for one
round. The broom immediately whips around and attacks the Mattock of the Titans: This magical mattock is huge, measur-
victim before he has a chance to recover. It attacks as a 4 HD crea- ing 10 feet long and weighing over 100 pounds. Only a huge-
ture with AC 7, 18 hit points and makes four attacks per round, sized or larger warrior with a strength score of 20 or higher can
two attacks with the straw end and two with the handle. The wield this mattock and activate its power. For this purpose, most
straw end automatically blinds the victim for one round on a suc- creatures are considered warriors unless they have rogue abilities
cessful hit, and the handle end causes 1d3 points of damage on or are able to cast spells. Such a warrior can use the mattock to
a successful hit. The broom continues to attack the victim until break apart up to 100 cubic feet of natural or man-made earthen
either the broom is destroyed or the victim is killed (causing the structures or up to 20 cubic feet of rock in 1 turn. The mattock
broom to revert to its normal, non-animated state). inflicts 1d3 points of structural damage. It can also be used as a
Broom of Flying: This magical broom is crafted in the form of a club-type weapon (refer to weaponry groups, non-skilled penal-
common, mundane broom. It radiates magic if detect magic is cast. ties otherwise apply normally). The mattock has a +3 enchant-
When the broom is sat upon as if to be ridden and the command ment bonus to attack rolls and inflicts a base 5d6 points of dam-
word spoken the broom has the power to fly. The broom has age before the warrior’s strength—damage modifier is added.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Maul of the Titans: This magical maul is huge, measuring 8 feet visit other places. He first views the location with the scrying
long and weighing over 150 pounds. Only a huge-sized or larger power and then steps through the mirror to the location viewed.
warrior with a strength score of 21 or higher can wield this maul This location includes other planes that the user is sufficiently fa-
and activate its power. For this purpose, most creatures are con- miliar with to view with the scrying power. Other creatures can
sidered warriors unless they have rogue abilities or are able to follow the user through the mirror as desired. An invisible por-
cast spells. Such a warrior can use the mattock to drive stakes of tal remains on the other side where the user arrives, and he can
up to 2 feet in diameter into natural earth at 4 feet per strike, strik- return to his starting point through that portal. Once he returns,
ing twice each round. The maul inflicts 1d4 points of structural the portal closes. Otherwise, the portal closes automatically af-
damage, and automatically shatters wooden doors of up to 10 ter 24 hours (trapping the user if he’s still on the other side), and
feet high, 4 feet wide, and 2 inches thick in one strike. Two strikes the user can also close it by speaking a command word. Crea-
are required if the door is bound in iron. It can also be used as a tures have a chance to notice the portal just as they might notice
club-type weapon (refer to weaponry groups, non-skilled penal- a magical sensor from a scrying effect (refer to crystal ball). Any
ties otherwise apply normally). The maul has a +2 enchantment creature that steps through the portal appears in front of the mir-
bonus to attack rolls and inflicts a base 4d10 points of damage ror.
before the warrior’s strength—damage modifier is added. Query: Once per week, the mirror will accurately answer one
short question regarding a creature whose image is shown on its
Mirror of Life Trapping: This magical mirror is crafted in the surface (refer to the legend lore spell). This can be done by mun-
form of an expensive, yet mundane, mirror made of crystal. It dane means as long as the user is within 25’ of the mirror when
radiates magic if detect magic is cast. The mirror is usually about the creature looks into it or through use of the mirror’s scrying
2’ × 2’ in size and placed in a frame of wood or metal to be hung power.
upon a wall. It has the power to imprison victims within a time-
less, non-dimension space. Only a wizard, including any spe- Mirror of Opposition: This accursed mirror is crafted in the
cialist mage, may activate the power of the mirror. Most often form of a mirror of mental prowess. It radiates magic if detect magic
a wizard will hang this mirror upon the wall as a trap. He then is cast. Its curse creates a duplicate of any creature that sees its
activates it by speaking a command word, and it remains active own reflection in its surface (refer to mirror of life trapping to de-
until a second command word is spoken. Only the wizard who termine whether a creature sees itself). The duplicate leaps out of
activates the power of the mirror, nonliving constructs such as the mirror and attacks the original. The duplicate has all the pos-
golems, and non-intelligent undead such as skeletons and zom- sessions, powers, and abilities of the original. Upon the defeat or
bies, are immune to the mirror’s effects. destruction of either the duplicate or the original, the duplicate
The mirror contains 12 + 1d6 non-planar spaces located out- and its items disappear completely. The mirror can be placed as
side the reach of the Temporal Dimension. Creatures who are not a trap, but its curse makes it dangerous even to its user.
aware of the danger and approach within 30 feet of the mirror
will automatically see their reflection. Creatures who are aware Myrddin’s Spoon: This magical spoon is crafted in the form of
of the danger, yet still approach within 30 feet of the mirror, have a simple, mundane eating utensil typically made from horn. It
a 50% chance of being unable to avoid seeing their reflection each radiates a dim aura of conjuration magic if detect magic is cast. If
round. Those that see their reflection must roll a successful sav- the shovel end of the spoon is placed into an empty dish, the ves-
ing throw vs. spell, or each will be imprisoned in one of the mir- sel immediately fills with a thick, pasty gruel. Although the gruel
ror’s non-planar spaces. If the saving throw is unsuccessful, the has a flavor similar to that of warm, wet cardboard, it is highly
creature’s entire body (regardless of size) is pulled into the mirror. nourishing and contains everything necessary to sustain up to
However, inanimate objects and other nonliving matter cannot 4 man-sized, herbivorous, omnivorous, or carnivorous creatures
enter the mirror, so the creature’s equipment (including anything each day.
worn or carried) remains behind. Rope of Climbing: This magical rope is usually crafted to be 60
Thereafter, any wizard can speak a command word and bring
feet long, yet no more than 1 /2 ” thick. It weighs only 3 lbs. but
the reflection of any imprisoned creature to the mirror’s surface.
can hold a ton and a half (3,000 lbs.) suspended off the ground.
The creature is powerless to affect the world outside the mirror,
It radiates magic if detect magic is cast. Upon command, the rope
and though it may speak normally and be spoken to, it may not
moves in any desired direction at a rate of 10 feet per round. It
wish to speak to the wizard. The non-planar spaces within the
will attach itself securely wherever its owner desires. It can un-
mirror are numbered sequentially, and speaking a command that
fasten itself and return to the user in the same manner. It will
includes an imprisoned creature’s cell number will free that crea- also unfasten itself if the weight limit is exceeded. A rope of climb-
ture. If all the cells are filled and yet another victim is impris- ing can also be commanded to knot or unknot itself. This causes
oned, one previously imprisoned creature, chosen randomly, is large knots to appear at 1-foot intervals along the rope. Knotting
released. If the mirror is broken, all victims are released. the rope all but assures a successful climb but shortens it to 50-
Mirror of Mental Prowess: This magical mirror is crafted in the foot until the knots are untied. The user must hold one end of the
form of an expensive, yet mundane, mirror made of glass. It ra- rope when any of its powers are activated.
diates magic if detect magic is cast. The mirror is usually about
Rope of Constriction: This accursed rope is crafted in the form
5’ × 2’ in size and placed in a frame of wood or metal to be hung
of a rope of climbing (or rope of entanglement) and radiates magic if
upon a wall. Upon speaking the proper command words, the
detect magic is cast. However, when the user commands it to per-
user can activate any one of the following effects.
form any action, its curse is activated. It automatically constricts
ESP: The user of the mirror can read the thoughts of any crea- the user’s body from the neck down and the bodies of up to 1d4
ture reflected therein, as long as the user is within 25 feet of the other creatures that are within 10 feet of the user. The rope’s vic-
mirror, even if those thoughts are in an unknown language. Crea- tims must each roll a successful saving throw vs. spell or suffer
tures without a language or animal intelligence transmit basic 2d6 points of choking/crushing damage. The rope continues to
emotions.
constrict its victims until they are dead. A new saving throw is
Scrying: The user can scry with the mirror as if it were a crys- granted to avoid the damage each round. The victims are un-
tal ball with clairaudience. This power extends to other planes if able to perform any actions (such as casting spells or trying to
the viewer is sufficiently familiar with them. free themselves) until the curse is deactivated with a successful
Through the Looking Glass: The user may create a portal to dispel magic or the rope is destroyed by cutting it.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Rope of Entanglement: This magical rope is crafted in the same operate it together. After operating the saw for one solid hour
form as the rope of climbing and radiates magic if detect magic is (six cumulative turns) of cutting, the warrior(s) must rest for an
cast. When the user speaks the command word, the rope lashes hour.
forward 20 feet or upward 10 feet and entangles multiple crea-
tures within a 40-foot by 5-foot effective area. The user makes no Spade of Colossal Excavation: This magical spade is huge,
attack roll and there is no saving throw to avoid the effect. Those measuring 8 feet long with a spade-like blade 2 feet wide and
entangled by it are partially constricted from the neck down and 3 feet long. It radiates magic if detect magic is cast. Only a warrior
unable to move or cast spells until the rope is deactivated or de- with a strength score of 18 or higher can wield this spade and ac-
stroyed, but the rope does not cause any damage to the creatures. tivate its power. For this purpose, most creatures are considered
Those entangled are able to make melee attacks either against an warriors unless they have rogue abilities or are able to cast spells.
adjacent opponent or against the rope with a −4 penalty, but only Such a warrior can use the spade to dig one cubic yard of nor-
if they already hold the weapon. The GM may determine that mal earth in a single round. Hard clay or gravel requires twice
creatures may use an innate magical and missile attack or fire a as long, while loose soil requires half the time. The spade inflicts
preloaded and previously aimed missile weapon, but also at a 1d2 points of structural damage. After digging for 10 minutes (1
−4 penalty. The user can deactivate the rope by speaking a com- turn), the warrior must rest for five rounds.
mand word. It can also be deactivated if a successful dispel magic
is cast upon it or be destroyed by cutting it. If land-based crea- MUSICAL INSTRUMENTS
tures are entangled underwater, they will likely sink. However,
marine life is usually not so affected. Up to eight man-sized crea- Musical instruments are divided into three broad categories with
tures or their equivalent can be entangled. Use the following table hundreds of variations within each grouping. Percussion instru-
to determine the equivalent number of creatures. ments include any instrument that produces sound when struck,
Size Value either by hand or by using a specialized stick or soft mallet.
Tiny .33* Stringed instruments are those that have one or more strings.
Small .5* They produce sound when the strings are struck, plucked or
Medium 1 stroked. Wind instruments produce sound as air passes over and
Large 3 through reeds, tubes, and/or pipes. Mundane musical instru-
Huge 4 ments are often used for entertainment but can also be used as
Gigantic 8 part of religious rites and ceremonies. They can also be used for
*Round up sounding an alarm and for communications on the battlefield or
other terrain, sometimes over long distances.
Rug of Smothering: This accursed rug is crafted in the form of The most common magical musical instruments are presented
the smallest carpet of flying (3 feet by 5 feet) and radiates magic if here. While some require no skill to activate their power, others
detect magic is cast. However, when the user sits or stands upon require their users to be skilled at playing the specific instrument.
it and speaks the command word (or vice versa), the rug auto- Bards gain bonuses when using a magical musical item, even if
matically wraps around his head and chest and starts to smother the item is cursed. Their powers rely on sound, so they cannot
him. The user gains no saving throw to avoid the effect and it will be activated within the effective area of a silence spell or similar
kill him within 1d4 + 2 rounds. The rug can only be prevented effect. In addition, the sound may attract wandering monsters.
from killing its victim by casting an animate object, hold plant, or Magical percussion instruments include chimes and drums.
wish spell. These items are described under their separate entries.
Magical stringed instruments include harps and lyres. Most
Rug of Welcome: This magical rug is crafted with the form and magical harps are crafted in the form of a common portable vari-
function of the largest carpet of flying (6 feet by 9 feet) and radiates ety. They are crafted in a vaguely triangular shape. Their frames
magic if detect magic is cast. In addition to the power of flight, in are made from ornately crafted and gilded hardwood with a thick
the hands of a wizard, including specialist mages not restricted to soundboard that rests against the harpist’s shoulder. A similarly
the school of transmutation, this rug has the following powers: crafted wooden body is held in place by the harpist’s forearm.
Smother: Upon speaking the proper command word, the wiz- The strings stretch from pegs in a soundboard to a curved neck
ard causes the rug to entrap an opponent of up to large-size that that forms the top of the harp and holds the harp’s tuning pins.
stands or sits upon it in the same manner as a rug of smothering. The neck attaches the soundboard to a curved, outer arm that
Rug Wall: Upon speaking the proper command word, the the harpist holds with his hand. This outer arm attaches to the
wizard causes the rug to stretch to a maximum size of 27 feet harp’s body completing the harp. They tend to be small, only
by 2 feet (while always remaining 54 square feet). The rug then about 2 feet in height, but have up to 2-dozen metal strings. Lyres
becomes rigid and as hard as steel with an AC 0, 100 hit points. can be thought of as the forerunner to the harp. Like a magical
This power allows the rug to be employed as a bridge, blockade, harp, magical lyres tend to be small and portable. They are usu-
etc. ally crafted with a curved base, two outward curving arms and a
Reduce: Upon speaking the proper command word, the wiz- straight crossbar at the top. Lyres are roughly circular or square
ard causes the rug to shrink to half of its normal size (3 foot by in shape. It has up to a dozen strings that run from the cross bar
41 /2 foot), reducing its weight for easier transport. down to a sound box mounted to the base.
Magical wind instruments include horns and pipes. Magical
Saw of Mighty Cutting: This magical saw is crafted in the form horns include natural trumpets and bugles, including those made
of a large tree saw with an adamantine blade (12 feet by 1 feet) from more exotic materials such as seashells and animal horn.
and a handle on each end. It radiates magic if detect magic is Natural trumpets and bugles are both brass instruments without
cast. In the hands of one or more strong warriors, this saw has valves and are played in the same manner, but there are subtle
the power to slice through a 1 foot thick hardwood tree in three differences between the two. These differences cause the trum-
rounds, a 2 foot thick tree in one turn, and a 4 foot thick tree in pet to produce bright, brash or strident notes, while the bugle
three turns. For this purpose, most creatures are considered war- produces darker, mellower notes. Most magical pipes are crafted
riors unless they have rogue abilities or are able to cast spells. A in the form of a set of panpipes. This instrument, also known as
warrior with a strength of 18/00 or higher can operate the saw the pan flute, consists of 5 or more pipes of gradually increasing
alone, or two warriors each with a strength of 17 or higher can length (and possibly increasing diameter as well) bound together

271
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

side-by-side. The pipes are usually made of wood, metal or bam- or opened (which must be visible and known to the user). The
boo and closed at one end. However, a more exotic material, like chime is then struck, and in 1 round the target lock is unlocked,
glass or ceramic, is possible. Air is blown across the top of the the shackle is loosed, the secret door is opened, or the lid of the
open ends to produce sound. chest is lifted. Each time the chime is activated, it opens only one
form of lock. If a chest is chained, padlocked, locked, and wizard
Table B.42: Musical Instruments locked (by a wizard of lower than 15th level), it takes four activa-
1d20 Item XP
tions to unlock the chest and a 5th to actually open it. An unused
1 Chime of Hunger Accursed chime can be activated a total of 1d8 × 20 times before it cracks
2 Chime of Interruption 2,000 and becomes useless.
3 Chime of Opening 3,500 When a bard activates this chime, he has the option to attempt
4 Drums of Deafening Accursed to destroy the lock, lid, door, valve, or portal, rather than to sim-
5 Drums of Panic 6,500
ply unlock or open it. His chance to successfully destroy the item
6 Harp of Charming 5,000
7 Harp of Discord Accursed is equal to 5% per level of the bard, with a maximum chance of
8 Horn of Blasting 1,000 success of 95% at 19th level.
9 Horn of Bubbles Accursed
10 Horn of Collapsing 1,500 Drums of Deafening: These accursed drums are crafted in the
11 Horn of Fog 400 form of the drums of panic. They radiate magic if detect magic is
12 Horn of Goodness/Evil 750 cast. Their dual-natured curse is activated when both drums are
13 Horn of the Tritons 2,000 struck simultaneously. All creatures, including the user, within
(Bard/Priest/Warrior) 70 feet are permanently deafened unless a heal spell or similar
14 Horn of Valhalla 1,000 magic is used to repair their broken eardrums. Creatures within
15 Lyre of Building 5,000 10 feet of the drums are stunned for 2d4 rounds.
16 Pipes of Haunting 400 A bard is able to activate each portion of the curse separately.
17 Pipes of Pain Accursed If the drum on the left is struck, the stunning curse is activated.
18 Pipes of Sounding 1,000 Striking the drum on the right activates the deafening curse.
19 Pipes of the Sewers 2,000
20 GM’s Choice – Drums of Panic: This set of magical drums is crafted in the
form of mundane timpani (or kettle) drums, each approximately
Chime of Hunger: This accursed chime is crafted in the form 11 /2 foot in diameter. Together with their mundane stand, they
of a chime of opening, and when first found it functions as such form a medium-sized object. Their power is activated when both
for 1d4 + 1 uses before its curse is activated. It radiates magic if are struck simultaneously. When their power is activated, all
detect magic is cast. Striking the chime when the curse is active creatures within 120 feet (except those within a safe zone com-
causes all creatures within 60 feet, including the user, to become prising the innermost 20-foot radius) must roll a successful save
ravenously hungry. This causes them to immediately stop what vs. spell or become panicked. Creatures with an intelligence
they’re doing, drop everything they’re holding and start to eat score of 2 suffer a −2 penalty to their save and creatures with
their personal store of food. If they have no food with them, they an intelligence score of 1 suffer a −4 penalty. Those affected will
run to the location where the chime was struck and attack any move as quickly as possible directly away from the drums for at
creature found there in order to kill and eat them. The effect of the least one full turn. If they run into a corner or other impassable
curse lasts for at least one round. At the beginning of each round object, they cower but will defend themselves if attacked while
after the first, the affected creatures are granted saving throws vs. so trapped. At the end of each turn spent panicked the creature
spell. A successful save breaks the curse for that creature only. gains another saving throw. After making a successful save, the
In the hands of a bard, the range of the chime’s curse is ex- creature must rest for 3 rounds for every turn that it spent pan-
tended 10 additional feet per level of the bard. icked.
If activated by a bard, he is able to create a safe zone of any
Chime of Interruption: This magical chime is crafted in the size less than or equal to 20 feet that he desires, and those in the
form of a chime of opening. It radiates magic if detect magic is cast. effective area suffer a −1 penalty to their save per every 3 levels
Striking the chime activates its power. Its power can only be ac- of the bard.
tivated once per turn. When activated, the chime sounds with
a deep, full, reverberating note for three full rounds. While the Harp of Charming: This magical harp radiates magic if detect
chime is sounding, spell casters within a 30-foot radius who at- magic is cast, and once per turn, it has the power to persuade
tempt to cast any spell that includes a verbal component must others as if a mass suggestion spell had been cast by a 12th level
roll a successful saving throw vs. breath weapon. A failed saving caster. A creature must be skilled in playing the harp to acti-
throw indicates the spell is wasted. When the sound of the chime vate its power. The harpist must roll a 1d20 when activating the
fades, its power becomes dormant for seven rounds. If struck power. If a 20 is rolled, all those who can hear the harp become
again before the seventh round passes, no sound is created, and enraged (refer to the harp of discord).
the chime will become dormant for another full turn. A bard skilled in playing the harp has the option to activate a
When a bard strikes this chime, spell casters in the effective power to affect a number of listeners equal to his level with the
area suffer a −1 penalty to their save per every 3 levels of the equivalent of a command spell once per turn.
bard.
Harp of Discord: This accursed harp is crafted in the form of a
Chime of Opening: This magical chime is crafted in the form of harp of charming and functions as such half of the time. The other
a one-foot long, hollow tube made of mithral. It radiates magic if half of the time, the harp plays excruciatingly off-key notes. In
detect magic is cast. When struck, the charm is activated, and the this case, all those within 30 feet who can hear the harp automat-
chime sounds with a clear tone that has the power to open locks, ically become enraged. Those affected attack the harpist half of
lids, doors, valves, and other portals. The chime also functions the time or the nearest other target the other half of the time. The
against mundane bars, shackles, chains, bolts, etc. and automat- harpist only becomes affected by this rage if he is attacked. The
ically dispels a hold portal spell or even a wizard lock cast by a rage continues 1d4 + 1 after the music stops.
wizard of lower than 15th level. If a bard plays this harp and it produces the cursed effect, the
The chime must be pointed at the item or gate to be loosed rage lasts 2d4 + 2 rounds after the sounds stop.

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Horn of Blasting: This magical horn is crafted in the form of about the size of a human’s fist fall upon creatures under the af-
a mundane natural trumpet, but radiates magic if detect magic is fected area, inflicting 1d6 points of damage per rock. Activating
cast. It will function as a mundane trumpet until activated by the horn inside of a building causes its ceiling to collapse, inflict-
a specific command word or phrase and sounded. This horn is ing 3d12 points of damage to creatures under the affected area.
designed for use in battle to destroy both troops and nearby for- When activated underground, the ceiling collapses, inflicting 5d4
tifications. When activated, two simultaneous effects occur. points of damage per ten feet of the height of the ceiling. At the
Cone of Sound: The effective area is a cone emitted from the GM’s discretion, a second command word or phrase allows the
horn, 120 feet long by 30 feet wide. Those within the effective horn to be played as if it were a mundane instrument. If the horn-
area must make a successful saving throw vs. spell or suffer 1d10 blower does not speak the proper command before blowing into
points of damage, be stunned for two rounds, and deafened for the horn, the ceiling will collapse upon him with the same effects.
four rounds. A successful save allows the creature to avoid the Even if the command word or phrase is spoken properly, there’s
damage and reduce the duration of the other two effects by half. still a 10% chance that the ceiling will collapse upon him rather
Ultrasonic Wave: The effective area is a wave of sound emit- than as intended.
ted from the horn, up to 100 feet long but only 1 foot wide, that Once a bard speaks the proper command, there’s only a 5%
is outside the normal range of hearing. This blast has little to no chance that the ceiling will collapse upon him rather than as in-
effect on most creatures (unless they have specialized hearing) or tended.
the items they carry or wear. However, it causes damage equal to
that of a large catapult missile to structures and similar or related Horn of Fog: This magical horn is crafted in the form of a small
objects (like life-sized statues, siege engines, portcullises, draw- mundane bugle, but it radiates magic if detect magic is cast. When
bridges, etc.), whether they are made of metal, stone, wood or sounded, it produces a thick cloud of fog with the same effects as
other materials. The wave stops when it hits the first structure a fog cloud spell. Each round spent blowing the horn spews forth
or appropriate object in its path. A structure or object hit by the a 10-foot cube of fog. The fog cloud travels 10 feet each round in
wave suffers a −2 penalty to its structural saving throw or saving a straight line, unless blocked by something substantial such as
throw vs. crushing blow as applicable. a wall. If any pause of one round or more is taken, the fog dis-
Each time the horn is sounded, there’s a cumulative 2% sipates within 2d4 rounds. When blowing is restarted, a new fog
chance that it cracks and breaks apart, becoming useless and cloud is created. The horn produces a deep, foghorn-like sound,
mundane. If the horn is activated more than once a day, there’s a with the note dropping abruptly to a lower register at the end of
cumulative 10% chance that it violently explodes inflicting 5d10 each blast.
points of damage to the trumpeter. Rather than producing fog, bards have the option to cause 1”
When activated by a bard, the horn only has a 1% cumula- of rain to fall per round over a 10-foot by 10-foot area. The water
tive chance to break apart, and only a 5% cumulative chance to so produced can be used for drinking or cooking, to extinguish
explode if activated more than once a day. mundane fires or to create a small pond.
Horn of Bubbles: This accursed horn is usually crafted in the Horn of Goodness/Evil: This magical horn is crafted in any
form of a mundane natural trumpet or bugle. It radiates magic if form of mundane bugle, natural trumpet or exotic horn that is
detect magic is cast and appears to be one of the beneficial, magi- used during common religious ceremonies. It radiates magic if
cal horns if an identify spell is cast upon it. However, when it is detect magic is cast, and usually radiates an aura of alignment if
sounded, the horn-blower is automatically cursed. If the horn- detect good/evil or know alignment is cast. Its alignment matches
blower is currently under lethal attack, he is immediately sur- that of its most recent horn-blower, but will either be good or evil.
rounded by a mass of bubbles that blinds him for 2d10 rounds. The horn’s power is only activated the first time it is blown into
Otherwise, the curse will remain dormant until the next time the on any given day. If a good-aligned creature activates the power
creature is attacked with deadly force. The horn does not attach of the horn, all allies in a 10-foot radius are affected by a protec-
itself to a single victim, so it can be sold, given away or even tion from evil spell for 10 rounds. If activated by an evil-aligned
thrown away normally. Multiple creatures may be cursed in this creature, all allies in a 10-foot radius are affected by a protection
way before they know the nature of its curse. If a remove curse is from good spell for 10 rounds. If a neutral-aligned creature (except
cast upon the horn, it becomes an inexpensive, mundane instru- a bard, see below) is the first to blow this horn on the given day,
ment of the appropriate type. nothing happens and the horn does not radiate alignment until
Once a bard learns the horn’s true nature, he is able to coax once more activated by a good or evil creature.
a beneficial effect from the accursed horn, but doing so carries Bards gain no special abilities when blowing this magical
a great risk of personal danger. If a bard sounds this horn, he horn. In fact, this horn is known to carry a curse that specifically
causes it to fire out a cone of bubbles 30 feet long and 30 feet wide, targets neutral-aligned bards. If a neutral-aligned bard activates
which blinds all creatures in the effective area for 2d10 rounds the horn, his alignment immediately becomes either neutral good
unless they make a successful saving throw vs. spells. How- or neutral evil (50% chance for either), and the horn acts appro-
ever, when doing so the bard has a 5% chance to be sucked into priately.
the horn and fired out as the cone of bubbles! There is no save
against this tragic event, and after the last bubble pops within Horn of the Tritons: This magical horn is most often crafted in
2d10 rounds, the bard will die irrevocably (aside from divine in- the form of a natural conch shell. It radiates magic if detect magic
tervention). Otherwise, the bard can only be saved from death if is cast. Its powers can only be activated by bards, priests (includ-
either a wish spell or a limited wish spell immediately followed by ing druids), or warriors (including rangers and paladins). Once
a polymorph any object spell is cast before the last bubble pops. per day, the horn can produce any one of following three effects.
Horn of Collapsing: This magical horn is usually crafted in the A command word is not necessary, but the proper series of notes
form of a mundane bugle. It radiates magic if detect magic is cast. must be sounded in an easy to play pattern.
The horn must be activated by pointing it at a desired section Calm the Sea: This power calms any rough waters within
of the ceiling between 30 and 60 feet away, speaking a specific a one-mile radius. Additionally, water elementals and water
command word or phrase, and then blowing into it. When done weirds in the effective area are automatically sent back to their
properly, up to a 20-foot diameter section of ceiling or other over- plane of origin.
head structure collapses. When activated outdoors, it collapses Summon Ally from the Sea: When this power is activated in
rocky ledges or outcroppings and causes rockslides. 2d6 rocks an area where hippocampi, giant sea horses and sea lions are

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

commonly found, the GM must roll 1d6. If a 1 or 2 is rolled, 5d4 the equivalent of 24 hours of expert labor from 100 men.
hippocampi will appear. A roll of 3, 4 or 5 results in 5d6 giant sea Activating the lyre does not require a command word, but its
horses, and a 6 results in 1d10 sea lions. The summoned creatures powers only activate when the proper tune is played. A crea-
are friendly and obey orders to the best of their intelligence. ture does not necessarily have to be skilled at playing the lyre to
Repel Sea Creatures: This power causes all marine creatures learn these tunes, but if the tune is played incorrectly, there is a
with animal or lower intelligence within hearing range of the 20% chance that the power of the lyre fails completely. Each time
horn to suffer a −5 penalty on their attack rolls for 3d6 turns. the lyre is activated, the lyrist must roll a 1d20. If the lyrist is
They must also roll a saving throw vs. spell. A failed save indi- not skilled at playing the lyre, he will play the tune incorrectly
cates the creatures will also attempt to flee at its fastest possible on a roll of 1–3. Those who are skilled at the lyre play the tune
movement until the horn-blower is out of range of their senses. incorrectly only if a 1 is rolled. During combat or other similar
Bards gain no special abilities when activating this horn. stressful situation, the tune is played incorrectly if a non-skilled
However, it is highly prized by tritons, as they can activate the lyrist rolls a 1–10 or if a skilled lyrist rolls a 1–7.
horn three times per day. Tritons can also hear any activation of A bard can activate the power of damage control once per day
the horn’s powers within a three miles radius. per every 5 levels of the bard. When a bard activates the power of
new construction, he gains the labor equivalent to 100 + 10 men
Horn of Valhalla: These magical horns are crafted in the form per level of the bard. A bard plays the proper tune as if he is
of large, curved, mundane horns from animals common to the skilled with the lyre, even if he is not. In addition, if a bard does
northern steppes and banded in metal. They radiate magic if play the tune incorrectly, he is granted a saving throw vs. para-
detect magic is cast. They have the power to summon a num- lyzation. If this save is successful, the bard resumes playing the
ber of berserk warriors. Once per every seven days, speaking tune properly without a chance that the lyre’s power fails.
the proper command word or phrase and sounding one of these
horns activates its power, however, only those of certain charac- Pipes of Haunting: This magical set of pipes is crafted in the
ter classes can activate the power of the more powerful horns. form of a mundane pan flute, but radiates a faint aura of magic
When the horn is activated properly, these warriors fight for the if detect magic is cast. Activating this set of pipes does not require
horn-blower, but if activated by a creature of a prohibited class, a command word, but its powers only activate when the proper
the warriors attack the horn-blower. tune is played. A creature must be skilled at playing the pan flute
There are four known variations of this horn, and each is in order to play the proper tune. When played properly, the pipes
banded with a specific metal. The type of horn determines the produce a haunting melody that seems to originate up to 30 feet
number of warriors and their fighter level. Each warrior has an away from the piper. Those who can hear the music but are not
AC 4, an average of 6 hit points per level, and 2 attacks per round aware of its true source must roll a successful saving throw vs.
while armed with either a sword and spear or a battle axe and spell or become uneasy and easily frightened. Those who fail
spear (50% chance for either). They will fearlessly fight any op- their save suffer a −2 penalty to any morale checks (PCs are not
ponents that the horn-blower commands for 6 turns or until they affected by this morale penalty) and a −1 penalty to any surprise
or their opponents are slain. The GM may roll 1d20 to determine rolls.
the type of horn found. A bard can play the proper tune as if he is skilled with the
1d20 Type Number (level) Classes pipes, even if he is not. In addition, a bard has the option to play
1–8 Silver 2d4 + 2 (2nd No restrictions a terrifying melody. Those who hear the music but are not aware
level) of its true source must roll a saving throw vs. spell. If the save
9–15 Brass 2d4 + 1 (3rd Priest, Warrior, Rogue is successful, the creature becomes uneasy and easily frightened
level) (as above), but if the save is failed, the creature is affected by the
16–18 Bronze 2d4 (4th level) Priest, Warrior equivalent of a fear spell.
19–20 Iron 1d4 + 1 (5th Warrior
level) Pipes of Pain: This set of accursed pipes is crafted in the form
Half of all known varieties of this horn radiate an aura of ei- of any one of the beneficial magical pipes. Its dual-natured curse
ther good or evil when detect good/evil or know alignment is cast. is automatically activated as soon as a creature that is skilled at
If the horn-blower’s alignment is the opposite of the horn’s align- playing the pan flute starts to play it. When played, the pipes
ment, the warriors will attack the horn-blower. Neutral-aligned produce the most beautiful, accursed melody that anyone has
creatures can activate a horn of either alignment. ever heard. Everyone within 30 feet of the pipes, including the
Bards of at least 5th level can activate the powers of a bronze piper, must make a successful saving throw vs. spell to avoid be-
horn, and at 10th level they gain the ability to activate the powers ing cursed. If the save fails, the affected creature can not attack or
of the iron horn. perform any other action for as long as the pipes are played. The
piper can stop playing the accursed melody at any time. How-
Lyre of Building: This magical lyre is crafted so as to appear ever, as soon as he stops, the pipes namesake curse goes into
to be completely mundane. It does NOT radiate magic if detect affect. Those that failed the save vs. spell are now suddenly
magic is cast; however, it is a very powerful musical instrument stricken with intense pain, suffering 1d4 points of damage each
with two powers that can be activated separately. round for 2d4 rounds. Thereafter, those same creatures suffer a
Damage Control: This power of the lyre can be activated once −2 penalty to attack rolls and saving throws. The curse can only
per day. When activated, it rebuilds and repairs any structural be removed by either a forget spell or a remove curse spell cast
damage caused by the effects of a horn of blasting or disintegrate upon the victim.
spell. It can also repair the damage caused by up to three attacks A bard can play a set of these pipes as if he is skilled with the
from a battering ram (or other bludgeoning siege weapon) or up pan flute, even if he is not. In addition, when played by a bard
to six attacks from an earth elemental. the range of the curse is doubled to 60 feet. All saving throws to
New Construction: This power of the lyre can be activated for avoid the curse (even the bard’s own saving throw) gain a penalty
three turns, once per week. When activated, it builds new struc- of −1 per 3 levels of the bard.
tures, such as walls and buildings, mines, tunnels, trenches, or
other man-made constructions. The necessary building materi- Pipes of Sounding: This magical set of pipes is crafted in the
als must be available, and any excavated dirt still takes up space form of a mundane pan flute, but radiates magic if detect magic
somewhere. For every turn that this power is active, it produces is cast. Activating this set of pipes does not require a command

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

word; its power activates when it is played properly. A creature


must be skilled at playing the pan flute in order to activate its Table B.43: Odd Curios (1d6)
power. When played properly, the pipes can produce a multitude Sub-Table A (1-6)
of common, mundane sounds. The sounds seem to originate up 1d20 Item XP
to 60 feet away from the piper. The pipes can mimic voices but 1 Apparatus of the Crab 8,000
cannot create intelligible sentences or words. Examples include: 2–3 Boat, Folding 10,000
bird calls, creaking, crying, footsteps, laughter, moaning, mum- 4 Bowl of Commanding Water El- 4,000
bling voices, running water, screaming, whistling, wind blowing, ementals (Wizard)
yelling, etc. 5 Bowl of Watery Death (Wizard) Accursed
6 Censer of Controlling Air Ele- 4,000
A bard can play a set of these pipes as if he is skilled with the mentals (Wizard)
pan flute, even if he is not. In addition, he can produce sounds 7 Censer of Summoning Hostile Accursed
that are up to 8 times louder (for example: 8 men laughing, moan- Air Elementals (Wizard)
ing or yelling), but individual words are still indistinguishable. 8–9 Crystal Ball (Wizard) 1,000
10 Crystal Hypnosis Ball (Wizard) Accursed
Pipes of the Sewers: This magical set of pipes is crafted in the 11 Cube of Force 3,000
form of a mundane pan flute and almost always made of wood. 12–13 Cube of Frost Resistance 2,000
It radiates magic if detect magic is cast. Activating this set of pipes 14 Cubic Gate 5,000
does not require a command word; its power activates when the 15 Deck of Illusions 1,500
proper melody is played. A creature must be skilled at playing 16 Deck of Many Things –
the pan flute in order to activate its power. When the proper 17 Eyes of Charming (Wizard) 4,000
melody is played, the power of the pipes calls up to 1d6 × 10 18 Eyes of Minute Seeing 2,000
giant rats (80%) or 3d6 × 10 normal rats (20%) from up to 400 feet 19 Instant Fortress 7,000
away. 20 GM’s Choice –
The rats arrive at the piper’s location after a one round delay Sub-Table B (4-6)
per 50 feet of distance crossed. The piper must continue playing 1d20 Item XP
the proper melody; even after all of the rats appear. The rats are 1 Eyes of Petrification Accursed
95% likely to obey the piper’s telepathic commands so long as he 2 Eyes of the Eagle 3,500
continues to play the proper melody. If the piper stops playing 3 Feather Token 1,000
the proper melody, the rats immediately stop obeying the piper 4–5 Figurine of Wondrous Power 100/HD
and return from whence they came. If the same rats are called Horseshoes of a Zephyr 1,500
7–8 Horseshoes of Speed 2,000
upon more than once, there’s a 70% chance that they obey the 9 Iron Bands of Binding 750
piper and a 30% chance that they attack him instead. 10 Lens of Detection 250
If the piper attempts to call rats that are already under the con- 11–12 Quiver of Many Missiles 1,500
trol of another creature, he is granted a 30% chance to take control 13 Sheet of Smallness 1,500
of them away from the other creature each round that he plays the 14 Sphere of Annihilation (Wizard) 4,000
proper melody. If control of the rats is successfully transferred to 15 Stone Horse 2,000
the piper, the other creature only has a 30% chance per attempt to 16 Well of Many Worlds 6,000
resume control, as long as the piper plays the proper melody on 17–18 Wind Fan 500
the pipes. 19 Wings of Flying 750
20 GM’s Choice –
A bard can play the proper tune as if he is skilled with the
pipes, even if he is not. In addition, if there are no rats within 400 Apparatus of the Crab: This magical apparatus is crafted in the
feet, the bard has the option to call upon rats from “somewhere form of a large, sealed barrel made of iron. However, it radiates
else”. The rats called upon in this way are teleported to the bard’s magic if detect magic is cast, and when fully activated resembles a
location after 8 rounds have passed. mechanical lobster. There’s a hatch in one end of the barrel. Treat
discovery of the hatch as if it were a secret door. Once opened, the
hatch reveals a space large enough for two man-sized creatures
ODD CURIOS to fit comfortably inside. Inside are ten unmarked levers. Each
This is a collection of mismatched magical items. They are often lever activates and deactivates a different function as shown on
the table.
obscure items with weird or unique powers. Some are common
Lever Function
items with common powers that did not fit into their appropriate
category above, and others are extremely well known and highly 1 Extend or retract legs and tail
sought after magical items. Due to their unusual or unique na- 2 Uncover or cover forward porthole
3 Uncover or cover side portholes
ture, many of them will be described in their individual entries. 4 Extend or retract pincers and feelers
A few require additional notes. 5 Snap pincers
A censer can also be called a thurible. It is a metal container 6 Move forward or backward
with a flat base, a bowl in the center to hold smoking incense, 7 Turn left or right
and an ornately carved and perforated lid. Three equally spaced 8 Open or close “eye” with continual light inside
chains allow the censer to be held in hand or suspended from a 9 Rise or submerge in water
pole as the incense burns. 10 Open or close hatch
Characters who wear two different magical eye lenses become No lever may be operated more than once per round, but each
temporarily insane for 2d4 turns. The wearer is able to remove man-sized operator may operate two levers per round, one in
the magical eye lenses when this duration ends. If he chooses not each hand. If two man-sized (4 small sized or 8 tiny sized) op-
to do so, the insanity resumes after one turn passes. erators work together, the apparatus can move and attack in the
same round.
The apparatus can walk on land or swim submerged in
depths of up to 900 feet underwater. While submerged, it holds
1d4 + 1 hours worth of air for its two operators or 2d4 + 2 hours

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

for a single operator. It is extremely slow with a normal speed of be physically saved from drowning in the bowl even if the water
3, but its tail provides a backward speed of 6 underwater. It can is removed. Wizards who are not saved in time die irrevocably
rise, submerge or otherwise turn 30 degrees per round. (aside from divine intervention).
Its two pincers extend four feet, and its feelers may automati-
cally target up to two random opponents from among those that Censer of Controlling Air Elementals: This magical censer is
are in front of the forward porthole or beside their respective side crafted in the form of a mundane yet valuable thurible made of
porthole. The pincers inflict 2d6 points of damage on a successful gold, about 6 inches wide and 1 inch high, such as that used
hit. Each pincer has a base 25% chance to hit a targeted oppo- in common religious ceremonies. It radiates magic when detect
nent. The pincers’ attacks ignore all armor class modifiers except magic is cast. Any wizard with access to the school of conjuration
the opponent’s dexterity-AC modifier. Each −1 AC bonus due can use the power of the censer to summon an air elemental once
to high dexterity equals a −5% penalty to the chance that the ap- per day. If the wizard spends one round filling the censer with
paratus hits the opponent, and each +1 AC penalty due to low incense, lighting it, and speaking the command word or phrase,
dexterity equals a +5% bonus to the apparatus’ chance to hit. an air elemental with 12 HD immediately appears. If incense of
meditation is burned, the summoned elemental receives a +3 hit
The apparatus has AC 0 and begins to leak after sustaining point bonus to each hit die (maximum 11 hit points per die) and
100 points of structural damage. 200 points of structural damage is compelled to obey the wizard’s every spoken command. How-
completely caves in a side and disables the apparatus until it can ever, if the magical incense is extinguished while the elemental
be repaired. Repairs will require high-level magic such as a wish still exists, the elemental will attack the wizard.
spell or the slow, painstaking efforts of a master armorer.
Censer of Summoning Hostile Air Elementals: This accursed
Boat, Folding: This magical boat is crafted in the form of a small censer is crafted in the form of a censer of controlling air elementals
wooden box, one foot long, a half foot wide, and a half foot deep. and radiates the same level and type of magic if detect magic is
It can be used as a mundane box to store items, but radiates magic cast. However, as soon as any wizard fills it with incense, lights
if detect magic is cast. When the proper command word or phrase it and speaks the command word, the censer’s curse is activated.
is spoken, it has the power to transform into two different kinds The censer summons 1d4 angry air elementals with 12HD each,
of boat. Any items stored inside the box when the command is one per round. They immediately attack any and all creatures
spoken will be found inside the boat after the transformation. that they can see in the immediate area, starting with the wizard
Curragh: The box transforms into a small riverboat, 10 feet who summoned them. The incense continues to burn indefinitely
long × 4 feet wide × 2 feet deep. It has two oars, an anchor, a until either the wizard or the elementals are slain.
mast, and a lateen sail and can comfortably hold four man-sized
creatures and up to 600 lbs. of cargo. Crystal Ball: This magical crystal ball is crafted in the form of
Barge: The box transforms into a small barge, 24 feet long × 8 a 6-inch sphere made of clear crystal. It radiates magic if detect
magic is cast. The crystal ball is the most common form of perma-
feet wide × 6 feet deep. It has a single set of rowing seats, ten
nent scrying device. Any wizard, including any specialist mage,
oars, a steering oar, anchor, deck cabin, mast, and square sail.
can activate its power to scry upon a specific subject regardless of
The barge can comfortably hold fifteen man-sized creatures and
distance, possibly even across the planes of existence.
up to 3000 lbs. of cargo.
Upon a third command word or phrase, the boat returns to Wizard’s Knowledge of Subject Base
Chance
the form of a wooden box at any time. Any items stored inside
the boat when the command is spoken will be found outside of The subject is well known personally to the wiz- +100%
the box after the transformation. If destroyed in any form, the ard
The subject is barely known personally to the +85%
boat becomes a mundane pile of wood.
wizard
Bowl of Commanding Water Elementals: This magical bowl is An accurate portrait of the subject is available to +50%
crafted in the form of a large, mundane, yet rather valuable eat- the wizard
ing dish. Made from blue or green semi-precious stone (such as A body part from the subject is in the wizard’s +50%
malachite, lapis lazuli, or even jade), it is about one foot in di- possession
An item owned by the subject is in the wizard’s +25%
ameter, half a foot deep, and relatively fragile. It radiates magic possession
if detect magic is cast. Any wizard with access to the school of A full verbal description of the subject is avail- +20%
conjuration can use the power of the bowl to summon a water el- able to the wizard
emental once per day. If the wizard spends one round filling the A brief verbal description of the subject is avail- +20%
bowl with water and speaking the command word or phrase, a able to the wizard
water elemental with 12 HD immediately appears. If seawater is These categories can be combined, but the maximum modi-
used, the summoned elemental receives a +2 hit point bonus to fied chance of is 100%. In addition, a −25% penalty is applied
each hit die (maximum 8 hit points per die). to this if they are on different planes of existence, with a maxi-
Bowl of Watery Death: This accursed bowl is crafted in the mum modified chance of 75%. For example, if the wizard barely
form of a bowl of commanding water elementals and radiates the knows the subject personally (+85%), but has an accurate portrait
same level and type of magic if detect magic is cast. However, as of the subject in his possession (+50%), he has a 100% modified
soon as any wizard fills it with water and speaks the command chance to scry upon the subject. If the same subject is on an-
word, the bowl’s curse is activated. The wizard must make a other plane, the modified chance of scrying is then reduced to
successful save vs. spell or be shrunk to the size of an ant and 75% (maximum).
dropped into the center of the bowl. If the bowl is filled with The wizard can benefit from the spells comprehend languages,
seawater there is a −2 penalty to the wizard’s saving throw. read magic, infravision, and tongues to help him see or decipher lan-
If the wizard falls victim to the curse, he will drown in 1d6 + 2 guages through the crystal ball. The wizard can cast detect magic
rounds unless he is saved by one of the following magical means. and detect evil/good through the crystal ball with a chance of suc-
Pouring a potion of sweet water into the water immediately grants a cess equal to 5% per caster level.
second saving throw to avoid the curse. Casting an animal growth, There is no limit to the number of attempts to scry upon a
enlarge or wish spell or pouring a potion of growth into the water subject, but the modified chance to scry the subject also indicates
frees the wizard and returns him to his normal size. He cannot how often and for how long the wizard can safely do so.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Modified Chance Frequency Viewing Period for being 10th level).


24% or less 1 times/day 10 rounds The scrying sensor generally follows and stays focused on the
25% to 49% 1 time/day 15 rounds subject, but the GM may allow the wizard to move the sensor. If
50% to 74% 1 times/day 3 turns the GM allows this, the wizard must roll 1d20 each time he moves
75% to 89% 2 times/day 3 turns the sensor. If he rolls a 1, he has made a mistake and the sensor
90% to 99% 3 times/day 3 turns has moved, but is now facing a random direction from a random
100% 3 times/day 6 turns location.
If the wizard successfully scrys upon the subject more often If the wizard can determine the subject’s location, he can at-
in a day or for a longer viewing period than is listed above, he tempt to teleport to it as long as the area is on the same plane of ex-
must roll a successful saving throw vs. spell each round. A failed istence and not otherwise protected from magical entry. Treat the
save results in a permanent loss of one point of intelligence, and location as “viewed once” if the wizard has never seen it before.
the wizard becomes permanently insane. Only a heal spell will If he spends at least five minutes studying the location through
remove the insanity. the crystal ball, it is treated as “seen casually”. If he scrys the
Half of all known crystal balls have additional spell-like pow- same location repeatedly over a period of weeks, it is treated as
ers that continuously function as if the equivalent spell was cast “studied carefully”, and if he scrys it repeatedly over a period of
by a 10th level spell caster. However, only a generalist mage or a months, it is treated as “very familiar”.
diviner can detect and activate these additional powers. To deter- A successful dispel magic spell cast in the effective area of the
mine whether a particular crystal ball has any additional powers, scrying sensor causes the crystal ball to cease functioning for one
roll 1d100 and refer to the following table. day.
1d100 Power Optionally, the GM may allow the scrying powers of a crystal
01–50 None ball (but not any additional spell-like powers) to be activated by
51–75 Clairaudience any priests, including druids, or he may opt to create other scry-
76–90 ESP ing devices specifically for priests in the form of water basins and
91–00 Telepathy* mirrors that function as normal crystal balls.
*As helm of telepathy, but communication only with no power
to implant a suggestion. Crystal Hypnosis Ball: This accursed crystal ball is crafted in
the form of an ordinary, beneficial crystal ball and radiates magic
Crystal balls (and certain other divination spells) create an in- if detect magic is cast. However, this is a highly dangerous item.
visible scrying sensor (refer to wizard eye) during a successful The GM secretly selects a unique powerful being that controls the
scrying attempt. This sensor appears in a location that gives an crystal ball. This powerful being (who is usually, but not necessar-
unobstructed view of the subject, no less than 5 feet and no more ily, evil) determines what the victim sees through the crystal ball
than 30 feet from the subject. The view is closely focused showing and subtly influences his thoughts and/or actions. It may be an
details of the subject and any creatures or objects in its immediate extra-planar creature of demigod status or higher, a powerful un-
vicinity, but the view behind the subject is fuzzy and the details dead such as a vampire or lich, or even a high-level NPC wizard
aren’t clear. or priest. Regardless of who or what controls it, this crystal ball
Each round, creatures with intelligence score of 12 or higher never radiates an aura of alignment. When the victim attempts
have a chance of noticing the scrying sensor. The creature’s class to scry upon a subject, treat the attempt as if an ordinary crystal
determines its base chance to notice the sensor. For this purpose, ball is being used. However, if the victim successfully scrys his
most creatures are considered warriors unless they have rogue subject, the powerful being intercepts the magical emanation re-
abilities or are able to cast spells. Noticing the sensor does not turning from the scrying sensor and changes it to suit his own
reveal who or what is doing the scrying. purposes. In addition, the victim automatically comes under the
Class Base Chance effect of a hypnotism spell, without benefit of a saving throw. The
Fighter 2% effect is telepathic in nature, so the being does not need to know
Paladin 6% the victim’s language in order to plant the suggestion.
Ranger 4% The GM is given great latitude when employing this accursed
Bard 3% item, both in the degree of change in the victim’s view of his sub-
Thief 6% ject through the crystal ball and in the nature of the suggestion.
Mage or Priest 8%
These effects usually start very subtly and are barely noticeable,
The subject gains a +1% bonus per level of experience or HD, but eventually the victim becomes the being’s unwitting or even
and for each point of his intelligence score above 12, the creature sycophantic servant. Each use allows the being to exert an ever
gains an additional bonus to his base chance of noticing the scry- more powerful influence over his victim (turning him against his
ing sensor.
friends, causing him to form new alliances, influencing him to
Int Bonus avoid actions that would be detrimental to the being or to take
13 +1% actions that would benefit the being, etc.). The GM may cause
14 +3% a very slow transformation or an extremely quick conversion, as
15 +6%
16 +10% desired. Since there is no saving throw to avoid the effect and
17 +15% the victim is unaware of the being’s influence, the GM may also
18 +21% take into account relative power levels between the being who
19 +28% controls the crystal ball and his victim, reflected in levels of expe-
20 +36% rience or HD, intelligence and wisdom scores, and other factors.
21 +45%
22 +55% Cube of Force: This magical cube is crafted in the form of a
23 +66% large die, about 3 /4 of an inch across each side, made of ivory,
24 +78% bone, or any hard mineral. It radiates magic if detect magic is cast,
25 +91% and has the power to create a special wall of force, 10’ × 10’ × 10’,
For example, a 10th level priest with an intelligence score of around the creature holding the cube. This cube-shaped force
17 would have a 33% chance to notice the scrying sensor each field moves with the creature and blocks the attack forms and
round (8% for being a priest, +15% for intelligence 17, and +10% objects shown on the table below. These blocked attack forms

277
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

and objects cannot enter or leave the cube. The possessor presses 4 points per turn if the temperature is between −11◦ F and −20◦ F,
one side of the cube to activate a particular type of force field or 6 points per turn if its between −21◦ F and −31◦ F, 8 points per
to deactivate the cube. The cube is crafted with 36 charges, which turn if its between −31◦ F and −40◦ F, etc. This damage counts
are renewed each day. Each type of force field expends a certain against the total amount of cold damage that can be absorbed in
number of charges to maintain every turn, or portion thereof, that that turn before the field collapses or the cube is destroyed.
it is in operation. Also, when a force field is active, the holder’s
movement value is limited to the maximum given on the table. Cubic Gate: This magical cube is crafted in the form of a cube
Side Charges Maximum Effect of force, but is most often made of carnelian. It radiates magic if
per turn Movement detect magic is cast. The six sides of the cube are each linked to a
1 1 1 Blocks gas and wind specific plane of existence. One side of the cube is always linked
2 2 8 Blocks nonliving matter to the cube’s home plane (usually the Prime Material), but a spell
3 3 6 Blocks living matter caster chooses the other 5 planes when he crafts the cube. When
4 4 4 Blocks magic found randomly, these 5 planes will be of the GM’s choosing. If
5 6 3 Blocks all things a side of the cube is pressed once, it opens (or closes) a gate to a
6 0 Normal Deactivates cube random location on the plane that is linked to that side. There’s a
Certain attack forms and spells affect the integrity of the force 10% chance per turn that the gate is left open for a creature from
field and expend additional charges when the specific type of that plane to come through it. If a side of the cube is pressed
force field is active. twice, the holder of the cube and all creatures in a 5-foot radius
Attack or spell Extra are drawn through the gate to a random location on that plane,
Charges without benefit of a saving throw. Only one gate can be activated
Siege missiles 1 at a time. Opening a new gate closes any previously opened gates.
Hot normal fires 2
Horn of blasting 6 Deck of Illusions: This deck of magical cards is typically found
Delayed blast fireball 3 in a mundane box made of ivory, leather, or wood. A standard
Disintegrate 6 full deck has 4 banner cards (aces), 12 court cards (king, queen
Fireball 3 and jack), and 16 numeral cards (2, 8–10), plus a joker and a jester
Fire storm 3
Flame strike 3 card, for a total of 34 cards divided into 4 suits. Each card is made
from 6 sheets of paper or parchment glued together, gilded and
Lightning bolt 4
Meteor swarm 8 hand painted. The suits can be any four objects or creatures that
Passwall 3 follow a theme. There are many themes and many variations on
Phase door 5 each theme. A few of the more common themes include pastoral
Prismatic spray 7 hunting (for example: ducks, falcons, stags and hounds), military
Wall of fire 2 or monarchal (swords, shields, orbs and scepters), astrological
Siege missiles are treated as non-living matter, so this addi- (suns, moons, stars, comets) and elemental (stones, censers, bra-
tional charge is expended when force field number 2 or 5 is ac- ziers and bowls). Each card radiates magic if detect magic is cast,
tive. Hot normal fires are treated as a gas, so this additional but they must be kept together within their original box to main-
charge is expended when force field number 1 or 5 is active. All tain their magical energies. If a card is not returned to its box
other effects are magical in nature, so those additional charge is with the others, most often becomes mundane, especially if the
expended when force field number 4 or 5 is active. card is carried in a pouch or pocket. However, if simply dropped
or otherwise accidentally left behind, the GM may determine the
Cube of Frost Resistance: This magical cube is crafted in the card spontaneously activates, possibly long after the owner of the
form of a cube of force, and radiates magic if detect magic is cast. deck has left the area. It has all the characteristics of a normal acti-
Pressing any side activates or deactivates the cube’s power. It vation and cannot move beyond 30 feet of its card, but otherwise
also creates a special wall of force, 10’ × 10’ × 10’, around the crea- the illusory creature’s actions and motives are up to the GM.
ture holding the cube (or on the cube itself, if the item is placed The power of only one card can be activated each round. To
on a surface after activation). Its cube-shaped force field can also activate the power of a card, the deck is removed from the box
move with the creature. However, the temperature within the and shuffled. A card is then drawn at random and thrown to the
force field is always at least 65◦ F. The force field offers no pro- ground. The deck must be reshuffled before a second card can be
tection against heat or fire, but absorbs all cold-based attacks (in- drawn. The card on the ground creates one or more quasi-real, il-
cluding natural cold, spells and breath weapons). If the field is lusory creatures (refer to the shades spell). The illusory creature(s)
subjected to more than 50 points of cold damage in 1 turn, it col- cannot move more than 30 feet away from where the card landed,
lapses and the power cannot be reactivated for 1 hour. If the field but otherwise moves and acts as if it were real. At all times it
absorbs more than 100 points of cold damage in 1 turn, the cube obeys the telepathic desires of the creature that drew the card.
is destroyed. Extremely cold temperatures (below 0◦ F) automati- The illusion remains until it is slain, a successful dispel magic is
cally inflict damage to the force field each turn. The field suffers 2 cast upon it or the card is picked up, at which time the card be-
points of damage if the temperature is between −1◦ F and −10◦ F, comes mundane, and the image on its surface vanishes.

Deck of Illusions
Hearts Diamonds Spades Clubs
Aª Red dragon A© Gazer A« Lich A¨ Iron golem
Kª Fighter + 4 guards K© Wizard + apprentice K« Cleric + 2 acolytes K¨ Thief + 3 cohorts
Qª Female wizard Q© Night hag Q« Medusa Q¨ Pixies
Jª Druid J© Harpy J« Paladin J¨ Bard
10ª Cloud giant 10© Fire giant 10« Frost giant 10¨ Hill giant
9ª Ettin 9© Ogre mage 9« Troll 9¨ Ogre
8ª Bugbear 8© Gnoll 8« Hobgoblin 8¨ Orc
2ª Goblin 2© Kobold 2« Goblin 2¨ Kobold
Jo one who drew the card Je one who drew the card with its sex reversed

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Deck of Many Things


Hearts Diamonds Spades Clubs
Kª Throne K© Sun K« Ruin K¨ The Void**
Qª Key Q© Moon Q« Euryale Q¨ Flames
Jª Knight J© Star J« Rogue J¨ Skull
2ª* Gem 2©* Comet 2«* Balance 2¨* Talons
Aª* Fates A©* Vizier A«* Donjon** A¨* Idiot
Je Jester Jo Joker (or Fool)
*Aces and deuces are the optional cards found in a 22-card deck.
**Drawing either the Donjon or The Void card causes the deck to vanish.

It is common practice to facilitate game play by building a based encounter and loyalty reactions. Racial modifiers may still
simulated deck using an old deck of modern playing cards. Find- apply. If the drawer already owns a stronghold, the keep that he
ing a full deck of these magical cards is an unusual occurrence. gains will be near to it.
Accounting for use by previous owners, many decks will be miss- Key (Qª): The drawer of this card gains a treasure map and
ing 1d20 cards. The GM must determine which cards are missing a non-cursed magical weapon. The GM must prepare a treasure
when he builds the simulated deck. Each time the player acti- map (Refer to Map Scrolls). The magical weapon will be one that
vates a card it is removed from the simulated deck. The cards of the drawer is skilled in the use of. The GM should choose a suit-
a full deck and the most common illusions they create are sum- able magical weapon or roll on the magical weapons tables until
marized on the following table. a suitable weapon is determined.
The GM is free to create his own table, so that illusory effects Knight (Jª): The drawer of this card gains the service of a
of each particular deck may differ from one another.
loyal 4th level fighter. The fighter is of the same race, gender and
Deck of Many Things: This magical deck of cards is typically alignment as the drawer. When the GM rolls the fighter’s ability
found in a mundane box made of ivory, leather, or wood, or even scores, he adds +1 to each ability score (to a maximum score of 18
a simple, but durable, leather pouch. They are crafted in the form or 18/00). He will serve the drawer as a henchman for life.
of thin ivory or stiffened vellum plaques. A full deck has 14 cards Gem (2ª): The drawer of this card gains either 20 pieces of
75% of the time and 22 cards the remaining 25% of the time. An jewelry made of gold and gems and worth 2,500 gp each, or 50
entire deck radiates magic if detect magic is cast (individual cards gemstones worth 1,000 gp each, 50% chance for either (Refer to
do not), and the cards absolutely must be kept together within the sections on Gemstones and Jewelry). The drawer also gains
their original box or pouch to maintain their magical energies. 50,000 XP or the amount needed to allow the drawer to gain one
The entire deck will become mundane if a single card is not re- level of experience (whichever is lower). This card is only present
turned to its box or pouch with the others, or if a card is drawn in the larger deck of 22 cards.
from a deck with any cards (other than the joker and/or jester) Fates (Aª): The drawer of this card gains the one-time ability
missing. to avoid any situation, even if it occurs immediately and instan-
Each is engraved and hand-painted with a single symbolic taneously or if it happened in the past. The fabric of reality is
image, surrounded by glyphs, runes, and sigils. The deck rep- unraveled and respun, but only the drawer is prevented from be-
resents a suit of trump cards, also known as the 5th suit or the ing involved in a given situation, not his allies or associates (aside
Major Arcana cards. These cards are extremely powerful, with from a familiar, if any). The card has no power to make a desired
both beneficial and baneful effects. Only the power of one card situation to occur. It is suggested that the drawer must use this
can be activated each round. To activate the power of a card, a power within one year of drawing the card. This card is only
creature must remove the deck from its box or pouch and shuffle present in the larger deck of 22 cards.
it. The creature must then announce the number of cards that it Sun (K©): The drawer of this card gains a non-cursed mis-
intends to draw from the deck and draw that number of cards cellaneous magical item that he can use and 50,000 XP. The GM
at random. Only jokers and jesters are discarded when drawn;
should choose a suitable magical item or roll on the magical items
all other cards are replaced before the deck is reshuffled. The
tables until a suitable item is determined.
deck must be reshuffled before each card is drawn, allowing the Moon (Q©): The drawer of this card gains 1d4 wishes equiva-
same card to be drawn twice. A card’s powers take effect imme-
lent to the wizard spell. The drawer receives a moonstone gem
diately, and all cards must be drawn within 1 hour of each other.
with a gleaming point of light representing each wish. These
If the creature does not willingly draw its next card by the end
wishes must be used within a number of turns equal to the num-
of the hour (or is somehow prevented from doing so), a random
ber of wishes gained. The moonstone vanishes at the end of the
card flips out of the deck and immediately affects the creature,
allotted time.
wherever it may be. Once all cards are drawn, a creature may Star (J©): The drawer of this card gains 2 points to his prime
never draw again from the same deck (unless additional draws
requisite ability. If his prime requisite ability score is already 18 or
are granted by drawing the joker, jester, or idiot cards).
higher, the bonus is applied (singly or separately) to another abil-
It is common practice to facilitate game play by building a
ity score chosen in the following order: constitution, charisma,
simulated deck using an old deck of modern playing cards. A
wisdom, dexterity, intelligence, and strength.
modern deck of cards does not have a trump suit (only the jok-
Comet (2©): The drawer of this card gains one level if he is
ers remain), so the simulated deck substitutes face cards, aces and
deuces. Finding a full magical deck of these cards, either the 14 or able to defeat the next worthy adversary that he encounters. He
22-card variety, is rather common since only the jokers and jesters must single-handedly defeat the next hostile creature (or group
are ever discarded. The cards of a full deck and their equivalent of creatures) that he encounters which has (or have) combined
cards in a simulated deck are summarized on the following table. HD or levels equal to or greater than his own, or the benefit is
lost. If the drawer is successful, he gains enough XP to advance
Beneficial Cards one level and be midway to the next. This card is only present in
the larger deck of 22 cards.
Throne (Kª): The drawer of this card gains a charisma score Vizier (A©): The drawer of this card gains the one-time abil-
of 18 and a small keep. If the drawer’s charisma score is already ity to know the answer to any single question or solve any one
18 or higher, he gains an additional +5 bonus on all charisma- problem fully and without fail. This ability draws upon super-

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

natural wisdom (similar to the vision spell, but it always provides per hit. The user must fight the Death single-handedly. If any
the most favorable results). It is suggested that the drawer must creature assists him, even to cast healing spells upon him, that
use this ability within one year of drawing the card. This card is creature must also fight a minor Death.
only present in the larger deck of 22 cards. Talons (2¨): The drawer of this card loses all of his magical
Jester: The drawer of this card must choose between gaining items. The power of this card instantly strips the drawer of every
either 10,000 XP or gaining 2 additional draws from the deck. magical item that he owns, regardless of where they are stored
This card vanishes when drawn. or who is guarding them. These items simply vanish to reappear
in “lost” hoards or in the possession of someone else. Everyone
Baneful Cards except the drawer, everywhere, forgets any memories of his pre-
vious ownership at once. This card is only present in the larger
Ruin (K«): The drawer of this card loses all of his material deck of 22 cards.
wealth and property. The power of this card instantly strips the Idiot (A¨): The drawer of this card immediately loses 1d4
drawer of every valuable item that he owns, aside from magi- points of intelligence, but also gains the option to draw an ad-
cal items, regardless of where they are stored or who is guarding ditional card. This card is only present in the larger deck of 22
them. All coins, writs of account, gems, jewelry, trade goods, cards.
commodities, artistic treasures, and deeds to land and buildings Joker (or Fool): The drawer of this card loses 10,000 XP and
simply vanish to reappear in “lost” hoards or in the possession of must draw an additional card. This draw is not optional. This
someone else. Everyone except the drawer, everywhere, forgets card vanishes when drawn.
any memories of his previous ownership at once.
Euryale (Q«): This card carries the image of a powerful, im- Eyes of Charming: This pair of magical eyes is crafted in the
mortal medusa. The drawer of this card is cursed with a perma- form of two crystal lenses that fit over their wearer’s eyes. Each
nent −3 penalty to his saving throws vs. petrification. This curse lens radiates magic if detect magic is cast. When worn by a wiz-
can only be removed by the activation of a Fates card or divine ard, including any specialist mage with access to the school of en-
intervention. chantment, they have the power to charm one person per round
Rogue (J«): The drawer of this card gains a powerful, yet mor- by simply gazing into the person’s eyes. Refer to the wizard’s
tal, enemy. If the drawer has any henchmen, one chosen at ran- version of the charm spell, but treat it as a gaze attack. Elves and
dom betrays him, becoming forever hostile against his formerly half-elves are granted their normal resistance, and all victims are
trusted associate and mentor. If the character has no henchmen, granted a saving throw vs. spell, with a −2 penalty if both lenses
he instead acquires the enmity of a powerful non-player charac- are worn or a +2 bonus if only one lens is worn.
ter. The drawer will not know who has turned against him until
it is too late to avoid an attack. Eyes of the Eagle: This pair of magical eyes is crafted in the
Balance (2«): The drawer of this card instantly changes to a form of two crystal lenses that fit over their wearer’s eyes. Each
lens radiates magic if detect magic is cast. They have the power
radically different alignment. This card is only present in the
to enhance the wearer’s vision by 100 times at distances beyond
larger deck of 22 cards.
1 foot. For example, the wearer can see an object from 100 feet
Donjon (A«): The drawer of this card is imprisoned, either
away as if it were only 1 foot away. Something 1,000 feet away
magically or physically, at the GM’s option. All of his equip- could be seen as if it were only 10 feet away. If wearing only one
ment is magically taken from him and the GM must determine lens, the wearer will suffer vertigo and act as if he is stunned until
whether it’s recoverable. Imprisoned spell casters lose all memo- he covers the other eye.
rized spells, and priests cannot contact their deity to regain them.
When this card is drawn, the deck vanishes and the drawer gains Eyes of Minute Seeing: This pair of magical eyes is crafted in
no more cards even if required to draw more. This card is only the form of two crystal lenses that fit over their wearer’s eyes.
present in the larger deck of 22 cards. Each lens radiates magic if detect magic is cast. They have the
The Void (K¨): This card carries an image of inky black- power to enhance the wearer’s vision by 100 times at distances
ness. When drawn, the drawer’s spirit or soul (as applicable) closer than 1 foot, allowing great magnification of even the tini-
is trapped in a prison. The GM must determine where this prison est details. An object that is only 1 /100 of an inch tall would ap-
is located and who or what controls it. This prison is most likely pear to be 1 inch tall. The details of a one-inch tall item could be
within extra-planar space, but could be on an alternate prime ma- examined as if it were 100 inches tall.
terial plane or even in an alternate dimension. The drawer’s body Being able to see such detail allows the wearer to note tiny
functions but acts as a mindless construct, speaking only when seams, cracks, or minute marks, revealing secret compartments,
spoken to and answering every question literally. A wish cannot hidden joints and such things as the impression left from writ-
reunite the drawer’s mind with his body, but it can reveal its loca- ing. If wearing only one lens, the other eye must be covered or
tion. When this card is drawn the deck vanishes, and the drawer the wearer will suffer vertigo and act as if he is stunned until he
gains no more cards even if required to draw more. covers it.
Flames (Q¨): The drawer of this card gains a powerful extra- Eyes of Petrification: This pair of lenses is crafted in the form
planar enemy. This creature will hate the drawer for entirely irra- of any one of the other pairs of beneficial, magical eyes. 75% of
tional reasons, and will take every opportunity to attack or harass these lenses are known to carry a terrible curse. When either one
him until one or the other is dead. or both are worn, the accursed lenses instantly turn the wearer to
Skull (J¨): The drawer of this card must defeat a minor Death stone. The effect is permanent until a remove curse spell is cast
or die permanently. The GM may decide that not even divine upon the lenses (causing them to become mundane) followed
intervention can reverse this death. by a successful transmute stone to flesh cast upon the victim. The
The minor Death appears in the form of a wraith-like creature. other 25% of these lenses are known to be beneficial, granting the
It is considered an undead creature with regards to spell immu- wearer a gaze attack that functions like that of the basilisk.
nity and is immune to cold, fire, and electricity, but it cannot be
turned. It moves via perfect teleportation even across planes, able Feather Token: These magical tokens are crafted in the form of
to follow a victim anywhere without effort. It has an AC of −4, 33 small, colorful feathers shaped into various forms and typically
hp and attacks with a scythe once per round. However, it always worn as accessories to another item of clothing such as a hat, boot,
strikes first, automatically hits and inflicts 2d8 points of damage belt, girdle, sash, bracer, etc. Each token radiates magic if detect

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

magic is cast. Each token has 1 or 2 powers to suit a specific need, 1d100 Figurine
but can only be used once. Its specific shape and color combi- 01–15 Ebony fly
nation determines the nature of its powers. To activate a token, 16–30 Golden lions
the user must toss or drop it onto an appropriate surface while 31–40 Ivory goats
speaking the proper command word or phrase. The GM may roll 41–55 Marble elephant
1d20 and consult the table to determine which token has been 56–65 Obsidian steed
found, and he is encouraged to include other varieties of tokens 66–85 Onyx dog
using the following list as a guideline. 86–00 Serpentine owl
1d20 Tokens Ebony Fly: This black figurine of a housefly animates and
1–4 Anchor grows to the size of a pony. It has an AC 4 and 4 + 4 HD. It has a
5–7 Bird maneuver class 3 (average) and a base fly speed of 48 (speed class
8–10 Fan 4) when unburdened, 36 (speed class 3) when carrying up to 210
11–13 Swan Boat pounds, and 24 (speed class 2) when carrying up to its maximum
14–18 Tree of 350 pounds. The figurine can only be activated up to three
19–20 Whip times per week, and for only up to 12 hours on a given day. The
Anchor: When activated, this token is dropped over the side fly reverts to its statuette form either after it is killed, 12 hours
of a water-borne craft. Its power then renders that craft immobile have elapsed or upon command.
for 24 hours or until commanded to release. Golden Lions: These figurines are always found and activated
Bird: When activated, this token is tossed into the air. This in pairs. They animate and grow to become adult male lions with
token has two powers, activated by separate command words. AC 5, 5 + 2 HD, and all other abilities of a normal lion. They can
Each power has a duration of 24 hours. The first power automat- be activated once per day for up to 1 hour at a time. If either lion
ically drives away any hostile birds. The second power is much is slain, the one slain immediately reverts to statuette form, and
more impressive, requiring an open area of at least 70’ × 100’ after the second reverts to statuette form, the figurines cannot be
to activate. The token transforms into a flying craft for up to 24 activated for one full week.
hours that is the size and shape of the largest known roc. Ivory Goats: These figurines are always found in sets of three.
Fan: When activated, this token is dropped onto the deck of a Each of the figurines has a slightly different appearance and dif-
sailing ship. The token transforms into a huge, flapping fan for ferent powers. The figurines can be activated, either singly or as
8 hours or until commanded to stop. The fan creates a 25 mph a trio, but each has its own use and limitations.
breeze strong enough to propel the ship. This breeze cannot in- The Goat of Traveling—The first figurine animates and grows
crease existing wind speeds. The token can, however, be used into a fast and sturdy riding beast. This goat has AC 6, 4 HD (24
to lessen existing winds around the ship by 25 mph (but stormy hp), and 2 horn attacks per round (inflicting 1d8 damage per at-
waves are not affected). This token does not function on land. tack). It has a base speed of 48 when carrying 280 pounds or less.
Swan boat: When activated, this token is dropped into a large Its speed is reduced by 1 for each additional 14 pounds carried.
body of water. This token transforms into a large, swan-shaped Generally, the figurine can be activated and returned to statuette
boat for 24 hours. The boat is about 30 feet long and has a move- form as often as desired, but cannot be active for more than 24
ment value of 24. It can carry eight large-sized creatures and their hours in any 7-day period. If it has been active for a total of 24
gear or 32 man-sized creatures (or the equivalent of about 6,000 hours in a 7-day period, the figurine reverts to statuette form and
lbs.). cannot be reactivated until the end of the 7-day period. If it is
Tree: When activated, this token is dropped onto any soil sur- slain, the figurine reverts to statuette form and cannot be reac-
face with an area of at least 10’ × 10’. It is best suited for outdoor tivated for at least 24 hours. In addition, the figurine becomes
use, as the token transforms into a living oak tree, up to 60-foot mundane after a cumulative total activation time of 72 hours.
tall. Its trunk is 6 feet across and its foliage is up to 40 feet across. The Goat of Travail—The second figurine animates and grows
The roots penetrate the ground and the tree is permanent, but it into a massive beast, larger than a bull. This goat has AC 0, 16
can be cut down, killed, die of natural causes, etc. HD (96 hp), 2 hoof attacks (2d4 + 2 each), 2 horn attacks (2d6
Whip: When activated, this token is tossed into the air. The each) and 1 bite attack (2d4) per round. It has a base speed of
token transforms into a huge leather whip for up to 6 turns or 24. It often charges an opponent, and may only employ its 2 horn
until commanded to vanish. It wields itself against any oppo- attacks when it does so. If a horn attack is successful during a
nent desired just like a sword of dancing. The whip has a THACO charge attack, the goat gains a +6 bonus to damage. Roll to hit
of 12 and attacks with a +1 enchantment bonus to hit and damage and damage for each horn separately. Generally, the figurine can
rolls, inflicting base 1d6 damage on a successful hit. A success- be activated and returned to statuette form as often as desired,
ful hit also binds the whip around its victim for 1d6 + 1 rounds but cannot be active for more than 12 hours in any 30-day period.
unless he rolls a successful save vs. spell. The whip attacks with- If it has been active for a total of 12 hours in a 30-day period, the
out being held, hovering in place and able to move up to 30 feet figurine reverts to statuette form and cannot be reactivated until
away from the user. Treat the whip as if it were magical rope for the end of the 30-day period. If it is slain, the figurine reverts to
the purposes of cutting or damaging it. statuette form and cannot be reactivated for at least 24 hours. In
addition, the figurine becomes mundane after a cumulative total
Figurines of Wondrous Powers: These magical figurines are activation time of 36 hours.
crafted in the form of tiny statuettes of animals about an inch The Goat of Terror—The third figurine animates and grows into
high (unless stated otherwise). Each radiates magic if detect magic a terrifying riding beast, the size of a large warhorse. This goat
is cast. When thrown to the ground and a command word spo- has AC 2, 8 HD (48 hp), and a base speed of 36. It has no attacks
ken, a figurine grows to become a living creature that obeys and of its own, but a rider is able to use the goat’s horns as weapons.
serves their owner. If the figurine is destroyed in statuette form, One of its horns functions as a +3 medium lance, while its other
it becomes permanently mundane. If killed while in living form, horn functions as a +6 long sword. When ridden into combat, the
it reverts to statuette form to be re-activated at a later time. There goat emits an aura of terror in a 30-foot radius. Opponents in the
are several varieties of these figurines. The GM may roll 1d100 effective area must roll a successful saving throw vs. spell or lose
and consult the table to determine which figurine has been found, 50% of their strength and suffer a −3 penalty to attack and dam-
and he is encouraged to include other varieties of figurines using age rolls (regardless of their reduced strength) until they leave
the following list as a guideline. the effective area. The goat reverts to its statuette form when it

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

is slain, all opponents in the immediate vicinity are slain or it is reaffixed. If more than one horseshoe is lost, no magical speed
commanded to do so. It can be activated once every two weeks, bonus is gained.
but becomes mundane after the third activation.
Marble Elephant: This figurine is larger than the others and is Horseshoes of a Zephyr: These magical horseshoes are crafted
about the size of a human fist. It animates and grows to become in the form of the horseshoes of speed. They radiate magic if de-
an adult male elephant, fully obedient to the one who activated it tect magic is cast and never wear out. When worn by a hoofed,
and ready for use as a beast of burden, mount or combatant. The quadruped animal, they allow it to travel for up to 12 hours per
figurine can be used four times per month for up to 24 hours at day without actually touching the ground. The animal’s hooves
a time. There are two types of these figurines found separately. are always around 4 inches above the ground, but it moves at
The GM may roll 1d100 to determine which type is found. its normal movement value and cannot defy gravity in any other
1d100 Type way. This means that nonsolid or unstable surfaces (such as wa-
01-90 Normal elephant ter, ice, rubble, etc.) can be crossed, and that movement is pos-
91-00 Prehistoric elephant sible without leaving tracks on any sort of ground. The same
Obsidian Steed: This figurine appears to be a small, shape- animal must wear all four horseshoes to gain any benefit from
less lump of black stone. Only careful inspection reveals that it their power.
vaguely resembles some form of quadruped. On command, the
near-formless piece of obsidian animates and grows into a fan- Instant Fortress: This magical cube is crafted in the form of a
tastic mount. Treat it as a heavy warhorse with the following cube of force, but is most often made of metal. It radiates magic if
additional powers usable once per round at will: fly (at normal detect magic is cast. When activated by a spoken command word,
movement value) and plane shift (either ethereal or astral). The the cube grows to form a tower 20 feet square and 30 feet high,
steed allows itself to be ridden, but if the rider is of good align- with arrow slits on all sides and a crenellated battlement atop it.
ment, the steed is 10% likely per activation to carry him to an evil The adamantine walls extend 10 feet into the ground, rooting it
outer plane and then return to its statuette form. The figurine can to the spot and preventing it from being tipped over. Its walls
be activated once per week for one continuous period of up to 24 are impervious to normal weapons other than catapults or sim-
hours. Note that when the figurine becomes ethereal or astral, its ilar siege weaponry. The fortress can suffer up to 200 points of
rider and his gear follow suit. Thus, the rider can travel to other structural damage before collapsing. Structural damage is cumu-
planes via this means. lative, and the cube can only be repaired by a wish spell, which
Onyx Dog: This figurine animates and grows into creature restores only 10 points of damage per casting. The fortress has a
with the same properties as a large male war dog and has excep- small door that opens and closes instantly at the command of the
tional olfactory and visual abilities. It has an intelligence score of one who activated it. Otherwise, even knock spells can’t open the
8–10 and can speak common, but only obeys the one who ac- door. The fortress can only be activated on solid ground with at
tivated it. It has a 100% base chance to track a creature with least sufficient space above and below the surface to contain its fi-
a −10% penalty per hour beyond the first. The GM can apply nal size. The fortress springs up in just 1 round, with the door fac-
additional modifiers depending on the conditions (refer to the ing the one who activated it. People and creatures nearby (except
ranger’s Tracking ability). The dog has infravision 90’. It can de- the one who activated it) must be careful not to be caught in the
tect hidden creatures or objects (refer to the thief’s Hide in Shad- effective area of the fortress’s sudden growth. Anyone so caught
ows ability) 80% of the time, invisible creatures or objects 65% of takes 10d10 points of damage. The GM may allow a successful
the time, and astral, ethereal, or out-of-phase creatures or objects save vs. petrification, modified by dexterity—surprise modifier,
50% of the time. The figurine can be activated once per week for to reduce the damage by half.
up to six continuous hours. The fortress returns to its cube form when a third command
Serpentine Owl: This figurine animates and grows into either word is spoken. Creatures and objects left inside the fortress
an adult male horned owl or a giant owl depending upon the when it collapses are trapped in suspended animation (Refer to
command word spoken. In either form, the owl obeys commands temporal stasis).
from the one who activated it and can communicate with him via
a form of telepathy, informing him of what it sees and feels within Iron Bands of Binding: This magical constriction device is
the limits of its intelligence. The figurine can be activated once crafted in the form of a rusty iron sphere about 3 inches in di-
per day, with a maximum duration of 8 continuous hours. How- ameter. Closer inspection reveals bandings on the globe. It radi-
ever, after three transformations into giant owl form, the figurine ates a strong magical aura of indeterminate nature if detect magic
becomes mundane. In the form of a normal-sized owl, it has AC is cast. Once per day, the sphere may be activated by the proper
7, HD 1 /2 (2d2 hp), flying speed 24 (Speed Class 2, Maneuver command word and hurled at an opponent. The one who acti-
Class 2) and 2 talon attacks per round, inflicting 1d2 damage per vated it makes a normal attack roll. If he rolls a successful touch
hit. It moves stealthily (refer to the thief’s Hide in Shadows abil- attack, the bands expand and then contract to bind the targeted
ity) with a base 95% chance. The owl’s vision is twice as good as a creature. A single huge-sized or smaller creature can be captured
human’s in daylight, but it also has infravision 90’ and can see in thus and held immobile until the command word is spoken to
normal, outdoor, night-time conditions as if it were daylight. Its bring the bands into spherical form again. A creature caught in
hearing is superb, and any creature attempting to move stealthily the bands has one immediate chance to escape by successfully
within 60 feet of the owl suffers a 50% reduction to its chance of rolling a strength—bend bars check. Success also destroys the
success. iron bands and renders them mundane.
Horseshoes of Speed: These magical horseshoes are crafted in
Lens of Detection: This magical lens is crafted in the form of a
the form of a set of 4 mundane iron horseshoes; however, they
mundane magnifying glass. The whole object radiates magic if
radiate magic if detect magic is cast and never wear out. When
detect magic is cast, and the lens must remain within its handle
worn by a hoofed, quadruped animal, they double its movement
to function. Looking through the lens allows its user to detect
value. The same animal must wear all four horseshoes to gain
minute details as if he were wearing eyes of minute seeing, but
the full benefit of their power. For every 20 miles that the animal
is ridden over land, there’s a 1% chance that one of the horse- with only 1 /2 the power or 50 times magnification. In addition,
shoes will fall off. This will reduce the animal’s movement value when looking through the lens the user gains the ability to track
to only 1.5 times its normal rate until the horseshoe is found and as if he were a 5th level ranger.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Quiver of Many Missiles: This magical quiver is crafted in the items or creatures, but lost limbs can be restored by a regenerate
form of a mundane quiver that holds about two dozen arrows. spell.
It radiates transmutation magic if detect magic is cast. Closer in- If uncontrolled, the sphere is found in a motionless, static
spection reveals three distinct sections; each opens to a pocket state, usually resting in mid-air. However, by using mental effort
dimension in Non-dimensional Space, and the inside of each is to bend dimensional space around the sphere, any wizard, in-
larger than the outside. The first and smallest section can con- cluding specialty mages, can cause it to move. In order to move
tain up to sixty objects of the same general size and shape as an the sphere, the wizard must first establish control over it. Con-
arrow. The second, slightly longer section can hold up to eigh- trol of a sphere can be established from up to 40 feet away. Once
teen objects of the same general size and shape as a javelin. The control is established, it can be maintained from a distance of 40
third and longest section can contain as many as six objects of the feet + 10 feet per level of the wizard. The sphere has a move-
same general size and shape as a bow (spears, staves, or the like). ment value based upon the level of the wizard controlling it, as
Whenever the wearer reaches into the correct section and speaks shown on the table below. The chance to establish control and
the name of a desired item, that item (assuming it is within that maintain it each round is based on a combination of the wizard’s
section) shuffles to the top of the other items. The quiver weighs intelligence and level.
2 lbs. no matter what’s placed inside of it, and acts as a bag of Wizard Level Movement Value Base Chance*
holding in all other ways.
up to 5th 8’/round 15%
Sheet of Smallness: This magical sheet of cloth is crafted in the 6th to 7th 9’/round 20%
form of a mundane yet well-made bed sheet, woven from high 8th to 9th 10’/round 30%
quality linen or silk and approximately a 6’ × 6’ square. One side 10th to 11th 11’/round 40%
of the sheet is noticeably different than the other, with different 12th to 13th 12’/round 50%
embroidery patterns and/or different colors, and the sheet radi- 14th to 15th 13’/round 60%
ates an aura of transmutation if detect magic is cast. One side of the 16th to 17th 14’/round 70%
sheet has the power to shrink magical items. Any magical item 18th to 20th 15’/round 75%
wrapped in this side of the sheet shrinks to 1 /12 its normal size. 21st + 16’/round 80%
Refer to the reverse form of the enlarge spell, reduce, for details *Every point of intelligence above 12 grants the wizard a 1%
regarding being shrunk more than 90% in size, such as weight, bonus, increasing to 3% for every point of intelligence above
speed, strength and other reductions. A magical item does not 15, up to a maximum of +12% at intelligence 18.
function when in shrunken form. Wrapping the shrunken mag-
ical item in the other side of the sheet returns it to its normal Simply attempting to establish control over the sphere sets it
size. The sheet can only affect one magical item at a time, and the in motion. If any attempt to establish or maintain control fails,
change in size, whether shrinking it or returning it to full size, the sphere uncontrollably pursues the wizard at the above listed
requires two rounds to complete. The sheet has no effect on arti- movement value for at least 1d4 rounds. Thereafter, the sphere
facts, relics, or living material. continues to pursue the wizard if he remains within 30 feet of it.
If the wizard moves more than 30 feet away from it, the sphere
Sphere of Annihilation: This magical sphere is a globe of ab- becomes static again. If the wizard has control over the sphere,
solute blackness, a ball of nothingness 2 feet in diameter. The he can command it to stop.
sphere has no mass or physical substance, so it has no gravity
If more than one wizard attempts to control the sphere simul-
or other force of attraction, and is likewise unaffected by those
taneously, they roll their checks in order from the wizard with the
forces. When in static form, it remains in the same place relative
highest chance of success to the one with the lowest. Each of their
to its surroundings. The sphere radiates magic if detect magic is
chances is reduced by 5% per wizard attempting to control the
cast, but it is actually a hole in the continuity of the multiverse.
sphere. If all wizards fail their control checks, the sphere moves
Any matter that moves into contact with the sphere, or which the
towards the one among them with the highest modified chance
sphere moves into contact with, is instantly sent to Void-space:
of success. More than one wizard cannot cooperate to control a
gone and utterly destroyed. Void-space exists beyond the known
single sphere.
limits of Dimensional Space.
The sphere connects directly to Void-space, but its magic If a gate spell is cast upon a sphere, there is a 50% chance
causes the pressure at its edge to equal the atmospheric or hydro- that the gate destroys the sphere in a harmless implosion, a 35%
static pressure outside. This forms a pressure barrier permeable chance that nothing happens, and a 15% chance that a rip is
only by uniform motion on a macroscopic scale. The random opened through dimensional space, where everything within a
molecular motion of an atmospheric gas or liquid that usually 180-foot radius is sucked into the rip without benefit of a save
surrounds a sphere does not break the pressure barrier; therefore and deposited onto another plane of existence, or possibly even
a body of water or an atmosphere will flow around the sphere somewhere as distant as an alternate multiverse.
rather than be annihilated. To cause the sphere to annihilate a gas If a rod of cancellation touches a sphere, they negate each other
or liquid, the substance can be blown or poured into the sphere, in a tremendous explosion. Everything within a 60-foot radius
the sphere can be moved through the substance, or the sphere can takes 3d4 10 points of damage.
be placed in front of a moving volume of a gas or liquid. These spheres are highly unpredictable, and the GM has sev-
A sphere cannot annihilate anything larger than 2’ in diam- eral options in the unlikely event that two spheres are made to
eter with a just single touch. A sphere will bore a 2’ diameter collide with each other. The spheres may simply pass through
hole through a wall of force or a physical wall such as a wall of each other as if the other was not there, they may merge and
stone, wall or iron, wall of ice, etc. Hence, if a wizard controlling become a single larger sphere, or they may destroy each other.
the sphere plunges it into the earth or into a castle wall, it bores Destruction of the spheres may result in a harmless implosion, a
a 2’ hole instead of annihilating the entire item. In a similar man- violent explosion, or a rip through dimensional space. Similar re-
ner, a tiny-sized creature is small enough to be completely annihi- sults are possible if the sphere touches a bag of holding or portable
lated in one touch, but unless it falls completely into the sphere, a hole.
small-sized or larger creature may survive a single touch, suffer- A sphere will stop if it hits an anti-magic shell, but dispel magic
ing massive damage with up to a 2’ section of their bodies miss- and mage’s disjunction have no effect on it. It is considered an ar-
ing. Only the direct intervention of a deity can restore annihilated tifact when subjected to any other effects.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Stone Horse: This magical statue is crafted in the form of a life- speed as shown on the following table.
sized figure of a horse. roughly hewn from some type of hard Flight Duration Max Speed Speed Class
stone. It radiates magic if detect magic is cast. When the com- 2 turns 32 3—quick
mand word is spoken, the statue animates but remains made 3 turns 25 3—quick
of stone. While animated, the statue is considered a construct 4 turns 18 2—average
against enchantment and illusionary effects, but makes any ap- 6 turns 15 2—average
plicable saving throws against physical attacks as if it were a hard 8 turns 12 1—slow
metal object. Additionally, an animated statue can carry up to The wings give their wearer maneuver class 3 (average). He
1,000 pounds without encumbrance penalties and never requires can use a weapon, shield or magical item while flying, but can-
water, food or rest. not cast spells or concentrate on controlling magical effects. If the
There are two known varieties of this statue: wearer lands for any reason, the wings return to the form of a
The Courser: When animated, this statue has a movement cloak and the flight duration ends early.
value of 24, AC 3, and 18 hit points. It attacks as if it were a Flights lasting longer than one turn fatigue the wearer. If the
medium warhorse. flight lasts more than a turn, the wearer can only move at 1 /2 his
The Destrier: When animated, this statue has a movement
value of 18, AC 1, and 26 hit points. It attacks as if it were a normal movement rate or slower for one hour. If the flight lasts
heavy warhorse. for the entire duration, the wearer must stop moving and rest,
relax and/or sleep for one hour.
If wounded or damaged, the statue can only be healed by
casting transmute stone to flesh upon it. This transforms the statue
into a living horse that radiates magic if detect magic is cast. While
in flesh and blood form, it heals in the same manner as any real
living creature, with a natural healing rate of 1 hit point per
day. When it is fully healed, it automatically returns to its non-
animated statue form. If the statue is destroyed or killed in any
of its forms, it crumbles into dust.
Well of Many Worlds: This strange, multi-dimensional device
is crafted in the form of a portable hole and radiates magic if detect
magic is cast. When opened, the well establishes a direct connec-
tion to a randomly determined world anywhere within the multi-
verse (another planet, a parallel Prime Material Plane, a different
plane of existence, etc.), creating a two-way portal. Anything en-
tering the well is immediately transported to or from this other
world. It can be picked up, folded or rolled, just as a portable hole
can be, from either side of the portal. However, if the center of
the well is moved more than 3’ away from its original position in
any direction, a portal to another randomly determined world is
created. Once it is moved, the GM must decide whether placing
the well within 3’ of its original position will re-establish the link MAGICAL ARMOR & SHIELDS
to the same world or not. A return trip may prove to be difficult.
The well is reasonably stable, but under extraordinary cir- Magical armor is 65% likely to be man-sized, 20% likely to be
cumstances (such as when a sphere of annihilation enters the well elf-sized, 10% to be dwarf-sized, and 5% to be gnome-sized or
or a creature casts a gate upon it), the GM is free to determine halfling-sized, unless specified in its description. On the other
the results as if it were a portable hole or a sphere of annihilation, as hand, it may be assumed that magical armor can be adjusted to
appropriate to the situation. fit a variety of wearers, so a more lenient system would allow
85% to fit any basically human-sized creature, including elves,
Wind Fan: This magical fan is crafted in the form of a mundane, half-elves and dwarves, while the remaining 15% would fit any
hand-held device used to create a cooling breeze. It is usually small-sized creature such as gnomes and halflings. The GM al-
made of wood and papyrus or cloth and painted with a color- ways has the option to use a different set of percentage chances
fully detailed motif. This fan radiates magic if detect magic is cast, to represent his particular campaign setting.
but is fragile with poor saving throws, especially vs. fire-based Magical armor and shields radiate magic if detect magic is cast
attacks. If damaged in any way, it becomes a mundane item. and grant the wearer an enchantment bonus between +1 and +5.
By uttering the command word, its user causes the fan to gen- The armor or shield’s AC modifier is improved (i.e. lowered) by
erate air movement duplicating a gust of wind spell cast by a 5th this amount. Regardless of magical equipment or bonuses, the
level spell caster. The fan can be used once per day with no risk. best AC a creature can have is −10; however, situational modi-
If it is used more frequently, there is a 20% cumulative chance per fiers could still provide penalties to hit a creature with AC −10
usage during that day that the device is damaged and becomes when applicable.
useless mundane tatters. Most accursed armor and shields radiate magic if detect magic
is cast but inflict AC penalties expressed as negative numbers.
Wings of Flying: This magical pair of wings is usually crafted The armor or shield’s AC modifier is decreased (i.e. raised) by
in the form of a plain cloak made of common black cloth, but this amount. Regardless of magical equipment or bonuses, the
more exotic varieties may exist that are in the form of a long, worst AC a creature can have is 10; however, situational modi-
elegant cape of feathers. Once per day, the wearer can speak a fiers could still provide bonuses to hit the creature with AC 10
command phrase to cause the cloak to turn into a gigantic pair when applicable.
(20-foot wing span) of bat or bird wings that allow the wearer Refer to Modifying Saving Throws for when to apply a magi-
and anything that he wears or carries (up to 500 total pounds) to cal armor’s enchantment bonus (or an accursed armor’s enchant-
fly. As part of the command phrase, the wearer must include the ment penalty) to its wearer’s saving throws.
maximum flight duration that the wings will remain active. The Magical armor weighs the same as mundane armor of the
specified flight duration indicates the wearer’s maximum flight same type, but when worn its weight only counts toward a crea-

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

ture’s strength-max weight score. It is considered weightless has the power to grant its wearer a charisma score of 18 for the
when determining whether the creature wearing it suffers any purposes of determining encounter reactions. Racial modifiers
encumbrance related penalties (refer to Encumbrance). may still apply. If the wearer’s charisma is already higher than
To determine the type of magical armor or shield found, roll or equal to 18, nothing is gained or lost. In addition, allies within
on Table B.44: Armor Type and determine its enchantment bonus 360 feet of the wearer gain a +2 bonus to their morale score (PCs
(or penalty) by rolling on Table B.45: Enchantment Modifier. are not affected by this morale bonus). The morale bonus is lost if
the wearer hides or conceals himself in any way. If a bard wears
Table B.44: Armor Type this armor, he is empowered with the ability to cast a command
1d20 Armor spell once per day.
1 Banded mail Armor of Missile Attraction: This accursed armor can be
2 Brigandine crafted in any combination of mundane armor type and enchant-
3–5 Chain mail ment bonus (roll for type of armor and enchantment modifier,
6 Field plate
7 Full plate ignoring enchantment penalties). It radiates magic if detect magic
8 Leather or padded is cast and acts as an ordinary set of magical armor until hos-
9–12 Plate mail tile opponents are encountered. Its curse then attracts missile
13 Plate mail (bronze) weapons to the wearer’s location. The wearer is at least twice
14 Scale mail as likely to be a randomly selected target if missiles are fired into
15–17 Shield a crowd. In mass combat situations where volleys of missiles are
18 Splint mail fired, the wearer always has the most missiles fired in his direc-
19 Studded leather tion. Furthermore, the armor provides no enchantment bonus
20 Special* against such weapons. Simple tests won’t reveal its cursed na-
*Roll on Table B.46: Special Armors. ture. Only a remove curse spell allows the armor to be removed
once the curse has been discovered.
Table B.45: Enchantment Modifier Armor of Rage: This accursed armor is crafted in the form and
1d20 AC Adj. XP function of armor of command, including granting its wearer an en-
1–2 −1 Cursed chantment bonus. However, its primary effect on people is quite
3–10 +1 500 the opposite. When worn, the wearer suffers a −3 penalty to all
11–14 +2 1,000
15–17 +3 1,500 charisma related encounter checks. Allies within 360 feet of the
18–19 +4 2,000 wearer suffer a −2 penalty to their morale score (PCs are not af-
20 +5 3,000 fected by this morale penalty). The curse is subtle and not im-
mediately evident to the wearer or those affected. Only a remove
Table B.46: Special Armors curse spell allows the armor to be removed once the curse has
been discovered.
1d20 Armor Type XP
1–2 Armor of Blending +500* Elven Chain Mail: This magical armor is crafted in the form of
3–4 Armor of Command +1,000* finely made chain mail. It radiates magic if detect magic is cast and
5–6 Armor of Missile Attraction Accursed provides an enchantment bonus (roll for an enchantment modi-
7–8 Armor of Rage Accursed fier, ignoring enchantment penalties). This armor is incredibly
9–10 Elven Chain Mail ** light and can be worn under normal clothing without revealing
11–12 Plate Mail of Etherealness 5,000 its presence. Rogues can wear it, suffering only a few penalties to
13–14 Plate Mail of Fear 4,000 their class abilities, and elven fighter/mages can cast spells while
15–16 Plate Mail of Vulnerability Accursed
17–18 +1 Large shield, +4 vs. missiles 400 wearing it without restriction. The extremely rare armor can only
19–20 −1 Shield, missile attractor Accursed be crafted by elves and is almost always custom made for an in-
*This experience is added to that from the armor’s enchant- dividual. Therefore, it is rarely sized to fit anyone other than an
ment bonus. elf or half-elf.
**Refer to the item’s description. 1d100 Size
01–10 gnome/halfling
11–15 dwarf
16–80 elf/half-elf
SPECIAL ARMOR DESCRIPTIONS 81–95 man-sized, up to 6’ and 200 lbs.
Magical armor and shields that have additional powers are fur- 96–00 man-sized, up to 6.5’ and 250 lbs.
ther described below. The experience points rewarded for finding a suit of this ar-
mor is listed below. This reflects the item’s unique properties,
Armor of Blending: This magical armor is crafted in all com- value and rarity.
binations of mundane armor type and enchantment bonus (roll Bonus Exp
for type of armor and enchantment modifier, ignoring enchant- +1 1,200
ment penalties). It radiates magic if detect magic is cast. Speaking +2 2,000
a command word causes the armor to disguise itself as mundane +3 3,000
clothing. The power is merely illusory in nature, and the armor +4 5,000
retains all of its normal properties while disguised. Only true +5 7,500
seeing (or similar effect) will reveal the disguised armor’s true na-
ture. Plate Mail of Etherealness: This magical armor is crafted in the
form and function of +5 plate mail. It radiates magic if detect magic
Armor of Command: This magical armor can be crafted in any is cast, and upon command, its power allows the wearer and any
combination of mundane armor type and enchantment bonus nonliving items he wears and carries to become ethereal as if an
(roll for type of armor and enchantment modifier, ignoring en- oil of etherealness had been applied. While on the Ethereal Plane,
chantment penalties), but it is obviously finely crafted and ra- the wearer cannot attack creatures on the Prime Material Plane.
diates a strong aura of magic if detect magic is cast. This armor A phase door spell cast upon the wearer from either plane cancels

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

the armor’s power to remain ethereal, returning him and his gear An accursed weapon’s damage cannot be reduced below 1 hit
to the Prime Material Plane (as applicable) and preventing the ar- point.
mor’s power of etherealness from functioning for one full day. Some special magical weapons specifically state whether or
Each suit of armor is crafted with 20 charges and cannot be not they glow or otherwise give off light in their description.
recharged. Each visit to the Ethereal Plane expends one charge. Otherwise, the GM may determine that certain other magical
Expending five charges reduces the armor’s enchantment bonus weapons glow on a case-by-case basis, including swords, dag-
by 1, until all 20 charges are expended and it becomes an ordi- gers, and any weapon with a +3 or higher enchantment bonus. If
nary suit of +1 plate mail. As with all charged magical items, a weapon is said to glow, it will shed light in a 5’ radius when-
the armor may not have its full amount of charges when found, ever it is removed from its sheath. The weapon will not glow
depending upon the frequency of its use by its former owner(s). until its wielder discovers that it is magical, but once the glow
is activated, it cannot be deactivated until a new owner who is
Plate Mail of Fear: This magical armor is crafted in the form unaware of its power picks it up.
and function of +1 plate mail. It radiates magic if detect magic is Magical swords are the most commonly found magical
cast, and upon command, the armor radiates fear in a 30 foot ra- weapons and come in the greatest number of varieties. Unless
dius. All creatures in the effective area, except the wearer, must otherwise stated in the sword’s description, 70% of all known
roll a successful save vs. spell or panic. Those who fail their save magical swords are long swords, 20% are scimitars or broad
run away from the wearer (or cower if backed into a corner) for swords (50% chance for either), 5% are short swords, 4% are bas-
1d4 + 1 rounds. tard swords, and 1% are two-handed swords.
Each suit of armor is crafted with 2d2 + 3 charges. Acti- When a magical weapon other than a sword is rolled that is
vating the fear aura expends one charge. The armor cannot be commonly found in more than one variety, such as a mace, a flail,
recharged, but retains its +1 enchantment bonus even after all a pole arm, or a group of arrows or bolts, etc., the GM must deter-
charges are expended. As with all charged magical items, the mine the most appropriate weapon for the situation. For exam-
armor may not have its full amount of charges when found, de- ple, if encountering a mounted warrior with a magical mace, it is
pending upon the frequency of its use by its former owner(s). likely that the mace is of the horseman’s variety, while a warrior
Plate Mail of Vulnerability: This accursed armor is crafted in on foot would more likely be carrying a magical footman’s mace.
the form and function of ordinary magical plate mail. It radiates Magical lances are almost always heavy lances.
magic if detect magic is cast and initially provides an enchantment Ordinary magical hand-axes can be hurled with normal
bonus (roll for an enchantment modifier, ignoring enchantment ranges, but when hurled they only add their enchantment bonus
penalties). However, when a hostile opponent strikes the wearer to their attack rolls, and not to their damage scores.
in battle, the armor’s curse activates and its enchantment bonus Magical spears and arrows follow the same rules as their
reverses to apply a penalty to the wearer’s AC and any applicable mundane counterparts (refer to Mundane Weapons & Armor).
saving throws. If a hostile opponent hits the wearer with a nat- If two opponents wield weapons that allow them to strike be-
ural 20 on his attack roll, the armor shatters. Otherwise, only a fore initiative is rolled, they attack each other simultaneously.
remove curse spell allows the armor to be removed once the curse To determine the type of magical weapon found, roll on Ta-
has been discovered ble B.47: Weapon Type and determine its enchantment bonus (or
+1 Large shield, +4 vs. missiles: This large shield grants a +1 penalty) by rolling on Table B.48: Enchantment Modifier.
enchantment bonus to its bearer’s AC against melee attacks and a
+4 enchantment bonus against missile or hurled weapons. In ad- Table B.47: Weapon Type (1d6)
dition, the shield has a 20% chance to negate magic missile spells Sub-Table A (1–2)
that target the bearer from either the front or rear, depending on 1d20 Weapon (Quantity)
how the shield is carried. 1 Arrow (4d6)
2 Arrow (3d6)
−1 Shield, missile attractor: This accursed shield is crafted in 3 Arrow (2d6)
the form and function of an ordinary +1 shield. It radiates magic
4–5 Axe, Hand or Throwing
if detect magic is cast and acts as an ordinary magical shield until 6 Battle axe
hostile opponents are encountered. Its curse then attracts missile 7 Bolt (2d10)
weapons to the wearer’s location. The wearer is at least twice as 8 Bolt (2d6)
likely to be a randomly selected target if missiles are fired into a 9 Bullet, Sling (3d4)
crowd. In mass combat situations where volleys of missiles are 10–12 Dagger
fired, the wearer always has the most missiles fired in his direc- 13 Dart (3d4)
tion. Furthermore, the shield inflicts an enchantment penalty of 14 Flail
−1 to the wearer’s AC against all weapons, effectively canceling 15 Javelin (1d2)
the shield’s mundane bonus. Simple tests won’t reveal its cursed 16 Knife
17 Lance
nature. The shield will remain in its bearer’s possession, reap- 18–19 Mace
pearing if discarded or destroyed, until a remove curse spell is cast 20 Special*
upon it.
Sub-Table B (3–6)
1d20 Weapon
MAGICAL WEAPONS 1 Military Pick
2 Morning Star
Normal magical weapons radiate magic if detect magic is cast and 3 Pole Arm or Pole Axe
carry an enchantment bonus of between +1 and +5, which is 4–5 Scimitar
added to the weapon’s attack rolls and damage scores. How- 6–8 Spear
ever, it is unusual for any weapon other than a sword to carry an 9–17 Sword
enchantment bonus of greater than +3. 18 Trident
Most accursed weapons radiate magic if detect magic is cast, 19 War Hammer
but carry an enchantment penalty of between −1 and −5, which 20 Special*
is subtracted from the weapon’s attack rolls and damage scores. *Roll on Table B.49: Special Weapons.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Sub-Table D (10)
Table B.48: Enchantment Modifier 1d20 Item XP
1d20 Sword XP Other XP 1 +2 Sword, Nine Lives Stealer 1,600
1–2 −1 Cursed −1 Cursed 2–3 +3 Sword, Frost Brand 1,600
3–10 +1 400 +1 500 4 +4 Sword, Defender 3,000
11–14 +2 800 +1 500 5 +5 Sword, Defender 3,600
15–17 +3 1,400 +2 1,000 6 +5 Sword, Holy Avenger 4,000
18–19 +4 2,000 +2 1,000 7–8 −2 Sword, Cursed Accursed
20 +5 3,000 +3 2,000 9 +1 Sword of Dancing 4,400
10 +2 Sword of Life Stealing 5,000
Table B.49: Special Weapon (1d10) 11 +1 Sword of Sharpness 7,000
12 +1 Sword of the Planes 2,000
Sub-Table A (1–3) 13 +1 Sword of Wounding 4,400
1d20 Item XP 14–16 +2 Sword, Cursed Berserking Accursed
1 Arrow of Direction 2,500 17–18 +2 Short Sword of Quickness 1,000
2 +3 Arrow of Slaying 250 19 +3 Sword, Vorpal 10,000
3 +2 Axe of Far Throwing 750 20 GM’s Choice –
4 Axe of Return *
5–6 +1 Bow 500
7 +3 Crossbow of Accuracy 2,000 SPECIAL WEAPON DESCRIPTIONS
8 +1 Crossbow of Distance 1,500
9 +1 Crossbow of Speed 1,500 Arrow of Direction: This magical arrow is crafted in the form
10–11 +1 Dagger, +2 vs. Small-sized or 300 of a mundane arrow, but radiates magic if detect magic is cast. It
Smaller Creatures rarely carries an enchantment bonus but has a power similar to
12–13 +2 Dagger, +3 vs. Large-sized or 300 that of the locate object spell. Once per day, the owner of the ar-
Larger Creatures row can activate the arrow by requesting the location of one of
14 +2 Dagger, Long Tooth 300 the following specific types of areas: a stairway (up or down), a
15 Dagger of Throwing * sloping passage (up or down), an exit or entrance to a dungeon,
16 +1 Dagger of Venom 350 or a cave or cavern. The request must also include relative dis-
17 +3 Dart of Homing 450 tance (nearest, farthest, highest, lowest) and/or direction (north,
18 +2 Hammer, +3 Dwarven Thrower 1,500
19 Hammer of Thunderbolts 2,500 south, east, west, etc.). The arrow is then tossed into the air and
when it falls to the ground it points towards the requested area.
20 GM’s Choice –
Once activated, the arrow can be tossed into the air up to seven
*Refer to the item’s description
times within seven turns or until the area is found.
Sub-Table B (4–6) +3 Arrow of Slaying: This magical arrow is crafted in many
1d20 Item XP exotic forms indicative of the specific type of creature that it is
1 Horn Blade * intended to slay. In addition to special materials, rare feathers,
2 Javelin of Lightning 250 specially shaped heads and intricately carved runes, an arrow of
3 +6 Javelin of Piercing 250 this sort will radiate magic if detect magic is cast and carries a +3
4–5 Knife, Buckle 150 enchantment bonus. There are many varieties of these magical
6–7 +1 Mace of Disruption 2,000 arrows, and each is enchanted to instantly kill a specific type of
8 Net of Entrapment 1,000
9 Net of Snaring 1,000 creature without benefit of a saving throw, upon a successful hit.
10–11 Quarterstaff, Magical 500 Some possibilities include:
12 Scimitar of Speed * 1d20 Type
13–14 +2 Sling of Seeking 700 1 Arachnids
15 Spear, Backbiter Accursed 2 Avians
16 +1 Trident of Fish Command 500 3 Bards
17 +1 Trident of Submission 1,500 4 Clerics
18 +2 Trident of Warning 1,000 5 Dragons
19 −2 Trident of Yearning Accursed 6 Druids
20 GM’s Choice – 7 Elementals
* See item’s description 8 Fighters
9 Giants
Sub-Table C (7–9) 10 Golems
1d20 Item XP 11 Illusionists
12 Mages
1 +2 Sword, Sun Blade 3,000 13 Mammals
2–7 +1 Sword, Mage Bane 600 14 Paladins
8–10 +1 Sword, Morph Dropper 700 15 Rangers
11–12 +1 Sword, Rejuvenator Slayer 800 16 Reptiles
13 +1 Sword, Lizard Killer 800 17 Sea monsters
14–15 +1 Sword, Cursed Accursed 18 Thieves
16 +1 Sword, Flame Tongue 900 19 Titans
17 +1 Sword, Luck Blade 1,000 20 Undead
18 +2 Sword, Dragon Slayer 900
19 +2 Sword, Giant Slayer 900 The GM is encouraged to customize this table for his cam-
20 GM’s Choice – paign world.
+2 Axe of Far Throwing: This magical axe is crafted either in
the form of a mundane hand axe or a normal, magical +2 hand
axe. However, it can be hurled up to 180 feet, and adds its en-
hancement bonus to both attack rolls and damage scores when

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

hurled. an enchantment bonus as determined on the table below. It ra-


diates a strong aura of magic if detect magic is cast. This dagger
Axe of Return: This magical axe is crafted either in the form of can be hurled up to 180 feet. When hurled, the dagger adds its
a mundane hand axe or a normal magical hand axe, but has an enhancement bonus to both attack rolls and damage scores, and
enchantment bonus as determined on the table below. Like an a successful hit inflicts double the base damage (2d4 or 2d3).
axe of far throwing, it can be hurled up to 180 feet. When hurled,
a successful hit inflicts double the base damage (2d6 or 2d4), in 1d100 Bonus XP
addition to its enchantment bonus. The axe then returns to the 01–35 +1 250
wielder’s hand in the same round it is hurled regardless if it hits 36–65 +2 350
or misses its target. If the wielder of the axe is unaware of its 66–90 +3 450
power to return, he gains a cumulative 1 in 8 chance each con- 91–00 +4 550
secutive week that he wields the axe to discover the power. The
weapon’s power will be revealed automatically after eight weeks +1 Dagger of Venom: This magical dagger is crafted in the form
of consecutive use. of a normal +1 dagger, but conceals up to 6 doses of poison in its
1d20 Bonus XP hilt. When found, it typically contains type F poison, but can be
1–5 +1 1,500 refilled with any other type of injected poison. On a natural at-
6–10 +2 3,000 tack roll of 20, the dagger magically injects the poison, forcing the
11–15 +3 4,500 victim to immediately save. The GM should be aware that use of
16–19 +4 6,000 this weapon constitutes a violation of certain alignment and/or
20 +5 7,500 class restrictions.
+1 Bow: This magical bow can be crafted in the form of any +3 Darts of Homing: This magical dart is crafted in the form of
mundane type of bow (composite, short, or long) as desired by either a mundane dart or a normal +3 dart. It radiates an aura
the GM, but radiates magic if detect magic is cast. Its enchantment of transmutation and enchantment if detect magic is cast. Its en-
bonus applies to its attack rolls and damage scores of arrows that chantment bonus applies to its attack rolls and damage scores.
are fired from it. If magical arrows are fired, the enchantment On a successful hit against any creature of any size, the dart in-
bonuses from both weapons are combined. A mundane arrow flicts a base 1d6 points of damage and returns to its thrower in the
fired from a magical bow is not considered a magical weapon. same round. Its power doubles the weapon’s short, medium, and
long ranges. If the dart misses its target, it becomes mundane.
+3 Crossbow of Accuracy: This magical crossbow is most of-
ten crafted in the form of a mundane light crossbow, with only +2 Hammer, +3 Dwarven Thrower: This magical hammer is
10% crafted in the form of a heavy crossbow. It radiates magic if crafted in the form and function of a normal +2 war hammer.
detect magic is cast and suffers no THACO penalty when fired at However, when wielded by a dwarven warrior who speaks the
medium or long ranges. Its enchantment bonus is applied to its proper command word, it becomes a +3 dwarven thrower with the
attack rolls (but not its damage scores). If magical bolts are fired, following additional powers. The hammer then has a range of
the enchantment bonuses from both weapons are combined. A 180 feet and returns to the dwarf in the same round that it is
mundane bolt fired from a magical crossbow is not considered a hurled. It inflicts double its base damage when hurled at most
magical weapon. opponents (2d4 + 2 or 2d4), and triple its base damage (3d4)
when hurled against giants (with the possible exceptions of storm
Crossbow of Distance: This magical crossbow is most often
giants and titans, but including ogres, ogre magi, trolls, and et-
crafted in the form of a mundane light crossbow, with only 10%
tins). Its enchantment bonus applies to its attack rolls and dam-
crafted in the form of a heavy crossbow. It radiates magic if detect
age scores in either form.
magic is cast, and its power doubles the weapon’s short, medium,
and long ranges. Its enchantment bonus applies to its attack rolls Hammer of Thunderbolts: This magical hammer is crafted in
and damage scores of bolts that are fired from it. If magical bolts the form of a mundane but over-sized and extremely heavy war
are fired, the enchantment bonuses from both weapons are com- hammer. It radiates magic if detect magic is cast. It is so cumber-
bined. A mundane bolt fired from a magical crossbow is not con- some that only a creature at least 6 feet tall with a strength score
sidered a magical weapon. of 18/01 or higher can wield it properly. In the hands of such
+1 Crossbow of Speed: This magical crossbow is most often a creature, the hammer carries a +3 enchantment bonus, and it
crafted in the form of a mundane light crossbow, with only 10% inflicts double its base damage (2d4 + 2 or 2d4) on any success-
crafted in the form of a heavy crossbow. It radiates magic if de- ful hit. Its enchantment bonus applies to both attack rolls and
tect magic is cast, and its power doubles the weapon’s rate of fire. damage scores.
When grasped, the crossbow also automatically cocks itself and If the hammer’s wielder wears both a girdle of giant strength
allows the wielder to fire first (and last, as applicable) in a melee and gauntlets of ogre power, he may activate the hammer’s full
round, except when he is surprised. Its enchantment bonus ap- power by speaking its true name. The hammer’s enchantment
plies to its attack rolls and damage scores of bolts that are fired bonus then increases to +5. It applies the combined enchantment
from it. If magical bolts are fired, the enchantment bonuses from bonus from the hammer, the girdle and the gauntlets to both at-
both weapons are combined. A mundane bolt fired from a magi- tack rolls and damage scores, whether the hammer is hurled or
cal crossbow is not considered a magical weapon. swung in melee. It continues to inflict double its base damage
to all opponents, but instantly kills, without benefit of a saving
+2 Dagger, Long Tooth: This magical dagger can be crafted in throw, any giant (with the possible exceptions of storm giants
the form of either a mundane dagger or a normal +2 dagger. When and titans, but including ogres, ogre magi, trolls, ettins) as well
wielded by a gnome or halfling, this weapon magically lengthens as most golems (clay, flesh and stone) that it hits.
to cause damage as a +2 short sword. The weapon otherwise func-
In addition, if the hammer is hurled and successfully hits, it
tions as a dagger in all other ways while in short sword form.
produces a great clap of thunder, stunning all creatures within 90
In addition, the blade inflicts structural damage against wood or
feet for one round. The weapon can be hurled up to 180 feet, but
stone material as if it were normal flesh.
hurling it requires great effort. The wielder can only hurl it once
Dagger of Throwing: This magical dagger is crafted in the form every other round, and must rest for one turn if he hurls it five
of either a mundane dagger or a normal magical dagger, but has times within two consecutive turns or less.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Horn Blade: This moniker refers to a primitive style of magical hit any undead or evil extra-planar creature in combat, even if
weapon rather than a single type. A sickle-like blade made from higher enchantment bonuses are normally required. Touch at-
animal horn distinguishes these weapons. The blades range in tacks or other incidental touching is not intentional. A successful
length from 1 /2 ’ to 11 /4 ’ long and are set in a handle. They are hit in combat instantly kills skeletons, zombies, ghouls, shadows,
crafted in the form of knives, daggers or scimitars, but until one wights, and ghasts without benefit of a saving throw. If the mace
is activated, a creature unfamiliar with its use is only 10% likely hits any other undead or evil extra-planar creature in combat, it
to recognize it as a weapon. Horn blades radiate a faint aura of inflicts double the base damage (2d6 + 2 / 2d6 if a footman’s
enchantment if detect magic is cast. They are activated when the mace or 2d6 / 2d4 if a horseman’s mace) and applies double the
proper amount of pressure is applied to a specific area of the han- enchantment bonus to the damage score. In addition, these crea-
dle, instantly producing a strong, sharp edge. tures suffer a percentage chance to be instantly killed, as shown
Knife-sized and dagger-sized horn blades most often carry a +1 on the table.
or +2 enchantment bonus, while the scimitar-sized variety most Creatures Chance
often carries a +2 or +3 enchantment bonus. The smaller horn Wraiths 95%
blades can be hurled, and the enchantment bonus applies to the Mummies 80%
weapon’s attack rolls and damage scores. Specters 65%
Any creature may use a horn blade provided they are not re- Vampires 50%
Ghosts 35%
stricted from the use of its counterpart for any reason, but un- Liches 20%
skilled penalties apply if the creature is not skilled with the use Evil Extra-planar Creatures 5%
of its counterpart. The GM is encouraged to modify the list of undead creatures
Counterpart XP to suit his campaign world.
Knife 500 × bonus
Dagger 750 × bonus Net of Entrapment: This magical net is crafted in the form of
Scimitar 1,000 × bonus a mundane, 10 feet square, fishing net made of rope with a 3-
inch square mesh. It radiates magic if detect magic is cast. The
Javelin of Lightning: These magical javelins are crafted in the net can be thrown to a distance of up to 20 feet and magically
form of normal +2 javelins, but are found in groups of 1d4 + 1. expands to cover an effective volume of 5 feet cubed. Up to
They radiate magic if detect magic is cast, but don’t add their one man-sized, two small-sized or 4 tiny-sized creatures within
enchantment bonus to their attack rolls or damage scores. The the effective volume must save vs. breath weapon, modified by
javelins can be hurled up to 90 yards, and on a successful hit the dexterity—surprise modifier, or become trapped in the net. The
head becomes a stroke of lightning 5 feet wide and 30 feet long. net is extremely strong, and trapped creatures with a strength
Any creature struck by one suffers 1d6 points of piercing damage score of less than 20 cannot perform any actions. Those with a
and 20 points of electrical damage without benefit of a saving strength score of 20 or higher can make one attempt to break free
throw. Any creature caught in the path of the lightning suffers of the net by rolling a successful strength—bend bars check. A
20 points of electrical damage, but a successful saving throw re- successful check destroys the net and releases the creature. The
duces the damage by half. The javelin can be recovered after a net has an AC of −10, and only hacking blows from a slashing
missed attack, but a successful hit fully consumes it. weapon will cause damage to it. Each 3-inch strand of rope re-
quires 5 hit points of damage to sever. Several strands must be
+6 Javelin of Piercing: These magical javelins are crafted in the
cut to free a trapped creature, destroying the rope in the process.
form of either mundane or normal magical javelins, but are found
Attempts by others to free them are likely to damage the trapped
in groups of 2d4. They radiate magic if detect magic is cast. To acti- creatures.
vate this javelin’s power, the wielder speaks the proper command The net can also be placed as a trap, either suspended from
word. The javelin immediately launches from the wielder’s hand an overhead position to drop or laid on the ground to close upon
towards a target up to 180 feet away and ignores all range penal- its victim(s) when the owner speaks a command word. Trapped
ties. It will automatically adjust course, vertically and/or hori- creatures can be released when the owner speaks another com-
zontally, to avoid obstacles (flying a course up to its maximum mand word.
range). The javelins carry a +6 enchantment bonus that applies
to attack rolls and damage scores. A javelin can only be activated Net of Snaring: This magical net is crafted in the form of a net
once and becomes mundane whether it hits or misses. of entrapment, but it functions only underwater and has a range of
up to 30 feet.
Knife, Buckle: This magical knife is crafted with a short yet
very sharp point, and has a mundane sheath resembling an or- Quarterstaff, Magical: This magical staff is crafted in the form
nament or a buckle for a belt. The knife radiates magic if detect of either a mundane or normal magical quarterstaff made of iron-
magic is cast. While in its sheath, the knife is concealed yet can wood and banded with iron. It is as strong as steel. When its
be drawn easily. It otherwise functions as a magical knife in all wielder speaks a command word, the staff becomes any length
other ways. The GM may roll a 1d10 to determine the knife’s the wielder desires, from between 6 feet and 12 feet long. Re-
enchantment bonus. gardless of its length, the weapon inflicts the same base damage
1d10 Type XP as a normal quarterstaff. Its enchantment bonus applies to both
1–4 +1 100 attack rolls and damage scores. Roll 1d20 on the table below to
5–7 +2 200 determine a particular staff’s enchantment bonus.
8–9 +3 300 1d20 Bonus XP
10 +4 400
1–5 +1 250
+1 Mace of Disruption: This magical mace is crafted in the 6–9 +2 500
10–13 +3 750
form and function of a normal +1 mace. It radiates magic if de- 14–17 +4 1,000
tect magic is cast and an aura of neutral good if detect good, know 18–20 +5 1,250
alignment or similar spell is cast. Its enchantment bonus applies
to both the weapon’s attack rolls and damage scores. The mace’s Scimitar of Speed: This magical scimitar is crafted in the form
enchantment is so powerful that it inflicts 5d4 points of damage of a normal magical scimitar. The scimitar carries a +2 enchant-
to any evil creature that intentionally touches it and allows it to ment bonus 75% of the time. The GM should roll 1d100 and con-

289
APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

sult the following table to determine the enchantment bonus the +1 Trident of Submission: This magical trident is crafted in the
other 25% of the time. form of a mundane trident, but it radiates magic if detect magic
1d100 Type XP is cast and carries a +1 enchantment bonus. It is crafted with
01–50 +1 2,500 16 + 1d4 charges, but may have significantly less charges when
51–75 +3 3,500 found, depending upon its use by its previous owner(s). The tri-
76–90 +4 4,000 dent’s wielder may expend one charge during an attack with the
91–00 +5 4,500 weapon. Any creature struck by the trident during a round that
The power of the scimitar increases its wielder’s number of a charge is expended must roll a saving throw vs. spell, modified
attacks by one each round, and stacks with other magical effects by its wisdom—mental defense modifier, but this saving throw is
that either increase or decrease the number of attacks per round not rolled immediately. Rather, it is rolled during the creature’s
(such as haste or slow). It also allows him to attack before initia- next initiative. The creature can perform no other action during
tive is rolled each round, even if other magical effects (like slow) the round that it must roll this saving throw, causing it to lose at
would normally prevent this. When the wielder gains 2 or more least one attack or other action.
attacks per round using this scimitar, his first attack occurs be- If the creature fails its save, it immediately ceases combat and
fore initiative is rolled, and his other attacks are resolved with surrenders to the trident’s wielder, feeling overwhelmingly hope-
the standard initiative roll. less for 2d4 rounds. If its save is successful, the creature begins to
+2 Sling of Seeking: This magical sling is crafted in the form of act normally in the following round.
a common mundane sling. It radiates magic if detect magic is cast, As long as the trident has at least one charge remaining, it
and applies a +2 enchantment bonus to attack rolls and damage can be recharged, but if the trident’s last charge is expended it
scores of missiles fired from it. If magical sling bullets are hurled, becomes a mundane weapon. Optionally, when the last charge is
the enchantment bonuses from both weapon and bullet are com- expended, the GM may allow the trident to retain its +1 enchant-
bined. Mundane sling stones and bullets hurled from it are con- ment bonus.
sidered magical and are able to hit those creatures only affected
+2 Trident of Warning: This magical trident is crafted in the
by magical weapons of +1 or higher.
form of a mundane trident, but it radiates magic if detect magic
Spear, Cursed Backbiter: This accursed spear is crafted in the is cast and carries a +2 enchantment bonus. It is crafted with
form and function of a normal magical spear. It radiates magic if 18 + 1d6 charges, but may have significantly less charges when
detect magic is cast and usually carries a +1 enchantment bonus, found, depending upon its use by its previous owner(s). The
but a few are known with an enchantment bonus of +2 or +3. The power of this staff reveals the presence of hostile and/or hungry
spear’s curse is usually not immediately apparent, but each time marine creatures. It reveals the number and type of creatures as
this spear is used to attack an opponent in combat, there’s a 5% well as their location and depth. To activate the trident’s power,
cumulative chance that the curse activates. The wielder is there- the wearer expends one charge while grasping and pointing the
after compelled to always attack with the spear, and it always trident in a desired direction. It requires 1 round to completely
appears in the victim’s hands during combat. When the curse is scan a hemisphere with a radius of 240 feet. Each time a charge
activated, it causes the spear to attack its wielder in the back. It ig- is expended, the power of the trident is activated for 2 rounds,
nores the wielder’s dexterity and shield modifiers to his AC, and allowing a complete sphere to be scanned.
uses the wielder’s normal attack roll and damage score modified As long as the trident has at least one charge remaining, it
by the spear’s enchantment modifier. If the spear is hurled and can be recharged, but if the trident’s last charge is expended it
the curse activates, a successful hit on its wielder inflicts double becomes a mundane weapon. Optionally, when the last charge is
the base damage (2d6 or 2d8), modified by the spear’s enchant- expended, the GM may allow the trident to retain its +2 enchant-
ment bonus, and the spear returns to the wielder’s hands where ment bonus.
he is compelled to use it again. After the 20th attack using this
spear, the curse is permanently activated, and it will always at- −2 Trident of Yearning: This accursed trident is crafted in the
tack its wielder from behind. Only a remove curse spell will allow form of a normal magical trident and radiates magic if detect
its victim to get rid of the spear after the curse is activated. magic is cast. However, it carries an enchantment penalty of −2,
and its special curse is activated as soon as it is grasped. The curse
+1 Trident of Fish Command: This magical trident is crafted in of the trident compels its wielder to immediately go to the near-
the form of a mundane trident with three barbed tines, mounted est large body of water that is deep enough for him to submerge
upon a stout 6-foot shaft. It radiates magic if detect magic is cast, his entire body and jump into the deepest part possible. It does
and carries a +1 enchantment bonus. It is crafted with 16 + 1d4 not provide him with the ability to breathe underwater. A wish
charges, but may have significantly less charges when found, de- spell cast at any time will end the curse and allow the wielder to
pending upon its use by its previous owner(s). By expending one release his grip on the trident. Otherwise, the wielder will not re-
charge, the wielder of this trident can attempt to control any fish lease his grip on the trident or leave the deep water. He will stay
(including sharks, rays and eels) of animal intelligence or lower underwater until he drowns or until a water breathing spell is cast
within a 60-foot radius. All such creatures within the effective upon him.
area won’t attack the wielder or any creature within 10 feet of the
wielder, and must roll a saving throw vs. spell. A school of fish +2 Sword, Sun Blade: This magical sword is crafted in the form
is treated as a single entity. A failed save indicates that the fish of either a mundane or normal magical bastard sword. It radi-
fall under empathic control of the wielder of the trident, allowing ates magic if detect magic is cast and an aura of neutral good if
him to direct the fish’s movement and trigger basic emotional re- detect good/evil or know alignment is cast. The sword is treated as a
sponses within them, such as hunger, anger, fear, indifference, short sword when calculating its weight, encumbrance and com-
etc. Its powers have no effect over other non-fish based marine bat speed, but inflicts damage as a bastard sword. Its normally
life, such as mollusks, crustaceans, amphibians, reptiles, mam- carries a +2 enchantment bonus, but this bonus is doubled when
mals, etc. used in combat against evil creatures, and its damage is dou-
As long as the trident has at least one charge remaining, it bled when employed against creatures from the Negative Energy
can be recharged, but if the trident’s last charge is expended it Plane or those drawing power from it (including certain types of
becomes a mundane weapon. Optionally, when the last charge is the undead). Its blade always glows after its magical properties
expended, the GM may allow the trident to retain its +1 enchant- have been discovered. Any creature skilled in the use of either
ment bonus. the bastard sword or short sword can wield it properly.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

In addition, once a day its wielder can activate the sword’s many wishes remain within the sword.
sunray power by speaking a command word while swinging the
sword above his head. The sword begins to shine brightly, pro- +2 Sword, Dragon Slayer: This magical sword is usually
ducing the equivalent of full daylight in a 10-foot radius around crafted in the form of a normal +2 sword and radiates magic if de-
the wielder. Each round for the next turn, the light extends 5 ad- tect magic is cast. Its normal enchantment bonus is doubled when
ditional feet until reaching a 60-foot radius. This sphere of day- used in combat against any true dragon (chromatic or metallic).
light will persist around the wielder for as long as he continues In addition, it inflicts triple its base damage (3d12) against one
to swing the sword above his head. When he stops swinging the certain type of dragon. The increased enchantment bonus of +4
sword, the light fades to a dim glow that remains visible for one is applied to this base damage. The GM may roll 1d10 and con-
turn. sult the following table to determine the specific type of dragon.
1d10 Type
+1 Sword, Mage Bane: This magical sword is usually crafted in
1 Black
the form of a normal +1 sword and radiates magic if detect magic 2 Blue
is cast. Its normal enchantment bonus is doubled when used 3 Brass
in combat against wizards and other creatures that cast arcane 4 Bronze
wizard spells, as well as any creatures that were conjured, cre- 5 Copper
ated, gated, or summoned. It does not have any extra enchantment 6 Gold
against otherwise mundane creatures employing magical items. 7 Green
8 Red
+1 Sword, Morph Dropper: This magical sword is usually 9 Silver
crafted in the form of a normal +1 sword and radiates magic if de- 10 White
tect magic is cast. Its normal enchantment bonus is tripled when The GM is free to modify this table to suit his campaign, but it
used in combat against were-creatures and other shape changing should never contain unique dragons. In addition, if the sword is
creatures, as well as those that are under the effects of polymorph also an intelligent weapon with an alignment, it cannot be crafted
or shape change spells. to slay dragons that share its alignment.
+1 Sword, Rejuvenator Slayer: This magical sword is usually +2 Sword, Giant Slayer: This magical sword is usually crafted
crafted in the form of a normal +1 sword and radiates magic if de- in the form of a normal +2 sword and radiates magic if detect magic
tect magic is cast. Its normal enchantment bonus is tripled when is cast. Its normal enchantment bonus is increased by 1 when
used in combat against any creature that is able to regenerate, used in combat against giants, giant-kin, ettins, ogre magi, and
including creatures using magical items to regenerate. titans. Against true giants (hill, stone, frost, fire, cloud, storm)
the sword inflicts double its base damage (2d12). The increased
+1 Sword, Lizard Killer: This magical sword is usually crafted enchantment bonus of +3 is applied to this base damage.
in the form of a normal +1 sword and radiates magic if detect magic
is cast. Its normal enchantment bonus is quadrupled when used +2 Sword, Nine Lives Stealer: This magical sword is usually
in combat against dinosaurs, dragons, hydras, lizards, snakes, crafted in the form of a normal +2 sword and radiates magic if de-
wyverns, and other reptilian beasts. tect magic is cast. It is also crafted with the power to drain the life
force (whether spirit or soul) from an opponent (not including
+1 Sword, Cursed: This accursed sword is usually crafted in creatures such as golems and the undead). Due to the distasteful
the form of a normal +1 sword and radiates magic if detect magic nature of its power, a GM may determine that the sword also ra-
is cast. It carries a +1 enchantment bonus, but its curse activates diates neutral evil if detect evil/good or know alignment is cast. If the
as soon as the wielder sees a potential enemy. The curse forces wielder rolls an unmodified 20 while using this sword in combat,
the wielder to engage in combat with every potential enemy he the creature that was struck must make a successful saving throw
sees, and he must use this sword in every combat situation. It vs. spell or die immediately. The victim is unable to be raised, res-
magically appears in the wielder’s hand if he attempts to use a urrected, or even reincarnated, but a wish spell can restore his life
different weapon. In addition, the wielder cannot break off com- if the sword is present with the body when the wish is cast. The
bat until either he or his opponent is killed. Only a remove curse sword can drain a total of nine life forces before the power is lost.
cast upon the sword will allow the wielder to be free of its curse. If the save is successful, the sword’s life-draining power does not
+1 Sword, Flame Tongue: This magical sword is usually crafted function and no use of the power is expended. When the ninth
in the form of a normal +1 sword and radiates magic if detect magic life force is drained from a victim, the sword becomes a normal
is cast. Its normal enchantment bonus is doubled when used in +2 sword (possibly with a hint of evil about it).
combat against any creature that is able to regenerate (including +3 Sword, Frost Brand: This magical sword is usually crafted
creatures using magical items to regenerate), tripled when used in the form of a normal +3 sword and radiates magic if detect
against avian creatures and those that are either flammable or use magic is cast. Its normal enchantment bonus is doubled when
cold (includes any creatures with a natural attack that inflicts cold used in combat against any creatures with a natural attack that
damage), and quadrupled when used against the undead. inflicts heat or fire damage and those that normally thrive in fiery
Furthermore, when the wielder speaks the command word, settings. When withdrawn from its sheath in ambient tempera-
the sword’s blade becomes covered in flames, giving off heat and tures below 0◦ F, the sword sheds light equal to that of a torch. Its
light equivalent to a torch and easily igniting oil, webs, paper, wielder is protected as if he were wearing a ring of fire resistance.
parchment, dry wood, etc. In addition, when the sword is thrust into mundane or magical
+1 Sword, Luck Blade: This magical sword is usually crafted fires it snuffs them out in a 10-foot radius 50% of the time. This
power cannot snuff out magical fires with instantaneous dura-
in the form of a normal +1 sword and radiates magic if detect
tions such as fireball, meteor swarm, or flame strike.
magic is cast. Its normal enchantment bonus is also applied to
its wielder’s saving throws. In addition, the sword is crafted with +4 (or +5) Sword, Defender: This magical sword is usually
the power to grant 5 wishes, but will usually have less than 5 when crafted in the form of a normal +4 (or +5) sword and radiates
found. The GM may roll 1d4 + 1 to determine how many wishes magic if detect magic is cast. Its enchantment bonus ordinarily ap-
remain or simply subtract any wishes that were granted to its pre- plies to its attack rolls and damage scores. However, during each
vious owner(s). The wielder does not automatically know how round of combat, the sword’s wielder can allocate all or part of

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

its enchantment bonus to improve his armor class against melee In addition, if its wielder is wounded, the sword will automat-
weapons, but not hurled weapons. ically heal him for an amount of hit points up to the opposing
creature’s permanent loss.
+5 Sword, Holy Avenger: This magical sword is usually crafted
in the form of a normal +2 sword and radiates magic if detect magic +1 Sword of Sharpness: This magical sword is usually crafted
is cast. A GM may determine that the sword also radiates lawful in the form of a normal +1 sword and radiates magic if detect magic
good if detect evil/good or know alignment is cast, for its full pow- is cast. A GM may determine that the sword also radiates chaotic
ers are activated only when a paladin wields it. Its enchantment neutral if detect evil/good or know alignment is cast. If the wielder
bonus is then increased to +5 and doubled (to +10) when calculat- rolls a sufficiently high unmodified attack while using this sword
ing the damage score against a chaotic evil opponent. In addition, in combat, as determined by the the table below (and this at-
when drawn from its sheath it creates a zone of 50% magic resis- tack hits the opponent), the sword will randomly sever one of
tance in a 5-foot radius around the paladin and dispels magic in a the opponent’s appendages. The GM determines the affected ap-
5-foot radius using the paladin’s level to calculate the effects. pendage randomly. This includes arms, legs, tails, tentacles, etc.
but not heads. The sword has a normal enchantment bonus of
−2 Sword, Cursed: This accursed sword is usually crafted in +1, which applies to both attack rolls and damage scores, but is
the form of a normal +2 sword and radiates magic if detect magic treated as if it had a +3 enchantment bonus for purposes of hitting
is cast. However, when wielded in combat, the curse acti- creatures immune to normal weapons.
vates. Thereafter, its enchantment bonus becomes an enchant- Furthermore, this sword has the power to glow as its wielder
ment penalty of −2, and the wielder must use this sword in every chooses. The glow can be disabled, or it can be made to shed
combat situation. It magically appears in the wielder’s hand if he dim light in a five-foot radius, bright light in a 15-foot cone, or a
attempts to use a different weapon. Only a wish or limited wish 30-foot radius sphere equivalent to a light spell.
will allow the wielder to be free of its curse. Condition of Opponent Unmodified Score Needed
+1 Sword of Dancing: This magical sword is usually crafted in Normal 18–20
Large-sized or larger 19–20
the form of a normal +1 sword and radiates magic if detect magic
Solid metal or stone 20
is cast. The sword carries an enchantment bonus of +1 during
the first round of combat and gains +1 enchantment bonus each +2 Short Sword of Quickness: This magical sword is usually
continuous round of combat until becoming a sword +4 on the crafted in the form of a normal +2 short sword. It radiates magic
fourth round. On the fifth round, its enchantment bonus resets to if detect magic is cast. It always allows its wielder to attack before
+1. This cycle repeats, with the enchantment bonus resetting to initiative is rolled each round.
+1 at the 9th round, the 13th round, etc. At any time the enchant-
+3 Sword, Vorpal: This magical sword is usually crafted in the
ment bonus is +1 (except the 1st round of continuous combat), its
form of a normal +3 sword and radiates magic if detect magic is
wielder gains the option to release the sword to attack on its own.
cast. A GM may determine that the sword also radiates lawful
The sword will then dance, fighting for up to four rounds using
neutral if detect evil/good or know alignment is cast. The sword
its wielder’s unmodified THACO. The wielder can perform any
has a normal enchantment bonus of +3, which applies to both
other actions desired during the rounds that the sword dances.
attack rolls and damage scores, and if the wielder rolls a suffi-
The sword can move up to 30 feet away from the wielder, but re-
ciently high unmodified attack while using this sword in combat,
sets to +1 and drops to the ground if this distance is exceeded. If
as determined by the the table below (and this attack hits the op-
the wielder has an unoccupied hand, the sword automatically re-
ponent), the sword will sever the opponent’s head (or neck). The
turns to it when the enchantment bonus resets to +1. The wielder
can also grasp the sword out of the air during any round that it GM should note that some creatures might not be killed by sim-
is dancing within 5 feet of him. If the wielder doesn’t have an ple decapitation. This includes such creatures as slimes, many
unoccupied hand when the enchantment bonus resets to +1, the kinds of the undead, doppelgangers, elementals, golems, etc.
sword drops to his feet. In either case, the wielder must fight Condition of Opponent Unmodified Score Needed
with the weapon for 4 continuous rounds before activating its Normal 17–20
power to dance again. While the sword dances, it cannot be af- Large-sized or larger 18–20
fected by physical attacks, requires the same amount of space as Solid metal or stone 19–20
its wielder, and is considered held by its wielder when determin- +1 Sword of the Planes: This magical sword is usually crafted
ing the results of any magical effects that may affect it. in the form of a normal +1 broadsword. It functions as such while
on the Prime Material Plane and radiates magic if detect magic is
+1 Sword of Wounding: This magical sword is usually crafted cast. Its enchantment bonus is doubled while the sword is on any
in the form of a normal +1 sword and radiates magic if detect of the Inner Planes or when used to attack a creature from one
magic is cast. It is crafted with the power to cause deep, bleeding of the inner planes, tripled while on an Outer Plane or attacking
wounds that do not heal easily. Every successful attack with this an outer planar creature, and quadrupled while on the Astral or
sword causes a wound that inflicts one additional point of dam- Ethereal Plane or attacking a creature from either of these planes.
age from blood loss each round after the first until the wound is
bandaged or one turn passes. In addition, only a wish spell or rest +2 Sword, Cursed Beserking: This accursed sword is usually
over a period of time can heal damage caused by this sword. The crafted in the form of a normal +2 sword and radiates magic if de-
damage cannot be healed with any potion, spell, or regenerative tect magic is cast. It carries a +2 enchantment bonus, but its curse
ability. activates as soon as it is wielded in combat. The curse immedi-
ately forces the wielder into a form of berserk rage. He will attack
+2 Sword of Life Stealing: This magical sword is usually the nearest creature (whether friend or foe) and cannot break off
crafted in the form of a normal +2 sword and radiates magic if combat until either he or every creature within 60 feet of him is
detect magic is cast. If the wielder rolls an unmodified 20 while killed. Thereafter, he must use this sword in every combat situa-
using this sword in combat, it inflicts its normal damage score tion. It magically appears in the wielder’s hand if he attempts to
and drains one level or HD from the creature. This includes the use a different weapon. Only a dispel evil/good or wish cast upon
loss of all associated abilities and a permanent loss of hit points. the sword will allow the wielder to be free of its curse.

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Table B.50: Weapon Intelligence


1d100 Int Communication Special Powers
01–34 12 Semi-empathic* 1 detection power
35–59 13 Empathic** 2 detection power
60–79 14 Verbal*** 2 detection power
80–91 15 Verbal*** 3 detection power
92–97 16 Verbal*** 3 detection power & read spoken languages
98–00 17 Verbal & tele- 3 detection & 1 extraordinary power, read spoken languages & read magic
pathic****
*Wielder feels urges from the weapon that encourage or discourage certain actions.
**Wielder feels emotions from the weapon that encourage or discourage certain actions.
***Weapon speaks the wielder’s native language and one or more bonus languages.
****Weapon can use either communication mode with any spoken language.

INTELLIGENT MAGICAL WEAPONS


Table B.52: Weapon Alignment
1d100 Alignment
In unusual circumstances, certain magical weapons will be in- 01–05 Chaotic good
telligent and imbued with magical sentience. These very rare 06–15 Chaotic neutral*
weapons think and feel the same way characters do. They should 16–20 Chaotic evil
be given a name (often engraved onto the hilt) and treated as 21–25 Neutral evil*
NPCs. Due to the nature of their expanded powers, placement 26–30 Lawful evil
of intelligent magical weapons is purely the GM’s prerogative, 31–55 Lawful good
and they are never found as randomly generated treasure. 56–60 Lawful neutral*
61–80 True neutral*
While intelligence most often occurs in magical swords with 81–00 Neutral good*
a 25% chance, any other magical melee weapon that carries an *Any creature whose alignment corresponds to the non-
enchantment bonus but no other special powers is given a 5% neutral portion of the item’s alignment can also use the
chance to be intelligent. Single-use magical weapons or weapons weapon. Any creature can use a true neutral weapon.
without enchantment bonuses such as the javelin of lightning or If a creature touches a weapon whose alignment isn’t com-
net of entrapment, magical missile weapons such as bows, cross- patible with its own, it suffers damage each round equal to the
bows and slings, and their ammunition cannot be intelligent. weapon’s ego score (see below) unless the weapon is in the grasp
Intelligent weapons often have the ability to shed light in a or possession of a character whose alignment is compatible.
5-foot radius whenever they are removed from their sheath, and Detection Powers & Extraordinary Powers: Powers only func-
many must do so to be able to see. Intelligent weapons gain one tion when the intelligent weapon is drawn from its sheath and
or more powers and possibly a special purpose. held. Intelligent weapons cannot activate a power and physi-
When the GM determines that a magical weapon possesses cally attack an opponent at the same time. If a detection power is
intelligence, the following tables can be used to determine its in- rolled or selected by the GM more than once, the power’s range
telligence, communication abilities, and special powers. The GM is doubled, tripled, etc. Detection powers are activated when the
is encouraged to modify these tables to suit his campaign setting, wielder concentrates on the desired effect, and the wielder is un-
able to attack with the weapon during that round. If an extraor-
use them as a guideline to create unique weapons for his cam-
dinary power is rolled or selected by the GM more than once, the
paign setting, and to accept or reject any randomly rolled results.
number of times that the power can be activated per day is dou-
bled, tripled, etc. Extraordinary powers are activated when the
Bonus Languages: If an intelligent weapon speaks, it will have wielder concentrates for one full round. Activating an extraordi-
one or more bonus languages. Its bonus language(s) should re- nary power prevents its wielder from attacking with the weapon
late to the campaign setting, the weapon’s history and its special for at least two rounds. These powers operate as if cast by an 8th
purpose (if any). One of them will be the native tongue of its level spell caster. Powers provide a bonus to the weapon’s base
maker. A weapon’s personality can be partly based upon its na- experience award value.
tive tongue.
Table B.53: Detection Powers
1d100 Detection Power XP Bonus
Table B.51: Bonus Languages
1d100 Number 01–11 Elevators or shifting +60
rooms/walls—10’ radius
01–40 1 12–22 Sloping passages—10’ radius +60
41–70 2 23–33 Large-sized traps—10’ radius +120
71–85 3 34–44 Detect evil/good—10’ radius +240
86–95 4
96–99 5 45–55 Precious metal, indicating type and +240
00 * amount—20’ radius
*Roll twice on the table, ignoring 00, with a minimum result 56–66 Gems, indicating type and +240
of not less than 6. number—5’ radius
67–77 Magic—10’ radius +240
78–82 Secret doors—5’ radius +120
83–87 Detect invisible—10’ radius +240
Alignment: All intelligent weapons radiate an alignment if de- 88–92 Locate object—120’ radius +180
tect evil/good or know alignment is cast. If an intelligent sword has 93–98 Roll twice on this table, ignoring 93- –
any alignment-oriented special powers (such as a holy avenger), 00
the sword’s alignment must match. 99–00 Roll for an extraordinary power –

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

Special Purpose: The most powerful of the intelligent weapons


Table B.54: Extraordinary Powers often have a special purpose that suits its type and alignment.
1d100 Extraordinary Power XP Bonus This special purpose should always be treated reasonably. A spe-
01–07 Charm via a touch attack that does +360 cial purpose to ”defeat arcane spell casters” doesn’t mean that the
not cause damage, 3/day sword forces its wielder to attempt to kill every wizard he sees.
08–15 Clairaudience, 1 round per activa- +360 Nor does it mean that the sword believes it is possible to kill ev-
tion, 30 yards, 3/day ery wizard, specialist mage, and bard in the world. It means that
16–22 Clairvoyance, 1 round per activation, +360 the weapon hates arcane spell casters and may attempt to bring
30 yards, 3/day the local wizard’s guild to ruin, or end the rule of a sorceress-
23–28 Determine direction and depth un- +300 queen in a nearby land. Likewise, a special purpose to ”defend
derground as a gnome, 2/day elves” means that the item attempts to further the cause of elves
29–34 ESP, 1 round per activation, 30 +480
by stamping out their enemies and aiding their leaders. As al-
yards, 3/day
35–41 Fly, 120 feet per turn, 1/day +480 ways, the GM should modify the results of this table to suit his
campaign setting.
42–47 Heal self, 1/day +600
48–54 Create illusion with audible effects +480
as wand of illusion, 120 yards, 2/day Table B.55: Special Purpose
55–61 Levitate, 1 turn per activation as a +420 1d100 Special Purpose XP Bonus
6th level caster, 3/day 01–10 Defeat diametrically opposed +200
62–67 Strength (upon the wielder only), +420 alignment*
1/day 11–20 Defeat or defend either clerics or +225
68–75 Telekinesis, maximum 250 pounds, 1 +420 druids
round per activation, 2/day 21–30 Defeat or defend either fighters, +225
76–81 Telepathy as helm of telepathy, but +420 rangers or paladins
communication only with no power 31–40 Defeat or defend either mages or +225
to implant a suggestion, 60 yards, specific specialty mages
2/day 41–50 Defeat or defend thieves or +225
82–88 Teleport, casting time 2, maximum +540 bards
600 lbs., 1/day 51–55 Defeat or defend a specific +250
89–94 X-ray vision as the ring of x-ray vi- +420 human-shaped race**
sion, 1 turn per activation, 40 yards, 56–65 Defeat or defend lawful or +200
2/day chaotic extra-planar creatures***
95–97 Roll twice on this table, ignoring 95- – 66–75 Defeat or defend good/evil +200
97 extra-planar or undead crea-
98–99 Choose 1 extraordinary power – tures***
00 Choose 1 extraordinary power and – 76–95 Defeat or defend specific non- +200
determine a special purpose human-shaped creatures***
96–00 Defeat or defend servants of a +300
specific deity or mythos****
*True neutral weapons attempt to preserve the balance by de-
feating powerful beings of one extreme alignment. The GM
must choose one of the following LG, LE, CG, CE.
**Possible races include any demi-human, humanoid, giant,
giantkin, etc.
***The GM should choose a specific creature based upon his
campaign setting.
****Servants include priests, paladins, associated extra-planar
creatures, etc.

Dedicated Power: A dedicated power must be related to pur-


suit of its special purpose and activates upon a successful attack
against an eligible creature. The creature is allowed a saving
throw vs. spell to avoid the effect. The GM makes the deter-
mination of whether a creature is eligible. An intelligent weapon
can refuse to activate its dedicated power, even if its wielder is
dominant. A dedicated power acts as if cast by an 8th level spell
caster.

Table B.56: Dedicated Powers


1d100 Dedicated Power XP Bonus
01–10 Blindness—2d6 rounds +100
11–20 Confusion—2d6 rounds +100
21–25 Disintegrate +200
26–55 Fear—1d4 rounds +100
56–65 Permanent insanity +200
66–80 Paralysis—1d4 rounds +150
81–00 Simultaneous Chant and +100
Prayer—2d4 rounds

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FOR GOLD & GLORYTM APPENDIX B. TREASURE LISTS AND DESCRIPTIONS

Weapon Ego: After all other aspects of a weapon have been • Stop attacking his opponents.
recorded, the GM calculates an intelligent weapon’s total ego • Attack himself or his associates.
points. • Surrender to an opponent.
• Drop the weapon.
Table B.57: Weapon Ego Points
Weapon Attributes Ego Points Naturally, such actions are unlikely when harmony reigns be-
Enchantment bonus 1/bonus* tween the wielder and his weapon or when their purposes and
Each detection power 1** alignments are well matched. Even so, a weapon may seek out
Each extraordinary power 2** a more powerful wielder with a lower personality score in order
Special purpose 5 to easily establish and maintain dominance over him and better
Each spoken language 1 accomplish its special purpose.
Telepathic 2 All intelligent magical weapons desire to play an important
Read spoken languages 1 role in whatever activity is under way, particularly combat. Such
Read magic 2
weapons are often rivals of each other, or friendly rivals if they
*If the weapon has multiple enchantment bonuses, it gains 1
are of the same alignment. No intelligent weapon wants to share
ego point for its lowest and highest enchantment bonuses. For
its wielder with any other. An intelligent weapon is aware of the
example, a +1 flame tongue would gain 5 ego points. Intelli- presence of any other of its kind within 60 feet, and most intelli-
gent swords with special powers double enchantment bonus gent weapons attempt to mislead or distract their wielder so that
ego points.
**If a power is doubled or tripled, count ego points two or he ignores or destroys the rival weapon.
three times. Intelligent weapons are never totally controlled or silenced
by their wielders. Even though the weapon may never success-
Ego points combined with weapon’s intelligence represent an fully control its wielder, it remains undaunted and continues to
intelligent weapon’s force of personality. A weapon with high express its wishes and demands.
ego points has a very dominant personality. These guidelines only cover intelligent magical weapons,
Personality Conflicts: An intelligent weapon will always act however, the GM may create intelligent magical items of a non-
in perfect accordance with its stated alignment and towards the weapon nature. The GM must determine their powers and spe-
ends of its special purpose (if any). If the wielder’s actions dis- cial purposes on a case-by-case basis.
agree with the weapon’s alignment or special purpose, a person-
ality conflict will occur. A weapon with 19 or more ego points
will always feel superior to its wielder, and a personality con-
ARTIFACTS & RELICS
flict occurs anytime such a weapon and its wielder disagree for
These objects are extremely rare items of ancient power and
any reason. Personality conflicts are also more common when
majesty. They are incredibly more powerful than even the great-
the weapon’s alignment has any component of neutral and the
est of the known magical items. Artifacts are the mightiest magi-
wielder’s alignment is not an exact match.
cal items, crafted in the mists of time by the most renowned wiz-
To determine the force of the wielder’s personality add to-
ards in history, while relics are awesome items of great power as-
gether his intelligence, charisma and highest class level or HD.
sociated with, or formerly a part of, a highly venerated (or most
The result is the wielder’s personality score when he is at full
reviled) priest from days of old.
strength. If he is wounded, he suffers penalties to his personal-
ity score. The wielder suffers a −1 penalty each time he loses a These are legendary items and the epitome of magical power
number of hit points equal to his total hit points divided by his in the game, so their use must be strictly controlled. They must be
highest class level or HD (rounded up). few in number across a campaign world, and gaining possession
When a personality conflict occurs, the weapon’s personal- of one should require an epic monumental adventure suitable
ity score is compared to the wielder’s current personality score. only for the most powerful characters. It is suggested that sin-
If the weapon has a higher score, it dominates the wielder and gle classed human characters within an adventuring group have
can force him to perform actions against his will. These actions an average character level of at least 15 before an artifact or relic
should always be well thought out and are often in accordance is introduced into play. It is advised that if a player character
with the sword’s alignment and/or special purpose. Should an gains possession of one, it should be for the purpose of complet-
item gain dominance over its wielder, it resists his desires. In ad- ing a major quest or campaign goal, and the GM should not allow
dition, it can demand concessions such as any of the following: him to keep it for very long. Artifacts and relics are intelligent,
and known to mysteriously disappear when they are no longer
• Removal of associates whose alignment or personality is needed.
distasteful to the weapon.
General Characteristics: Each artifact or relic is a unique item.
• Disposal of all other magic items or items of a certain type.
A GM must specifically place an artifact or relic in their individ-
• Obedience from the wielder allowing the weapon to direct
ual campaigns. They will not be found on random treasure ta-
his movements.
• Immediately seek out and attempt to slay the weapon’s bles. They cannot be transferred between campaign worlds, ex-
hated enemy. cept in highly unusual circumstances that the GM must approve.
• Magical and mundane protections for when the weapon is The GM designs artifacts and relics to fit his world, and he
not in use. alone knows the extent of the powers that they possess, as well
• In the future, the wielder must carry the weapon at all as the command words and gestures needed to activate them.
times. The GM has free reign to give the artifacts and relics any power
• The wielder must relinquish the weapon to a more suitable he desires, even if the power would normally be considered god-
wielder due to alignment differences or other disagree- like. In addition to having powers of lesser and greater effect,
ments. artifacts and relics are cursed. Just activating an artifact or relic
In extreme cases of personality conflicts, the weapon can also can result in a dangerous or even deadly side effect being trig-
force the character to perform the following actions: gered, and simply possessing an artifact or relic is to risk insanity
or worse. Their effects are permanent, and subject only to divine
• Enter into combat. intervention from the most powerful deities.

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APPENDIX B. TREASURE LISTS AND DESCRIPTIONS FOR GOLD & GLORYTM

These items are nearly indestructible, and very few effects of them.
have even a slight chance to affect them. Unique and elaborate
Greater Powers: After selecting the lesser powers, the GM then
means are required to destroy one.
selects the item’s greater powers. Artifacts and relics will have no
Physical Description: The first thing to do when creating an ar- more than two greater powers. Often, greater powers can only be
tifact or relic is to decide its form. This can be anything chosen activated when doing so is directly related to the item’s purpose,
from the standard magical item tables or equipment tables, such and these can often be revealed in the item’s history. Though the
as a book, jewelry, clockwork toy, cloak or robe, boots or shoes, exact means of activating the greater powers and the item’s pur-
weapon, armor, masks, lenses, mummified body parts, magical pose may be ambiguous.
shelters, statues, vehicles or anything else the GM can imagine.
Regardless of its physical form, an artifact or relic never expends Dangerous Side Effects: After providing the artifact or relic
charges; its powers are permanent. with its lesser and greater powers, the GM must determine the
dangers inherent in its use. Activating any of the powers of an
Origins and History: The next step when creating an artifact or artifact or relic carries grave risks. Creatures possessing great
relic is to determine its history. The GM must first decide who cre- will and incredible power originally crafted and used the item,
ated the item and for what purpose. The item is assumed to have and even they placed themselves in danger to activate the item’s
been crafted in ancient times and will have a history in which fact powers. Naturally, these dangerous side effects will be at best
becomes impossible to separate from myth and legend. This item only hinted at in the item’s history.
was once possessed by a deity or his most powerful mortal fol-
lower, and was often crafted for an express purpose, such as for Curse of Insanity: Ultimately, every artifact and relic brings in-
use by a particular hero or to fight a particular foe. sanity to its possessor. Even if the item is never used, its pos-
This purpose may have been fulfilled a long time in the past, sessor becomes paranoid and jealously possessive of the item.
or it maybe a never-ending or self-renewing purpose. The item is Soon, the possessor becomes delusional and begins to see threats
so closely associated with its purpose that its powers might only where none exist. Eventually, the insanity causes the possessor
be fully activated by creatures who meet certain class and/or of the item to attempt to destroy their allies and associates (either
racial criteria, or it may reveal its full powers only when dealing openly or covertly), believing them to be enemies out to kill him
with a specific threat. and/or steal the artifact.
Next, the GM must roughly determine what has happened to How to Destroy it: Lastly, the GM must determine a means to
the item over the centuries. He should note when and where it destroy the artifact or relic. Since an artifact or relic is nearly inde-
has appeared and what events occurred after its appearance. Fi- structible, destroying one is next to impossible. It is impervious
nally, the GM fills in details in the item’s history with clues to its to all mundane and most magical attacks. It cannot be crushed,
powers and any legends (both true and false) that have come to dissolved in acid, melted or broken. Even in the rare event that
surround the item. a magical attack succeeds or some way is found to destroy the
Alignment: Artifacts and relics always radiate a strong align- item’s physical form, the item is only disrupted for a (relatively)
ment aura when detect evil/good, know alignment or similar is cast. short time, but within a century, the item reforms in another loca-
The GM selects the most appropriate alignment for the artifact. tion with all of its powers and dangerous side effects restored. To
truly destroy the item, a creature must complete a very specific
Lesser Powers: Using the item’s history as a guide, the GM be- and demanding set of conditions that are as unique as the artifact
gins to assign powers to the artifact or relic, starting with the least itself.

296
Appendix C

BESTIARY

The creatures included in this appendix form a selection com- placed randomly, roll for each type listed. Lair treasure types
mon to most campaign worlds. This selection is by no means and individual treasure types in parentheses are determined for
comprehensive, nor are all creatures included found in every set- each encounter as a whole, while individual treasure types are
ting. A listing including notes on attributes, special abilities, lan- determined for each creature in an encounter.
guages, mannerisms, and ecology is included for each creature. Larger or smaller treasures are noted by a multiplier (e.g. D ×
2, H × 1 /2 ). For encounters larger or smaller than usual, treasure
should be adjusted accordingly.
CREATURE DESCRIPTIONS
Alignment: A creature’s outlook on morality and ethics. The
Climate/Terrain: The usual habitat of the creature, where it is alignment listed for a creature is the usual alignment for a crea-
most likely to be found. Sample climates include arctic, sub-
ture of that type, but uncommon exceptions may occur. Animals
arctic, temperate, and tropical. Terrains are more specific, and
and other unintelligent creatures are always Neutral.
include plains, scrublands, forests, hills, mountains, swamps,
deserts, and other such features. Armor Class: A creature’s armor class, determined by a crea-
Frequency: The likelyhood of encountering a creature in a typ- ture’s equipment, physical or magical nature, speed, reflexes, and
ical area. A creature may have differing frequencies in different other abilities. Creatures that commonly wear armor have an un-
climates/terrains or areas of the world. armored armor class listed in parentheses. Circumstantial modi-
Frequency Probability fiers to armor class are listed in a creature’s combat listing.
Very rare 4%
Rare 11% Movement: The movement rate of a creature. Creatures that
Uncommon 20% commonly wear armor may have an unarmored speed listed in
Common 65% parentheses. Special types of movement, such as flying or swim-
ming, are listed for creatures that possess these types of move-
Number Appearing: The usual number of creatures appearing ment. Flying rates include a maneuverability ranked from class
in their natural setting. This number should not be used for dun- A to E, as described in Chapter 8: Combat.
geon encounters or encounters in other artificial settings. Solitary
creatures encountered in groups do not necessarily cooperate. Hit Dice: The number of dice rolled to determine a creature’s
hit points. Unless noted, hit points for creatures are usually deter-
Organization: The usual social structure of a creature. Solitary mined using a d8 hit die, although larger or smaller dice may be
creatures may also be found in small family groups. used for stronger or weaker individual creatures. Some creatures
have an extra hit point modifier added to their hit dice; creatures
Activity Cycle: The time of day in which a creature is most ac- with a modifier of +3 or greater are treated as a creatures of one
tive in an outdoor setting. Creatures may be active at any time hit die greater than indicated for purposes of THACO and saving
underground. Exceptions to a creature’s activity cycle are com- throws. An average hit point value is included in parentheses.
mon.
Intelligence: A creature’s intelligence is equivalent to a charac-
ter’s ability score.
Score Descriptor
0 Mindless, hive mind, or plant-like
1 Animal intelligence
2–4 Semi-intelligence
5–7 Low intelligence
8–10 Average (human) intelligence
11–12 Very intelligent
13–14 Highly intelligent
15–16 Exceptionally intelligent
17–18 Genius
19–20 Supra-genius
21+ Godlike intelligence
Treasure: The usual treasure carried by a creature or in a crea-
ture’s lair. The types given refer to the Treasure Types in Ap-
pendix B: Treasure Lists and Descriptions. Treasures may be
deliberately placed by the game master or placed randomly. If

297
APPENDIX C. BESTIARY FOR GOLD & GLORYTM

THACO: The result needed on an attack roll to hit a combat Morale: The likelihood that a creature will remain in combat
opponent with an armor class of 0. THACO is determined by under extreme pressure. A creature’s morale may be adjusted by
a creature’s hit dice and adjusted according to a creature’s rela- individual circumstances. Morale ratings adhere to the following
tive strength. Humans and demi-humans always use the player range:
character values for THACO. Score Morale
Circumstantial modifiers to a creature’s THACO are de- 2–4 Unreliable
scribed in a creature’s combat listing. 5–7 Unsteady
8–10 Average
Table C.1: Creature THACO 11–12 Steady
HD THACO 13–14 Elite
1 15–16 Champion
/2 or less 20 17–18 Fanatic
1−1 20
1+ 19 19–20 Fearless
2+ 19 Experience: The amount of experience points awarded to a
3+ 17
4+ 17 group for defeating an encounter with the creature. See chapter
5+ 15 11: Experience for more information.
6+ 15
7+ 13 The description of a creature includes a creature’s appearance,
8+ 13 behavior, society, and ecology.
9+ 11
10+ 11 Combat: The tactics and strategies a creature is likely to em-
11+ 9 ploy in combat situations. Special modifiers to armor class and
12+ 9 THACO, as well as special abilities and resistances, are described
13+ 7 here.
14+ 7
15+ 5 As Player Characters: With a game master’s approval, certain
16+ 5 creatures may become player characters. Rules for using these
creatures as player character races, such as ability requirements
Attack: The type of attack employed by a creature and the dam- and adjustments, classes allowed, and level limits are included.
age inflicted by a successful attack. A creature may have multiple
attacks of a given type, and may have multiple types of attacks.
For example, a creature with a listing of “2 claws 1d3, bite 1d6”
ALPHABETICAL BESTIARY
attacks twice each round with its claws and once each round with
its bite. Each successful claw attack inflicts 1d3 points of damage, AERIAL SERVANT
and a successful bite inflicts 1d6 points. Creatures that commonly
use weapons are listed as “by weapon”. Climate/Terrain: Astral plane, ethereal plane, ele-
mental plane of air
Saving Throws: Unless otherwise noted, all creatures save as Frequency: Very rare
fighters of a level equal to their hit dice. Giant and humanoid Number Appearing: 1
spell casters save as their spellcasting class, though of a level Organization: Solitary
equal to their hit dice if greater than their spell caster level. Hu- Activity Cycle: Any
Intelligence: 2–4
manoid player characters always save according to their class Treasure: None
and level. Alignment: Neutral
Special Traits: Any extra abilities, defenses, and vulnerabilities Armor Class: 3
Movement: Fly 24 A
possessed by a creature. These are further described in each crea- Hit Dice: 16 (72 hp)
ture’s combat listing. THACO: 5
Attack: Grab 4d8
Magic Resistance: The percentage chance that magic cast on a Saving Throws: Fighter 16
creature will have no effect. If a creature’s magic resistance fails, Special Traits: Invisibility, strangle, surprise,
the creature may still make a saving throw to resist the magi- magical weapon needed to hit
cal effect as normal. A creature may have further resistances to Magic Resistance: None
specific spells or types of magic; these are listed in a creature’s Size: Large (8’ tall)
combat listing. Morale: 14
Experience: 13,000
Size: A creature’s size category. A creature’s shape may affect Aerial servants are creatures native to the astral plane, ethe-
its size. For example, a spherical creature the size of a human real plane, and elemental plane of air. While on the prime ma-
has more mass than a humanoid creature of the same size, and is terial plane they are normally invisible, but are visible on their
considered large whereas the humanoid is be man-sized. native planes. When they can be seen, they appear as vaguely
Size Height humanoid creatures of pale mist with only the barest hints of fa-
Tiny-sized 2’ or less cial features.
Small-sized 2’ to 4’ With little society and organization, aerial servants are likely
Man-sized 4’ to 7’ to be found soaring free on the planar winds. They have no use
Large-sized 7’ to 12’ for lairs or treasure, and are loathe to leave their home planes.
Huge-sized 12’ to 25’ They are typically found on other planes when summoned by
Gigantic-sized 25’ or more the spell that bears their name. They detest such summons, and
attempt to kill those foolish enough to summon them without
proper protections.
Aerial servants feed upon the planar winds, and will starve if
kept long enough from their home planes. Aerial servants repro-

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

duce by chance when they are caught up in particularly violent A camel may attack by spitting at an opponent. A victim of a
storm winds. If the wind is sufficiently strong, it may rip an aerial successful spit attack has a 25% chance of being blinded for 1d3
servant into two; these parts grow into separate beings. This is rounds.
extremely painful to an aerial servant, and the fear of the expe-
Cat: Cats are small domesticated, wild, or feral felines. Domes-
rience sometimes serves to balance their fascination with strong ticated cats are kept as pets or to control rodents.
winds and weather. If a cat hits with both claw attacks, it may attack to rake its
Combat: On the prime material plane, aerial servants are in-
opponent with its back claws for 1d2 points of damage.
visible unless they choose to make themselves otherwise. When
invisible, their opponents suffer a −5 penalty to their surprise Chipmunk: Chipmunks are small, striped squirrel-like rodents
rolls. On a successful attack, an aerial servant may grab its op- commonly found in wooded environments.
ponent. On each successive round, they may maintain their hold
and strangle their opponent, automatically inflicting 4d8 points Cow: Cattle are domesticated bovines raised for their meat and
of damage. A grabbed creature may attempt to break free with a milk.
percentage chance equal to their strength rating. Creatures with Crow/Raven : Crows and ravens are large black scavenging
exceptional strength above 18/18 instead use their exceptional birds. They are relatively intelligent, and have a complex form of
strength percentage number to determine their chance; a strength communication. Superstitions and mythologies, both good and
of 18/00 or more means automatic success. bad, often surround these birds.
Aerial servants are extremely strong, and can fly while carry-
ing up to 1,000 pounds. Dog: Dogs are domesticated canines, often kept as pets, work-
An aerial servant will attempt to kill a cleric foolish enough ing animals, and guardians. Dogs have been bred to many shapes
to summon it without the protection of a protection from evil spell. and sizes for different kinds of work.
An aerial servant prevented from completing its assigned task Donkey: Donkeys are stout, large-eared equines often used as
for a sufficient length of time goes insane and hunts down and working and pack animals. The offspring of a donkeys and
attempts to kill its conjurer. horses are called mules or hinnies, and are used for similar pur-
poses as donkeys.
ANIMAL Eagle: Eagles are the largest of the birds of prey. They have
Natural animals are rarely dangerous, and most often want little excellent eyesight, and feed on fish, other birds, and small mam-
to do with humanoid creatures. Desperate situations like star- mals.
vation or loss of habitat may drive wild animals to attack hu- Elephant: Elephants are gigantic, thick-skinned mammals with
manoids, and domesticated creatures may be trained to fight. a distinctive trunk and long, curving tusks. Elephants are intel-
Normal animals always have an intelligence of 1 and a neutral ligent and social creatures, and are sometimes used as working
alignment. animals.
An elephant may attack 5 times each round (2 tusk gores, 2
Baboon: Baboons are large ground-dwelling monkeys with
kicks, and a trunk attack), but no more than 2 of these attacks
dog-like muzzles, sharp canine teeth and thick fur. They live in may be directed at any one creature.
large troops and possess impressive intelligence, forming elabo-
rate hierarchies of rank and dominance. Falcon: Falcons are birds of prey, capable of flying at great
speeds. Falcons can be tamed and trained to hunt and retrieve
Badger: Badgers are short, wide burrowing weasel-like crea-
prey for their masters.
tures. Although normally shy, they fight viciously when cor-
nered. Ferret: Ferrets are small weasel-like creatures domesticated to
hunt rabbits.
Bat: Bats are small flying mammals that eat insects or fruit. Bats
are able to “see” in the dark by listening to the echoes of their Fox: Foxes are small canids, often hunted for their fur or for
high-pitched chirping and use this ability to navigate and to find sport. Foxes have a reputation in many myths and legends for
prey. being clever and tricky.
Bear: Bears are large, stocky mammals. Normally docile, bears Goat: Goats are small livestock animals commonly raised for
are rightly feared and revered for their ferocity when cornered or their meat and milk. Goats are sometimes used as working ani-
endangered. mals.
In combat, a bear may hug an opponent upon making a suc- A goat may make a charging attack from a distance of 30 feet
cessful claw attack with an attack roll of 18 or better. Black bears or greater. A charging goat gains a +2 bonus to attack rolls and
inflict 2d4 damage with this hug attack, and brown bears 2d6 inflicts an additional 1d2 points of damage on a successful attack.
damage.
Groundhog: Groundhogs are large, ground-dwelling squirrels.
Boar: Boars are the larger wild relatives of the domesticated pig.
Hawk: Hawks are small birds of prey. Like falcons, they can be
They can be aggressive and dangerous when cornered or hunted.
trained to hunt and retrieve prey.
Buffalo: The term buffalo refers to several varieties of wild Horse: Horses are large, long-limbed equines often used as rid-
bovines, from water-loving wide-horned types to plains- ing or working animals. Horses trained for battle can attack in-
dwelling shaggy short-horned types. dependently of their riders.
A buffalo may make a charging attack from a distance of 40
feet or greater. If this attack hits, its horns inflict 3d6 points of Jackal: Jackals are small omnivorous and scavenging canids.
damage and the buffalo tramples the victim for an additional 1d4
points of damage. Jaguar: Jaguars are great cats easily recognized by their spotted
coats. They are extremely solitary, and only associate with each
Camel: Camels are long-necked mammals with distinctive other to mate or when raising young.
humped backs. Although native to deserts, they are adaptable If a jaguar hits with both claw attacks, it may attack to rake its
to a wide variety of environments. opponent with its back claws for 2d4 + 1 points of damage.

299
APPENDIX C. BESTIARY FOR GOLD & GLORYTM

ANIMAL
No. App. AC Move HD THACO Attack Save Size Morale XP
Baboon 10d4 7 12 1+1 19 Bite 1d4 F1 S 5–7 35
Badger 1d4 + 1 4 6 1+2 19 2 claws 1d2, bite 1d3 F1 S 8 35
1
Bat 1d100 8 1, Fly 24 B /4 20 Bite 1 0lv T 2–4 7
Bear, Black 1d3 7 12 3+3 17 2 claws 1d3, bite 1d6, special F3 M 8–10 175
Bear, 1d6 6 12 5+5 15 2 claws 1d6, bite 1d8, special F6 L 8–10 420
Brown
Boar 1d12 7 15 3+3 17 Gore 3d4 F3 S 8–10 120
Buffalo 4d6 7 15 5 15 2 horns 1d8, special F5 L 10 270
Camel 1d12 7 21 3 16 Bite 1d4, special F3 L 12 120
1
Cat 1d12 6 9 /2 20 2 claws 1, bite 1, special 0lv T 8–10 15
Chipmunk 1d6 7 12 1 hp 20 Bite 1 0lv T 2–4 0
Cow 20d10 7 15 3 17 Gore 1d4 F3 L 4 65
1
Crow/Raven 6d6 7 1, Fly 36 C /4 20 Beak 1, special 0lv S 8–10 15
Dog 4d4 7 15 1+1 19 Bite 1d4 F1 S 5–7 35
Donkey 1 7 12 3 17 2 hooves 1d3, bite 1d6 F3 M 5–7 65
Eagle 1d8 + 4 7 3, Fly 48 D 1+3 19 2 claws 1d2, beak 1 F1 M 9 35
Elephant 1d12 6 15 11 10 2 tusks 2d8, trunk 2d6, 2 feet F11 L 7 2,000
2d6
Falcon 1d2 5 1, Fly 36 B 1−1 20 2 claws 1, beak 1 0lv S 6 35
Ferret 1d2 6 15 1 20 Bite 1 F1 T 5–7 15
Fox 1d2 7 15 1 20 Bite 1d3 F1 S 2–4 15
Goat 5d4 7 15 1+2 19 Headbutt 1d3, special F1 S 8–10 65
Groundhog 1d2 9 5, burrow 2 1–6 hp 20 Bite 1 0lv T 2–4 7
Hawk 1d2 6 1, Fly 33 B 1 19 2 claws 1d2, beak 1 F1 S 9 35
Horse 5d6 7 24 3 17 2 kicks 1d2 F3 L 5–7 65
1
Jackal 1d6 7 12 /2 20 Bite 1d2 0lv S 2–4 7
Jaguar 1d2 6 15 4+1 17 2 claws 1d3, bite 1d8, special F4 L 8–10 270
Leopard 1d2 6 15 3+2 17 2 claws 1d3, bite 1d6, special F3 M 8–10 175
Lion 2d6 5 12 5+2 15 2 claws 1d4, bite 1d10, special F5 L 8–10 420
Lynx 1d4 6 12 2+2 19 2 claws 1d2, bite 1d2, special F2 M 8–10 120
Mink 1d2 6 15 1 20 Bite 1 F1 S 5–7 15
Mole 1 10 1 1 hp 20 nil 0lv T 2–4 0
Monkey 2d20 8 9 1+1 20 Bite 1 F1 S 5–7 35
Ostrich 2d20 7 18 3 17 Kick 1d8 F3 L 8–10 65
Owl 1d2 5 1, Fly 27 D 1 19 2 claws 1d2, beak 1 F1 S 5–7 35
Pig 1d8 10 12 2 19 Bite 1d4 F2 M 5–7 35
Pony 1 7 12 1+1 19 Kick 1d2 F1 M 5–7 35
Rabbit 1d12 6 18 1–3 hp 20 Bite 1 0lv T 2–4 7
Raccoon 1d4 9 5 1–6 hp 20 Bite 1d2 0lv S 5–7 7
1
Rat 2d10 6 15 /4 20 Bite 1 0lv T 7 7
Sheep 10d10 7 12 2 19 Headbutt 1d4, special F2 M 3 65
1
Skunk 1d6 8 12 /4 20 Bite 1, special 0lv T 5 35
Snake 1d6 6 15 2+1 19 Bite 1, special F2 S 8 175
Squirrel 1d6 8 12 1 hp 20 Bite 1 0lv T 2–4 0
Stag 1d4 7 24 3 17 2 hooves 1d3 or gore 2d4 F3 M 7 65
Tiger 1d4 6 12 7+2 13 2 claws 1d4 + 1, bite 2d6, spe- F7 L 8–10 650
cial
Wolf 2d6 7 18 2+2 19 Bite 1d4 + 1 F2 S 10 65
1
Weasel 1d2 6 15 /4 20 Bite 1 0lv T 5–7 7
Wolverine 1 5 12 3 17 2 claws 1d4, bite 1d4 + 1 F3 S 11-12 65
Yak 1d20 7 15 4 17 2 horns 1d6 F4 L 8–10 120

ANIMAL, MONSTROUS
No. App. AC Move HD THACO Attack Save Size Morale XP
1
Centipede, Giant 2d12 9 15 /4 20 Bite nil, special 0lv T 5–7 35
Dog, Death 5d10 7 12 2+1 19 2 bite 1d10, special F2 M 11-12 120
Frog, Giant 5d4 7 3, swim 9 2 18 bite 1d6, special F2 S 8 120
Hornet, Giant 1 2 6, fly 24 B 5 15 sting 1d4, special F5 M 8–10 650
1
Rat, Giant 5d10 7 12, swim 6 /2 20 bite 1d3, special 0lv T 5–7 15
Scorpion, Large 1d6 5 9 2+2 19 2 pincers 1d4, sting 1, special F2 S 8 175
Scorpion, Huge 1d4 4 12 4+4 15 2 pincers 1d8, sting 1d3, spe- F5 M 10 420
cial
Spider, Large 2d10 8 6 1+1 19 Bite 1, special F1 T 7 120
Spider, Huge 1d12 6 12 2+2 19 Bite 1d6, special F2 S 8 175
Spider, Giant 1d8 4 18 3+3 17 Bite 1d8, special F3 M 13 270
Wasp, Giant 1d20 4 6, fly 21 B 4 17 Bite 2d4, sting 1d4, special F4 M 8–10 420

300
FOR GOLD & GLORYTM APPENDIX C. BESTIARY

Raccoon: Raccoons are small, dog-like mammals with distinc-


tive mask-like facial markings. They are very adaptable, and take
easily to the encroachment of civilized creatures into their native
habitats.
Rat: Rats are large rodents. Typically reviled as pests, rats are
known for stealing grains and other foods and for spreading dis-
ease.
Sheep: Sheep are small livestock commonly raised for meat and
wool. Male sheep, or rams, sometimes sport large, curling horns.
A ram may make a charging attack from a distance of 30 feet
or greater. If this attack hits, its horns inflict an additional 1d3
points of damage on a successful attack.
Skunk: Skunks are weasel-like animals with distinctive black-
and-white stripes.
When threatened, a skunk may spray a cloud of foul-smelling
musk at its attackers. All creatures within a 10’ radius of the
skunk effectively lose half of their strength and dexterity for 1d4
rounds due to nausea. A successful save vs. poison negates this
effect.
Snake: Snakes are legless reptiles, usually small but occasion-
ally growing to great sizes. Snakes are carnivorous; some kill
their prey through the use of venom or constriction.
Victims bitten by venomous snakes must save vs. poison or
suffer the effects of a poison of types A through F, depending on
Leopard: Leopards are great cats with spotted markings. They the variety of snake.
are very adept at climbing, and are skillful swimmers. A constricting snake that successfully strikes a victim of equal
If a leopard hits with both claw attacks, it may attack to rake or lesser size may automatically constrict its victim. Constricted
its opponent with its back claws for 2d4 points of damage. victims suffer 1d3 points of damage each round until they escape.
A creature may escape from a constrictor’s coils with a successful
Lion: Lions are great cats. Male lions sport a distinctive mane. strength—force doors check. Attacks against a constrictor in the
Unlike most great cats, lions are social creatures who live and process of constricting prey have a 20% chance of hitting the prey
hunt in prides. instead of the constrictor.
If a lion hits with both claw attacks, it may attack to rake its Squirrel: Squirrels are small rodents that typically live in trees.
opponent with its back claws for 2d6 + 2 points of damage.
Stag: The term “stag” refers to male deer. Adult stags may
Lynx: Lynx are small-bodied wild cats. Normally solitary, lynx grow impressive antlers each year, which they use to drive off
sometimes form small groups which travel and hunt together. rivals for mates.
If a lynx hits with both claw attacks, it may attack to rake its
Tiger: Tigers are the largest of the great cats, with distinctive
opponent with its back claws for 2d3 points of damage.
striped coats.
Mink: Mink are semi-aquatic weasel-like mammals. Mink fur If a tiger hits with both claw attacks, it may attack to rake its
is highly prized for use in fine clothing. opponent with its back claws for 4d4 points of damage.

Mole: Moles are small burrowing mammals. Mole fur is excep- Weasel: Weasels are long, slender animals adapted to burrow-
tionally soft, and can be used in clothing. ing. They prey on rodents and other small animals.
Wolf: Wolves are large wild canids. They are social creatures
Monkey: Monkeys are small primates, usually possessing tails.
that live and hunt in packs.
They are quite intelligent and are usually social creatures.
Wolverine: Wolverines are large weasel-like creatures. They are
Ostrich: Ostriches are large, flightless birds standing up to 9 ill-tempered, ferocious and have been known to kill prey several
feet tall. Although their tiny wings are useless for flight, their times larger than themselves.
long legs allow them to run at great speeds.
Yak: Yaks are long-haired bovines often raised for their meat
Owl: Owls are nocturnal birds of prey with excellent vision. and wool or as beasts of burden.
They typically feed on rodents, insects, and other small animals.

Pig: Pigs are domesticated swine. Usually smaller and more ANIMAL, MONSTROUS
docile than the wild boars they were originally bred from, pigs
can still be dangerous when threatened or endangered. Pigs are Monstrous animals are larger or otherwise unusual versions of
most often raised for their meat. normal animals. Monstrous animals are no more intelligent than
their lesser counterparts but are often more aggressive and dan-
Pony: Ponies are small horses, suitable for riding for creatures gerous than even their increased size might explain. Monstrous
too small to ride a horse. Ponies are also used as working and animals always have an intelligence of 1 and a neutral alignment.
draft animals.
Centipede, Giant: Centipedes are many-legged arthropods of-
Rabbit: Rabbits are small, long-eared burrowing mammals. ten found in damp areas. They are predators and prey on most
Domesticated rabbits are raised for their meat and their hides. any creatures smaller than themselves.

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A giant centipede’s bite is poisonous, and creatures bitten by Spider, Large/Huge/Giant: Spiders are carnivorous arthropods
a centipede are paralyzed for 2d6 hours unless they successfully with eight legs. Most are venomous and some spin webs to trap
save vs. poison. their prey, but all are ferocious predators.
A spider’s bite is poisonous; a victim bitten by a large or huge
Dog, Death: Death dogs are hulking, bear-sized dogs with two spider is affected by type A poison, while a victim bitten by a gi-
heads. They are unclean creatures that feed on carrion and are ant spider is affected by type F poison.
likely to attack creatures they deem weaker than themselves at Large and giant spiders spin webs to catch prey. Creatures
the slightest provocation. with strength of 19 or greater are too strong to be caught by a spi-
A death dog’s bite is laden with disease, and a creature bitten der’s web, but for each point of strength less than 19, a weaker
withers away and dies in 4d6 days unless the victim succeeds in creature requires a round to disentangle itself from a web. Entan-
saving vs. poison. A cure disease spell is effective in curing an gled creatures are unable to move or attack, suffer a +4 penalty to
infected bite. AC, and gain no AC bonuses for high dexterity.
Frog, Giant: Frogs are carnivorous amphibians. As amphib- Wasp, Giant: Wasps are social insects with venomous stingers.
ians, they must live in or near water. A creature stung by a giant wasp is paralyzed for 2d6 hours
A giant frog attacks with its tongue, a successful hit from and takes an additional 5d6 points of damage unless it makes a
which does no damage but ensnares the frog’s victim. An en- successful save vs. poison.
snared victim may attempt to damage the frog’s tongue to free
itself, but if it fails to do so, it is pulled towards the frog’s mouth.
Once within range, a frog will bite its victim. If the frog bites a
BASILISK
victim of half its size or smaller with an attack roll of a natural 20, Basilisks are reptilian creatures with terrible staring eyes and
the victim is swallowed whole. A swallowed creature suffocates armor-like stony scales. Despite their serpentine appearance,
within 3 rounds, but may cut its way out with an attack roll of 18 basilisks have eight powerful legs. Basilisks are feared for their
or greater. ability to turn the flesh of creatures to stone.
Hornet, Giant: Hornets are large, nest-building wasps. Due to their petrifying abilities, basilisks are by necessity soli-
tary creatures, associating with others of their kind only to mate.
A giant hornet’s sting is poisonous. A creature stung by a gi-
A basilisk female that survives mating lays a clutch of 2d3 eggs
ant hornet is paralyzed for 2d6 hours and takes an additional 5d6
in a protected area and abandons them to hatch on their own.
points of damage unless it successfully saves vs. poison.
The eggs hatch after three months, each on a different day, to
Rat, Giant: Giant rats are unusually large versions of their nor- prevent the newly hatched basilisks from turning each other to
mal kin, growing to the size of large cats. stone. These hatchlings disperse after hatching to find their own
Giant rats often carry diseases. Victims bitten by giant rats territories.
Combat: Although they possess fearsome teeth and power-
have a 5% chance of contracting a disease unless they success-
ful jaws, basilisks are most feared for their ability to turn flesh
fully save vs. poison.
to stone. Any creature within 50 feet that meets a basilisk’s eyes
Scorpion, Large/Huge: Scorpions are spider-like arthropods with its own is turned to stone unless it successfully saves vs.
with grasping pincers and a long, stingered tail. petrification. A basilisk is affected by its own gaze; a glimpse of
A scorpion’s sting is poisonous. A creature struck by a large its own reflection in a mirrored surface will turn it to stone unless
it makes a successful save vs. petrification.
scorpion’s stinger is afflicted with type A poison, while a creature
struck by a huge scorpion’s stinger is afflicted with type F poison.
Upon hitting a creature of its size or smaller with its claw at- GREATER BASILISK
tack, a scorpion may hold the creature. A held creature automat- Far larger than their smaller relatives, greater basilisks are even
ically takes damage as per a successful claw attack each round. more fearsome, growing to the size of an elephant. These crea-
A held creature may break free with a successful strength—bend tures are more than mere animals and possess a fearsome cun-
bars/lift portcullis check. ning.

BASILISK
Basilisk Greater Basilisk Pyrolisk
Climate/Terrain: Any land Any land Any land
Frequency: Uncommon Very rare Very rare
Number Appearing: 1d2 1 1d4
Organization: Solitary Solitary Solitary
Activity Cycle: Day Day Day
Intelligence: 1 5–7 5–7
Treasure: F H D
Alignment: Neutral Neutral Neutral evil
Armor Class: 4 2 6
Movement: 6 6 6
Hit Dice: 6 + 1 (28 hp) 10 (45 hp) 6 + 2 (29 hp)
THACO: 15 11 13
Attack: Bite 1d10 Bite 2d8, 2 claws 1d6 Bite 1d8
Saving Throws: Fighter 6 Fighter 10 Fighter 6
Special Traits: Petrification Petrification, poison Immolation, immunity to fire
Magic Resistance: None None None
Size: Man-sized (7’ long) Large (12’ long) Man-sized (6’ long)
Morale: 12 16 11-12
Experience: 1,400 5,000 2,000

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Combat: In addition to its fearsome bite and the deadly following round and automatically continue restricting its victim
gaze it shares with its smaller relatives, the greater basilisk pos- while attacking with its talons.
sesses sharp and poisonous claws. Any creature hit by a greater Once every 10 rounds, a behir may breathe a stroke of light-
basilisk’s claws is affected by type K poison, with a +4 bonus to ning 20 feet long as per a lightning bolt. This lightning bolt inflicts
its saving throw. A greater basilisk’s breath is also poisonous, and 24 points of damage, with a successful saving throw vs. breath
any creature within 5’ of a greater basilisk’s mouth must save vs. reducing this damage by half.
poison with a +2 bonus or die. Upon an attack roll of a natural 20 with its bite attack, a behir
may swallow a man-sized or smaller creature whole. Swallowed
PYROLISK creatures lose 1 /6 of their maximum hit points per round, and are
fatally crushed upon reaching 0 hp. The behir digests swallowed
The pyrolisk is a fearsome breed of basilisk with an affinity for creatures within 12 turns, after which nothing of the devoured
fire. Unlike the common basilisk, a pyrolisk has no ability to creature remains. Swallowed victims can cut their way out of a
turn flesh to stone; instead, creatures that meet its gaze burst behir’s stomach with piercing or slashing weapons with a suc-
into flames. Similar in size to a common basilisk, pyrolisks can cessful attack against AC 7. A swallowed creature successfully
be distinguished by their bright red scales. These creatures, too, escapes when the behir is reduced to 0 hp.
possess a cunning and malignant intelligence.
Combat: A creature that meets a pyrolisk’s gaze is engulfed in BROWNIE
raging flames and is killed instantly unless it successfully saves
Climate/Terrain: Temperate farmland
vs. death, in which case it is still burned for 1d12 + 1 points of Frequency: Rare
damage. Creatures that make their save are afterwards immune Number Appearing: 4d4
to further effects of that pyrolisk’s gaze. Organization: Tribe
Creatures with immunity to fire damage are unaffected by a Activity Cycle: Night
pyrolisk’s gaze. Pyrolisks are immune to all fires, including their Intelligence: 13–14
own reflected gazes, and the gazes of other pyrolisks. Treasure: (Q), O, P
A pyrolisk may affect fires within 30 yards as per the pyrotech- Alignment: Lawful good
nics spell. Armor Class: 3
Movement: 12
1
BEHIR Hit Dice: /2 (3 hp)
THACO: 20
Climate/Terrain: Any land Attack: By weapon
Number Appearing: 1–2 Saving Throws: 0-level character
Frequency: Rare Special Traits: Never surprised, spells
Organization: Solitary Magic Resistance: None
Activity Cycle: Day Size: Tiny (2’ tall)
Intelligence: 2–4 Morale: 11–12
Treasure: Q × 10 Experience: 120
Alignment: Neutral evil Brownies are tiny fey creatures with pointed ears and other
Armor Class: 4 elven features. With their keen senses and unobtrusive man-
Movement: 15 ners, brownies are usually seen only when they wish to be seen.
Hit Dice: 12 (54 hp) Brownies speak the languages of their communities and the lan-
THACO: 9
Attack: Bite 1d4 + 1, constrict 2d4 or con- guage of the fey folk.
strict 2d4, 6 talons 1d6 Brownies live alongside peaceful humanoids, either in lairs of
Saving Throws: Fighter 12 their own or in the houses and farms of the larger folk. A brownie
Special Traits: Breath weapon, immunity to elec- lives by stealing food and other goods from their neighbors, but
tricity, poison, swallow whole brownies do not take without giving in return. As payment for
Magic Resistance: None the goods that they take, brownies provide valuable services such
Size: Gigantic (40’ long) as mending clothing, baking bread, or tending livestock. The
Morale: 15 value of their services always exceeds that of the items that they
Experience: 12,000 take.
A behir is a huge, serpentine, reptilian beast with a horned Households with brownies may come to leave offerings of
crocodile-like head and twelve legs. Behirs are armored with food and other goods in gratitude for their help. Brownies are
blue scales, which they preen and maintain with their fearsome- usually content with such arrangements, but will not stay with a
looking horns. A fully-grown behir is 40 feet long and weighs up household too prideful of their efforts.
to 4,000 pounds. While they may collect valuables, brownies do not steal from
Behirs are solitary in nature, setting aside their territorial in- their communities. Some of their treasures are payments given
stincts only rarely to mate and care for clutches of eggs. After an for their work, while others are found or taken from those who
eight month incubation, the eggs hatch and are left to fend for seek to harm them or their communities. As with their labor,
themselves. These newly-hatched behirs grow quickly and reach brownies are generous with their treasures to those who treat
adulthood within a year. them well.
Certain parts of the behir are valuable to alchemists and ar- Combat: Brownies are physically weak, naturally peaceful,
morers; behir horns, talons, and hearts can be used in the cre- and do not like to fight. If forced into combat, they prefer to rely
ation of scrolls of lightning bolt, neutralize poison, and protection on their magical abilities to confound their foes and escape from
from poison, respectively, while behir scales are valued for the cre- battle. A brownie can use the following spells once per day: con-
ation of armor. In addition, the leavings of previous victims can tinual light, confusion, dancing lights, dimension door, mirror image
sometimes be found in a behir’s stomach. These are usually small with three images, protection from evil, and ventriloquism. When
items, such as gems, coins, or jewelry. forced to physically defend themselves, they do so with small
Combat: A behir prefers to attack a victim with its vicious weapons such as knives or other small tools.
bite and proceed to constrict the creature with its coils. If the con- Brownies have keen senses and know the areas in which they
stricting attack succeeds, the behir may forgo its bite attack in the live extremely well. As such, they cannot be surprised.

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BUGBEAR
Climate/Terrain: Any
Frequency: Uncommon
Number Appearing: 2d4
Organization: Tribe
Activity Cycle: Any
Intelligence: 5–10
Treasure: B, J, K, L, M
Alignment: Chaotic evil
Armor Class: 5 (10 unarmored)
Movement: 9
Hit Dice: 3 + 1 (14 hp)
THACO: 17
Attack: Slam 2d4 or by weapon
Saving Throws: Fighter 3 or by class level
Special Traits: Stealth
Magic Resistance: None
Size: Large (7’ tall)
Morale: 11–13
Experience: 120; 175 (sub-chief, chief)
Bugbears are huge, hulking goblin-kind covered in coarse,
thick hair. They have sharp, fang-like teeth, slit-pupiled eyes,
and animal-like, wedge-shaped ears. Bugbears have very sharp
hearing and eyesight, and have infravision with a range of 60 feet.
Ruled only through strength and intimidation, bugbears live
in fractious tribes barely held together by despotic leaders. Moti-
vated by fear and greed, bugbears seek to gain wealth and power
through any means possible. While a minority may sell their ser-
vices as mercenaries or guards, most are pillagers and raiders of
the cruelest sort.
Most bugbear tribes are ruled with an iron fist by a chief with
4 HD and maximum hit points (32 hp), an AC of 3, and a melee
damage bonus of +4. This chief is surrounded by sub-chiefs who
carry out his threats and orders. These have 3 + 1 HD, maxi- CENTAUR
mum hit points (25 hp), AC 4, and a +3 bonus to melee attacks. Climate/Terrain: Temperate forests
Within the tribe’s territory, half of the bugbears encountered are Frequency: Rare
non-combatants who fight as hobgoblins and young who fight as Organization: Tribe
kobolds. Although capable of defending themselves, these non- Activity Cycle: Day
combatants only fight in the direst of situations. Number Appearing: 1d8
The bugbear language is a pidgin of the goblin, hobgoblin, Intelligence: 5–10
and common tongues interspersed with its own unique words Treasure: D, I, (T), M, Q
Alignment: Neutral good
and expressions. More intelligent bugbears can learn to speak
Armor Class: 4 (5)
the goblin, hobgoblin, and common languages. Movement: 18
Combat: Though chaotic and unruly, bugbears dislike a fair Hit Dice: 4 (15 hp)
fight and will ambush their prey whenever possible with well- THACO: 17
planned and efficiently executed attacks. If the tide of battle turns Attack: 2 hooves 1d6 and by weapon
against them, they retreat in a tactical manner, preferring to lick Saving Throws: Fighter 4 or by class level
their wounds and seek revenge than to fight on past hope of vic- Special Traits: None
tory. Despite their great size, bugbears are exceptionally stealthy Magic Resistance: None
and incur a −3 penalty to opponent’s surprise rolls. Size: Large (81 /2 tall)
Morale: 13–14
As Player Characters: Bugbear characters receive a +1 racial Experience: 120; 175 (leader, priest)
bonus to strength and −1 racial penalties to intelligence and Centaurs are wild folk who live far from civilized lands, most
charisma. often in forested areas. A centaur has the head and torso of a hu-
Ability Requirements (Minimum/Maximum) man and the lower body of a horse. Centaurs speak their own
Str Dex Con Int Wis Cha language, and some can speak the language of elves.
Bugbear 8/19 8/17 8/18 3/16 3/18 3/16 As a social people, centaurs live, travel, and revel with their
Bugbears may progress as fighters to level 12, clerics to level own kind and occasionally allow others to join them. Centaur
8, and thieves to level 9. They may multiclass as fighter/thieves, tribes are typically led by shamans who possess the abilities of
fighter/clerics, and cleric/thieves. a 3rd level druid. Outside of their tribal camps, bands of cen-
Bugbear thieves receive adjustments of −5% to Pick Pockets, taur warriors are led by seasoned veterans which have 5 HD
−5% to Open Locks, +10% to Move Stealthily, +10% to Hide in and an AC of 4. A typical centaur tribe has twice as many non-
Shadows, +5% to Detect Noise, −5% to Climb Walls, and −10% combatants and an equal number of children as warriors. Non-
to Read Languages. combatants have 3 HD and avoid combat unless absolutely nec-
Bugbears gain 3 additional hit points at first level due to their essary, while children have from 1 to 3 HD depending on their
great size, but take damage as large creatures. They have infravi- age and are likewise peaceful.
sion out to 60 feet. Due to their stealth, their opponents receive a Centaurs are careful stewards of their forests, taking from
−3 penalty to their surprise rolls. them only what they need. Although wary of most outsiders,

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they will trade for goods otherwise unavailable. Centaur tribes consider weaker creatures as prey, and hunt for pleasure and
may ally themselves with peaceful neighbors, but are loathe to plunder as well as for food. Although they have little use for
bring even the closest of allies into the heart of their lands. it, chimerae hoard treasure taken from intelligent prey.
Combat: Centaur warriors are masters of cavalry-like strate- Chimerae are omnivorous. While their draconic and leonine
gies and adept at fighting with the lance, shield, and horseman’s appetites crave flesh, they can subsist on a vegetarian diet when
bow. prey is scarce. Even among social chimerae, offspring are rare.
As Player Characters: Centaur characters receive +1 racial Combat: A chimera may attack each round with its claws,
bonuses to constitution and wisdom and a −2 racial penalty to bites, and gore attack. The dragon head may breathe a gout of
dexterity. fire out to 5 yards in lieu of of a biting attack. The dragon head’s
Ability Requirements (Minimum/Maximum) breath inflicts 3d8 damage, with a successful save vs. breath
Str Dex Con Int Wis Cha weapon reducing the damage by half.
Centaur 11/18 3/16 11/19 3/16 4/18 3/18
Centaurs may progress as fighters to level 12, rangers to level GORGIMERA
10, mages to level 12, druids to level 14, and bards to level 12.
They may multiclass as fighter/mages. The gorgimera is a close relation of the chimera. Instead of a
Centaur bards receive an adjustment of −10% to Read Lan- goat’s head and hindquarters, these creatures have the aspects
guages. Due to their quadruped physiology, centaur bards can- of a gorgon. Like their more common kin, gorgimerea are vora-
not use the Climb Walls ability. cious hunters, but they are less likely to hunt for pleasure or hunt
Centaurs gain 4 additional hit points at first level due to their intelligent prey.
great size, but take damage as large creatures. Their thick hides Combat: A gorgimera fights in much the same manner as a
grant them a base AC of 5, but armors and other protective items chimera, but a gorgimera’s gorgon head may also forgo its gore
that grant an AC of 5 or worse do not improve a centaur’s AC. attack to breathe a cloud of petrifying gas. The cloud engulfs a
Furthermore, centaurs cannot wear armor made for humanoids cone-shaped volume 3 feet long, 1 foot wide at the gorgon head’s
due to their physiology, and typically must have armors custom mouth and 3 feet wide at its furthest extent. Creatures (including
made. A centaur may attack with a weapon and both hooves astral and ethereal creatures) caught within the cloud must save
each round. Each hoof does 1d6 damage on a successful hit. vs. breath weapon or be petrified.

CHIMERA COCKATRICE
Chimera Gorgimera Climate/Terrain: Any temperate to tropical
Climate/Terrain: Any Any Frequency: Uncommon
Frequency: Rare Very Rare Number Appearing: 1d6
Number Appearing: 1 or 1d4 1 Organization: Flock
Organization: Solitary or Solitary Activity Cycle: Any
pride Intelligence: 1
Activity Cycle: Any Any Treasure: D
Intelligence: 2–4 2–4 Alignment: Neutral
Treasure: F F Armor Class: 6
Alignment: Chaotic evil Neutral Movement: 6, fly 18 C
Armor Class: 2 (flank, 2 (flank, Hit Dice: 5 (22 hp)
dragon)/5 dragon), 5 THACO: 15
(front, lion)/6 (front, rear, Attack: Beak 1d3
(rear, goat) lion, gorgon) Saving Throws: Fighter 5
Movement: 9, fly 18 E 12, fly 15 E Special Traits: Petrification
Hit Dice: 9 (40 hp) 10 (45 hp) Magic Resistance: None
THACO: 11 11 Size: Small (3’ tall)
Attack: 2 claws 1d3, 2 claws 1d3, Morale: 11–12
goat gore 2d4, lion bite 2d4, Experience: 975
lion bite 2d4, dragon bite Cockatrices are unnatural hybrids of lizards, roosters, and
dragon bite 3d4, gorgon bats renowned for their ability to turn flesh to stone. Slightly
3d4 gore 2d6 larger than a goose, a cockatrice has the head and body of a
Saving Throws: Fighter 9 Fighter 10 rooster, the wings of a bat, and a lizard’s tail.
Special Traits: Breath weapon Breath Feeding on seeds, insects, grubs, and other small animals,
weapons
Magic Resistance: None None cockatrices rarely need to use their petrifying gaze outside of de-
Size: Large (5’ tall at Large (5’ tall at fense against larger predators or other threats. Cockatrices gather
shoulder) shoulder) in flocks and roost together in caves and hollows. Females are
Morale: 13–14 13–14 much rarer than males, and are thus the dominant members of
Experience: 4,000 8,000 these flocks. Females lay a clutch of 1d3 eggs each month, but
only 25% are viable.
Mages and scholars prize cockatrice feathers for scribing
CHIMERA
scrolls, while others seek out cockatrice eggs as ingredients in
A magical hybrid of several creatures, the chimera has the torso unusual cuisine or to raise as unusual pets or guardians.
of a lion, the hindquarters of a goat, and the wings and tail of a Combat: A cockatrice will attack any creature it deems as a
dragon and bears the heads of each of these creatures. As with threat to itself, its flockmates, or its lair. Creatures struck by a
its physiology, a chimera’s behavior is also a patchwork. Like a cockatrice’s beak are turned to stone. A cockatrice’s beak can
dragon, it is greedy and covetous; like a lion, a natural hunter; pierce even heavy leather and cloth, but metal armor affords bet-
and like a goat stubborn and hardy. Chimerae can speak a prim- ter protection. A creature wearing metal armor has a chance
itive form of draconic. equal to 10% times the armor’s armor class of being struck in
Some chimerae may prefer solitude, as befits their draconic an exposed area, with a minimum chance of 10%. The petrifying
nature, while others are social and form prides like lions. They touch of a cockatrice’s beak extends even into the Ethereal Plane.

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As social creatures, cockatrices are immune to their own pet- toned plumes. Couatl can speak the common tongue, and can
rification abilities and those of other cockatrices. communicate telepathically with any intelligent creature.
As benevolent creatures, couatl seek to guide and counsel
CORPSE RAVAGER neighboring creatures into peaceful coexistence rather than war-
Climate/Terrain: Subterranean ring against them. Evil creatures that refuse to live by their terms
Frequency: Uncommon are driven away rather than killed if possible.
Number Appearing: 1d6 Couatl are solitary in nature and most often associate with
Organization: Solitary their own kind only to mate or raise hatchlings. A female is likely
Activity Cycle: Any to lay only one egg each century, and both parents tend to these
Intelligence: 0
Treasure: B rare children. A hatchling stays with its parents for decades, dur-
Alignment: Neutral ing which time its parents teach it the sum of their vast wisdom.
Armor Class: 3 body, 7 belly Combat: Couatl are fierce combatants when forced into a
Movement: 12 physical confrontation. Like lesser serpents, their bites are poi-
Hit Dice: 3 + 1 (14 hp) sonous; a creature bitten by a couatl must save vs. poison or die
THACO: 17 immediately. If a couatl’s constriction attack succeeds, it may au-
Attack: 8 tentacles (special) and bite 1d2 tomatically continue to constrict its victim each round thereafter
Saving Throws: Fighter 3 until it chooses to release the victim or it is killed.
Special Traits: Paralyzation Despite their impressive physical capabilities, couatl prefer to
Magic Resistance: None use their magical abilities while remaining out of reach of their
Size: Large (9’ long)
foes. A couatl may use the following spells at will: detect good/evil,
Morale: Special
Experience: 420 detect magic, ESP, invisibility, and polymorph self. 5% of all couatls
may also cast plane shift at will, with a 90% chance of reaching
Corpse ravagers are monstrous vermin commonly found in-
the desired destination. In addition to their natural spellcasting
festing subterranean environments. Combining the body of a
grub, the many legs of a centipede, and the tentacles of a cut- abilities, 45% of couatl are 5th level mages and 35% are 7th level
tlefish, corpse ravagers are horrifying to most. Although they clerics.
normally feeds on carrion, corpse ravagers kill and eat living A couatl may enter the ethereal plane at will, and may take
creatures without hesitation. Corpse ravagers are unintelligent along up to 450 pounds of additional material.
and act only on instinct for survival. Hatching from clutches
of dozens to hundreds of eggs, they feed voraciously and grow DEMON
quickly. Few survive to adulthood, and those that do have likely Dretch Marilith
feasted on their less hardy clutch-mates. Climate/Terrain: Evil planes Evil planes
Despite the danger that they pose to other living beings, Frequency: Common Very rare
corpse ravagers are sometimes cultivated or used by creatures Number Appearing: 4d10 1d2
who find their ability to dispose of carrion or unwanted intruders Organization: Pack Solitary
Activity Cycle: Any Any
useful. Creatures that do so are wise to protect themselves from Intelligence: 5–7 17–18
their beasts, as the corpse ravagers will attack them as readily as Treasure: None C, F
any other creature. Alignment: Chaotic evil Chaotic evil
Combat: Corpse ravagers are capable of climbing walls and Armor Class: 4 −9
ceilings with ease, and often do so to ambush their prey. They Movement: 9 15
attack with their tentacles, a strike from which paralyzes the vic- Hit Dice: 2 (9 hp) 12 (54 hp)
tim unless it makes a successful save vs. paralyzation. Paralyzed THACO: 19 9
creatures remain so for 2d6 turns, and a corpse ravager may auto- Attack: 2 claws 1d4, 6 by weapon,
matically bite a paralyzed creature. If no further threats remain, bite 1d4 + 1 tail 4d6
a corpse ravager will devour its paralyzed victims alive. Saves As: Fighter 2 Fighter 12
Special Traits: Attack type im- Attack type
munities, spells immunities,
COUATL constriction,
Climate/Terrain: Tropical jungles spells, +2 or
Frequency: Very rare better weapon
Number Appearing: 1d4 needed to hit
Organization: Solitary Magic Resistance: 10% 70%
Activity Cycle: Any Size: Small (4’ tall) Large (7’ tall)
Intelligence: 17–18 Morale: 11-12 17–18
Treasure: B, I Experience: 1,400 20,000
Alignment: Lawful good Demons are exemplars of chaos and evil. While the most
Armor Class: 5 wicked and vile of mortal creatures may be chaotic and evil
Movement: 6, fly 18 A through their actions, demons are incarnations of the very con-
Hit Dice: 9 (41 hp) cept of chaotic evil. Countless in number and appearance,
THACO: 11
demons are as varied in their forms as there are kinds of evil.
Attack: Bite 1d3, constriction 2d4 Even so, some varieties of demons are common enough to be cat-
Saves As: Fighter 9
Special Traits: Etherealness, poison, spells egorized by sages and demonologists.
Magic Resistance: None Inhuman and monstrous, demons care for nothing but power,
Size: Large (12’ long) for the whims of the strong rule over the lives of the weak. Lesser
Morale: 13–14 demons are miserable creatures, constantly abused by those more
Experience: 7,000 powerful and finding pleasure only in tormenting those even
Couatl are winged serpentine creatures of powerful magic lesser than them. Greater demons are just as vile, but their greater
and great wisdom. They are immense snakes, covered with feath- intelligence and power grant them the luxuries of subtlety and
ers instead of scales and sporting wings feathered with jewel- self-control, should they choose to use them.

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

Formed from the souls of the selfish and cruel, demons are breaking free from a marilith’s coils; for every point of strength
native to chaotic evil outer planes. As such, they have no place in above 14, a creature has a 10% chance of breaking free.
the natural order of the Prime Material plane. Most found on the In addition to the abilities that all demons possess, mariliths
Prime Material are summoned there by foolish or power-hungry can use the following spells at will: animate dead, cause serious
wizards. Once on the Prime, a demon seeks to destroy and cor- wounds, cloudkill, comprehend languages, curse, detect evil, detect
rupt whatever it can. magic, detect invisibility, polymorph self, project image, pyrotechnics,
While demons are hateful of all creatures, including other and telekinesis. All of these may be used any number of times ex-
demons, they save their greatest hatred for devils. The two races cept for polymorph self, which may be used 7 times each day. A
have warred against each other since the dawn of time. Although marilith may attempt to use gate once each hour to summon 2d10
the cause of this enmity is not known for certain, sages speculate dretches or 1 marilith with a 35% chance of success.
that demons and devils war against each other for control, each
side seeking to become the sole power of evil in the multiverse. DEVIL
Demons speak their own foul language. Those with intelli- Spigazu Pit Fiend
gence scores of 8 or above can communicate with any intelligent Climate/Terrain: Evil planes Evil planes
creature using telepathy. Frequency: Common Very rare
Combat: All demons can use the darkness, 15’ radius and tele- Number Appearing: 1d4 1d2
port without error spells at will. As creatures of darkness, they Organization: Solitary Solitary
have infravision out to 60 feet. Demons are immune to damage Activity Cycle: Any Any
from electricity, non-magical fire, and poison, and take only half Intelligence: 8–12 17–18
damage from cold and magical fire. Treasure: None G, W
Alignment: Lawful evil Lawful evil
Armor Class: 4 −5
DRETCH Movement: 6, fly 18 C 15, fly 24 C
Hit Dice: 3 + 3 (16 hp) 13 (59 hp)
Among the weakest of all demons, dretches are wretched crea- THACO: 17 7
tures. They are short, bloated humanoids with hideous features, Attack: 2 claws 1d4, by 2 wings 1d4,
fish-belly white skin, and patchy hair. Dretches can only rarely weapon bite 2d6, tail
speak intelligibly, but do not often find the need to do so. 2d4, (2 claws
Dretches form the vast majority of demon armies. They are 1d6 or by
not particularly effective fighters when considered individually, weapon + 6)
but their overwhelming numbers make a horde of dretches a Saving Throws: Fighter 3 Fighter 13
thing to fear. They do not fight willingly, but can do little to resist Special Traits: Attack type Attack type
when forced to fight by more powerful demons. immunities, immunities,
spells, spikes constriction,
Combat: Dretches are individually weak and prefer to fight disease, fear,
in large numbers. They have little concept of strategy or tactics, poison, re-
but fall upon their foes in a mad frenzy of violence and hate. generation,
In addition to the abilities that all demons possess, dretches spells, +3 or
can use the spells scare and telekinesis at will, and the stinking better weapon
cloud spell once each day. A dretch may use the gate spell once needed to hit
each day, with a 50% chance of success, to summon 1d4 of his Magic Resistance: 15% 50%
fellow dretches. Size: Small (3’ tall) Large (12’ tall)
Morale: 8–10 19–20
Experience: 3,000 26,000
MARILITH Devils are exemplars of law and evil, the very principle of
Among the most powerful of demons, mariliths are as devious these ideas made flesh. They have many forms, from the beauti-
and ruthless as they are terrifying. From the waist up, mariliths ful to corrupt those driven by lust, to the horrid to strike fear into
have the bodies of coldly beautiful women with six arms, while the hearts of even the brave. Each form serves a purpose, and as
from the waist down, they have the bodies of snakes. Mariliths a devil gains mastery of new responsibilities, he is granted a new
can speak any language, but usually communicate telepathically. form.
Mariliths have exceptionally keen senses, and can never be sur- Devils are ranked in an elaborate and byzantine hierarchy
prised or affected by illusions and mind-altering spells. from the least powerful to the most. Each rank in the hierarchy
Mariliths are the intelligences behind demonic war efforts. has its own duties and functions, and a devil that serves these
Although they are as chaotic as any of their kind, they under- well–or engineers the fall of a superior–may be promoted to the
stand order and its value in war. They serve as generals, direct- next rank. The duties of the lesser devils are small, perhaps to
ing hordes of lesser demons and bullying them into following fight as soldiers or to corrupt mortal souls. But power comes
their directives. But even so, mariliths are still demons, and enjoy with responsibility, and the duties of the greater devils are like-
nothing more than giving into their chaotic natures and wading wise greater; for example, to serve as generals and commanders.
into the thick of battle. Native to the lawful evil planes, devils rarely walk freely
Combat: Mariliths are terrifying combatants. Able to attack upon the Prime Material plane. They readily enter into contracts
with each of their six arms, mariliths arm themselves with the and bindings with mortal spell casters, eager to twist the terms
finest weapons available, and are likely to have collected several of such contracts to their own evil ends. As immortal creatures of
powerful magical weapons throughout their long lives. Only the malignant order, the devils are rarely bested or outwitted by any
youngest mariliths are armed with non-magical weapons. mortals who seek to bind them to service.
Beyond her usual weapons, a marilith can attack with her Despite both races being creatures of primordial evil, devils
tail. A marilith who makes a successful tail attack may wrap her hold a great hatred of demons. Both sides likely see their ways
tail around her victim. Each round thereafter she may constrict as the true path of evil, and the ways of the other as weak and
her victim, automatically inflicting 4d6 points of damage. Con- corrupt. Regardless of the reason, their hatred of each other man-
stricted creatures must make a constitution check each round or ifests as genocidal violence whenever the two races meet.
fall unconscious. Only the strongest creatures have any hope of Devils speak their own infernal tongue, and those smart

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

enough may learn a staggering array of other languages. Dev- after until a victim makes a successful strength check to break
ils with intelligence scores of 8 or greater can communicate with free.
other intelligent creatures via telepathy. In addition to their fearsome attacks, pit fiends regenerate 2
Combat: All devils are immune to damage from fire (both hit points each round, and radiate fear within a 20’ radius.
normal and magical varieties) and poison, and take only half A pit fiend may use the following spells at will: advanced illu-
damage from cold. sion, animate dead, charm person, detect magic, detect invisibility, fire-
ball, hold person, improved invisibility, infravision, know alignment,
polymorph self, produce flame, pyrotechnics, suggestion, teleport with-
SPIGAZU
out error, and wall of fire. A pit fiend may call upon its stronger
Spigazu are lesser devils, among the weakest of devil-kind but magics and use symbol (of pain) once per day and cast wish once
found in vast numbers. Diminutive and grotesque, spigazu look each year. A pit fiend may use gate once each round to summon
like twisted humanoids covered in spikes and sporting leathery four spigazu or one fellow pit fiend.
wings.
Physically weak, spigazu serve better as scouts and messen-
DRAGON
gers than as soldiers. They are intelligent creatures, able to carry
out complex instructions and operate under little supervision. Dragons are ancient and magical reptilian creatures. No mere
Loyal to a point, a spigazu will serve to the best of its ability in animals, dragons are as far beyond normal reptiles as humans
hopes of promotion as long as its superior shows no weakness. are lesser mammals. They are breathtaking creatures, with huge
However, if given a chance, a spigazu will exploit any flaw to wings, serpentine bodies, and armor-like scales. Different races
betray a superior if it thinks it can gain from the betrayal. of dragons are distinguishable by the color of their scales, which
Combat: Spigazu are weak creatures, and prefer to attack shine like metal on the noble and good and burn with primal
from the air when forced into combat. They tend to favor color for the evil.
weapons that can be used at range. Dragons are known for their intelligence, which can range
Each round, a spigazu may launch two of its spikes as mis- from the low cunning of the weakest and youngest dragons to the
sile weapons until all twelve are exhausted. Once launched, the boundless genius of the greatest and oldest wyrms. Most drag-
spikes burst into flame, and may ignite flammable material on ons can speak; dragons speak the dialect of their own kind and
contact. A spigazu’s spikes have a short range of out to 30’, usually speak the high form of dragonspeak from which all di-
medium range out to 60’, and long range out to 120’, and inflict alects are derived. Wiser and more curious dragons may speak
1d3 points of damage on a successful hit. Spikes spent in this any language that suits their needs. Even the best dragons tend
manner are regrown after a week’s growth. A spigazu may in- to be greedy, and all but the youngest collect great hordes of
stead hurl itself bodily at a foe to wound it with 1d4 spikes. The treasure. Some sages theorize that these treasures are essential
spikes are not lost in this case, but a spigazu can take no other for a dragon to grow. Although most dismiss this idea, dragons
attacks that round. guard their treasure as they guard their own lives, and go to great
While unable to summon the magics possessed by more pow- lengths to recover lost or stolen treasure.
erful devils, a spigazu may use the spells affect normal fires, change As powerful and greedy beings, dragons are usually soli-
self, command, produce flame, scare, and stinking cloud at will. Once tary creatures. Occasionally, a dragon will take a mate and raise
each day, it may attempt to use gate to summon 1d3 fellow a brood of hatchlings, although most of these families dissolve
spigazu with a 35% chance of success. once the young are grown. Dragons tend to be attentive parents
and protect their young until they are able to fend for themselves,
PIT FIEND although different varieties of dragons have different ideas of
when their offspring can do so.
The undisputed masters of their kind, pit fiends are the greatest Like all living creatures, dragons grow in size and power with
of all devils. They appear as hulking humanoids looming twice age, but great age does not bring weakness and decrepitude to
as large as a human, with cloak-like wings and huge dripping dragons as it does others. From the moment they hatch, drag-
fangs. ons grow in power, knowledge, and might, and the eldest are the
Pit fiends are the royalty of devil-kind, having attained their mightiest of their race.
ranks after millennia of loyal and flawless service during their A dragon’s power increases with age. The descriptions and
time as lesser devils. Wielding unimaginable power, their deci- statistics given for each dragon type are for young adults, those
sions determine the policies of all of devil-kind. Pit fiends are who have left their parents behind and have begun to establish
driving force behind the devils’ war against the demons, serving themselves on their own. The statistics for younger and older
as generals of vast armies and bringing their impressive strength dragons can be determined by Table C.2: Dragon Age Categories
and magic into the thick of battle. and Modifiers. Adjust the statistics given by the chosen dragon
Combat: Pit fiends are terrifying foes, capable of fighting off type’s description by the modifiers given by the table for the cho-
legions of lesser beings by themselves. A pit fiend may attack sen age category.
with a weapon, almost certainly magical and wielded with an
impressive strength of 18/00 (+6 damage). Lacking a weapon, a Age Categories
pit fiend may use its two claws to great effect. Armed or not, a
pit fiend can attack with its wings, its toxic bite, and its tail. Vic- As dragons grow in age and size, they also learn and develop
tims bitten are poisoned and, failing a save vs. poison, die within magic, skills, and other abilities. Although each dragon is unique
1d4 rounds. Even those that survive are infected with a terrible and grows at a different rate than other dragons, age categories
disease. are a somewhat inexact way of determining how much a dragon
If a pit fiend hits with its tail attack, it may constrict its victim has grown in size and power. Approximate age ranges for each
and automatically deal 2d4 points of damage each round there- age category are given.

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

Table C.2: Dragon Age Categories and Modifiers


Age Category Treasure AC HD THACO Dmg. Breath Weapon Magic Size XP
Mod. Damage Resist.
1: Hatchling (0–5 None +4 −7 +7 −4 2dx + 1 None −90% −15, 000
years)
2: Very Young (6–15 None +3 −5 +5 −3 4dx + 2 None −70% −13, 000
years)
3: Young (16–25 None +2 −3 +3 −2 6dx + 3 None −50% −10, 000
years)
1
4: Juvenile (26–50 /2 × lair, 1 +1 −1 +1 −1 8dx + 4 None −25% −7, 000
years) × indiv.
5: Young Adult (51– 1 × lair, 1 × No adj. No adj. No adj. No adj. 10dx + 5 +0% No adj. No adj.
100 years) indiv.
6: Adult (101–200 1 × lair, 1 × −1 +1 −1 +1 12dx + 6 +5% +25% +1,000
years) indiv.
7: Mature Adult 1 × lair, 1 × −2 +2 −2 +2 14dx + 7 +10% +55% +2,000
(201–400 years) indiv.
8: Old (401–600 1 × lair, 2 × −3 +3 −3 +3 16dx + 8 +15% +85% +3,000
years) indiv.
9: Very Old (601– 1 × lair, 2 × −4 +4 −4 +4 18dx + 9 +20% +120% +4,000
800 years) indiv.
10: Venerable (801– 1 × lair, 2 × −5 +5 −5 +5 20dx + 10 +25% +150% +5,000
1,000 years) indiv.
11: Wyrm (1,001– 1 × lair, 3 × −6 +6 −6 +6 22dx + 11 +30% +180% +6,000
1,200 years) indiv.
12: Great Wyrm 1 × lair, 3 × −7 +7 −7 +7 24dx + 12 +35% +220% +7,000
(1,201+ years) indiv.
Treasure: A dragon begins to accumulate a horde after leaving Dragon Fear
the care of its parents. As it grows, so too does its horde.
Dragons are terrifying creatures, so much so that the very sight
Armor Class: A dragon’s scales start out relatively thin and of a dragon can instill terror in even the stoutest of hearts. Crea-
weak, but grow to rival metal and stone as the dragon ages. tures with less than 1 HD flee in panic for 4d6 rounds at the sight
of a dragon of young adult age or older. Creatures with 1 HD or
Hit Dice: As a dragon’s size increases, so does its ability to more but less than the HD of the dragon in question must save
withstand damage. vs. petrification when at or closer to the radius indicated by the
dragon’s age category or fall under the dragon’s fear and suffer a
THACO: Like other creatures, a dragon’s THACO is dependent −2 penalty to all attack and damage rolls. Larger dragons, being
on its hit dice. Older and larger dragons are more effective in more fearsome than smaller dragons, affect a larger radius with
combat than younger and smaller dragons. their fear.
A dragon’s age and size determines the intensity of his aura
Damage Modifier: A dragon’s musculature grows alongside its of fear. While younger dragons are terrifying in their own right,
size, and larger dragons are capable of inflicting more damage an elder dragon is much more so. Apply the saving throw mod-
with physical attacks. ifier for the age category of a dragon to saves vs. the dragon’s
Breath Weapon Damage: A dragon learns to channel more and fear.
more energy into its breath weapon as it ages. Although the Table C.3: Dragon Fear
dice used to determine the damage is different for each variety Age Category Fear Radius Saving Throw Modifier
of dragon, the number of dice used is the same for all dragons of
a given age category. For example, juvenile dragons inflict 8dx Hatchling None –
Very Young None –
+ 5 points of damage with their breath weapons—white dragons Young None –
use a d3 to determine breath weapon damage so a juvenile white Juvenile None –
dragon’s breath inflicts 8d3 + 5 of damage, while bronze dragons Young Adult 45’ +3
use a d8 to determine breath weapon damage so a young adult Adult 60’ +2
bronze dragon’s breath inflicts 8d8 + 5 points of damage. Mature Adult 75’ +1
A dragon’s breath weapon automatically hits all creatures Old 90’ No adj.
caught within its area of effect, but a creature may save vs. breath Very Old 105’ −1
Venerable 120’ −2
weapon to take half damage.
Wyrm 135’ −3
Great Wyrm 150’ −4
Magic Resistance: After growing to a certain size, dragons be-
come resistant to magic. Older dragons are able to shrug off
magic that would affect a younger dragon. Attack Forms
Size: A dragon’s size increases as it gets older. The size listed in Regardless of age, all dragons are capable of attacking each round
a dragon’s description is the size of its body; its tail is of a com- with two claws and a bite, and attacking once every three rounds
parable size. with their breath weapon. A dragon attacking with its claws
must attack a target to its front or sides, but may also attack crea-
Experience: Older dragons are more capable and thus more tures behind them with their bite. A dragon attacking a creature
dangerous than younger dragons. A party that defeats an ancient behind it with a rear claw may also attempt to knock its victim
dragon earns more experience than one that defeats a hatchling. back. A victim struck with a rear claw must successfully make a

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

dexterity check or be knocked back 1d6 feet plus 1 foot per age flank with its tail. A tail sweep may target as many foes as a
category of the dragon and make a successful save vs. petrifica- dragon’s age category, and a separate attack roll must be made
tion or be knocked prone. Regardless of which claws it uses, a against each foe. A successful tail sweep inflicts damage equal
dragon may not attack with more than two of its claws. to two claw attacks, and a swept creature must save vs. petrifi-
A dragon of young adult age or older may attack foes at its cation or be stunned for 1d4 + 1 minutes. A dragon’s tail sweep
flanks by buffeting them with its wings. A wing buffet inflicts also does siege damage to structures as per a battering ram.
damage equal to a claw attack, and a buffeted creature must make
a successful dexterity check or be knocked prone. Spells
A dragon of young adult age or older may snatch up a crea-
ture of two or more size categories smaller with a successful Dragons are curious and have a natural aptitude for magic.
talon attack; large creatures can be snatched up if both talon at- Through exploration and study, a dragon learns spells as it ages,
tacks succeed. Caught victims are 50% likely to have their arms but dragons do not use magic like humanoids do. Dragons do
pinned. A dragon may transfer a caught victim to his mouth with not study spellbooks or pray to gods for their spells, but they
a successful bite attack; if this attack fails, the caught victim is only know a set number of spells and cannot choose to cast dif-
dropped. Each round, a dragon may squeeze or bite caught vic- ferent spells another day. A dragon may cast each spell it knows
tims held in his claw or mouth to inflict damage equal to a claw once per day, and needs only sleep to regain its spells. Spells cast
or bite attack, respectively. A dragon of old age or older may by a dragon do not require somatic or material components and
snatch up a creature in each claw, and a wyrm or great wyrm have a casting time of 1, but cannot be used in the same round a
may carry a victims in his mouth and both claws at once. Caught dragon attacks or uses its breath weapon.
victims may break free with a successful strength—bend bars/lift Dragons cast spells equivalent to spell casters of the level
portcullis check. given by their specific type description plus the damage modi-
A dragon of adult age or older may sweep foes to its rear or fier for their age category.

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

DRAGON, CHROMATIC
Black Dragon Blue Dragon Green Dragon Red Dragon White Dragon
Climate/Terrain: Any wetlands Any deserts Any forests and Any hills and Any arctic
jungles mountains
Frequency: Rare Very rare Very rare Very rare Rare
Number Appearing: 1 or 1d4 + 1 1 or 1d4 + 1 1 or 1d4 + 1 1 or 1d4 + 1 1 or 1d4 + 1
Organization: Solitary or clan Solitary or clan Solitary or clan Solitary or clan Solitary or clan
Activity Cycle: Any Any Any Any Any
Intelligence: 8–10 11–12 11–12 15–16 5–7
Treasure: H H, (S) H H, (S), (T) E, (O), (S)
Alignment: Chaotic evil Lawful evil Lawful evil Chaotic evil Chaotic evil
Armor Class: 0 −1 −1 −4 0
Movement: 12, fly 30 C, 9, fly 30 C, bur- 9, fly 30 C, swim 9, fly 30 C 12, fly 40 C,
swim 12 row 4 9 swim 12, burrow
6
Hit Dice: 13 (59 hp) 15 (68 hp) 14 (63 hp) 16 (72 hp) 12 (54 hp)
THACO: 8 6 7 5 9
Attack: 2 claws 1d6 + 5, 2 claws 1d8 + 5, 2 claws 1d8 + 5, 2 claws 1d10 + 5, 2 claws 1d6 + 5,
bite 3d6 + 5 bite 3d8 + 5 bite 2d10 + 5 bite 3d10 + 5 bite 2d8 + 5
Saving Throws: Fighter 13 Fighter 15 Fighter 14 Fighter 16 Fighter 12
Special Traits: Acid immunity, Breath weapon, Breath weapon, Breath weapon, Breath weapon,
breath weapon, electricity immu- poison immu- fire immunity, cold immunity,
spells nity, spells nity, spells spells spells
Magic Resistance: 10% 20% 15% 30% 5%
Size: Gigantic (40’ Gigantic (56’ Gigantic (48’ Gigantic (64’ Gigantic (32’
long) long) long) long) long)
Morale: 17–18 17–18 15–16 17–18 15–16
Experience: 18,000 20,000 20,000 23,000 16,000
BLACK DRAGON BLUE DRAGON

Black dragons are hatched with small, shiny black scales, but Blue dragons have a pair of back-sweeping horns growing from
these grow thicker and less glossy with age, reaching a dull matte their temples and a row of horns running the length of their
appearance by adulthood. A black dragon has two horns jutting snouts. The horn at the end of a blue dragon’s snout often grows
forward from its temples, and a webbed fin running the length to prodigious size. Their polished scales range in color from light
of its neck. All black dragons can breathe water as easily as they azure to deep midnight blue, although both extremes are rare.
can air. Tending to be aloof from other creatures, blue dragons are ex-
Sneaky, foul-tempered, and secretive, black dragons shun tremely covetous of their territory and possessions. They spend
other creatures. They only rarely take mates, and even then of- great amounts of time flying over their lands, enjoying the sight
ten choose to lair alone. They prefer to dwell in swamps, rain of their domains as well as patrolling for intruders. They prefer
forests, and other wet and dark places and often make their lairs to live in deserts, badlands, and other hot and arid places.
underwater. Unusually, blue dragons are able to eat plants in addition to
Like all dragons, black dragons are carnivores, and prefer to meat when food is scarce, although they do not particularly enjoy
eat fish, crustaceans, and other aquatic animals. When they catch them.
land animals, they often let it “steep” in a stagnant swamp for Combat: Blue dragons are adept at attacking from the air, pre-
days before eating it. ferring to soar high above their foes and remain out of range of
Combat: Black dragons prefer to trap and ambush their foes retribution. They hate to back down from a fight, and tend to do
and use their surroundings and abilities to their fullest advan- so only do so when severely overmatched.
tage. They rarely rush carelessly into battle, and often spend long A blue dragon’s breath weapon is a stroke of lightning 5’ wide
amounts of time hiding from and sizing up their foes before at- and up to 100’ long. The damage inflicted by this breath weapon
tacking. is determined using d8s.
A black dragon’s breath weapon is a stream of acid 5’ wide Blue dragons are adept at spell use, casting spells as 7th level
and stretching as far as 60’ long. The damage inflicted by this casters. A juvenile blue dragon learns to cast 1 1st level wizard
breath weapon is determined using d4s. spell, and learns 1 additional spell at each additional age cat-
Black dragons are relatively weak spell casters, equivalent to egory. These spells may include 2nd level spells starting upon
5th level. A juvenile black dragon learns 1 1st level wizard spell, the dragon reaching mature adult age, and may include 3rd level
and learns 1 additional 1st level wizard spell each age category spells starting upon the dragon reaching venerable age. Further,
thereafter. a venerable blue dragon learns to cast 1 1st level priest spell, and
In addition to spells learned, juvenile and older black dragons learns an additional 1st level priest spell at each age category
gain the use of the darkness spell 3 times each day with an effec- thereafter.
tive radius of 10’ per age category. Adult and older black dragons In addition to learned spells, young blue dragons gain the
may use putrefy food & drink once each day to affect 10 cubic feet ability to cast create water and destroy water 3 times each day.
of water per age category. Old and older black dragons may use Adult and older blue dragons can cast dust devil once each day,
plant growth once each day, and venerable and older black drag- old and older blue dragons can cast ventriloquism once each day,
ons may use summon insects once each day. Great wyrm black venerable and older blue dragons can cast control winds once each
dragons may charm reptiles (and reptiles only) 3 times each day day, and great blue wyrms can cast hallucinatory terrain once each
as per the charm monster spell. day.

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GREEN DRAGON others. Covetous of both wealth and territory, red dragons seek to
gain both and jealously guard the treasure and land they already
Green dragons hatch with delicate, dark green scales which
have. They have a weakness for flattery, and may grant creature
thicken and lighten as they grow. A green dragon is readily iden-
which entertain their vanity their lives—at least until they grow
tifiable by the fin-like crest that runs the length of its spine, from
bored. Due to their greedy and territorial natures, red dragons
its skull to the tip of its tail.
rarely live with others of their kind. Their lairs—often located in
Cruel and sadistic, green dragons take delight in the suffering
winding caverns or atop soaring mountains–are their own, and
of those they deem to be lesser creatures (almost all others). They
even families are loathe to share the same lair.
suffer no competition to their rule, and will kill or drive away Combat: Convinced of their superiority and might, red drag-
from their domains any creatures that they cannot enslave. De- ons rarely consider a foe’s capabilities before committing them-
spite their hatred of other creatures, green dragons are found in selves to combat. Due to their overwhelming might, such short-
family groups more often than other dragons. They are devoted sightedness is rarely to a red dragon’s detriment.
parents, and cooperate in raising and protecting their young to- A red dragon’s breath weapon is a cone-shaped gout of fire 5’
gether. Green dragons like to make their lairs in impenetrable wide at the base and 30’ wide at its full length of 90’. The damage
thickets deep in the hearts of primeval forests, but will settle for inflicted by this breath weapon is determined using d10s.
most forested areas. Red dragons are very adept at magic and cast spells as if they
Combat: Green dragons are vicious and fearless, and will not
hesitate to attack creatures that they deem threatening. Unless are 9th level. Red dragons learn one wizard spell at the juve-
they are obviously outmatched, they show little concern for the nile age category and at each age category thereafter. Dragons
power of their foes. younger than adult age may only learn 1st level spells, while
A green dragon’s breath weapon is a cloud of poisonous gas, dragons older than young adult age may learn 2nd level wizard
billowing out to 50’ long, 40’ wide, and 30’ tall. The damage in- spells, dragons older than mature adult age may learn 3rd level
flicted by this breath weapon is determined using d6s. wizard spells, dragons older than very old age may learn 4th level
Green dragons are capable spell casters, and cast spells as wizard spells, and great wyrms may learn a 5th level wizard spell.
if they are 6th level. Starting at the juvenile age category, green Red dragons of venerable age learn one priest spell each age cat-
dragons may learn 1 wizard spell each time they advance an age egory. Venerable dragons and wyrms may only learn 1st level
category. These start out as 1st level wizard spells, but old and priest spells, while great wyrms may learn one 2nd level priest
older dragons may learn 2nd level wizard spells as well. spell.
In addition to their learned spells, all blue dragons gain cer- In addition to their learned spells, all red dragons of young
tain spells as they age. Juvenile and older dragons can cast water age or older can cast affect normal fires three times each day. Red
breathing once each day, adult and older dragons can cast sugges- dragons of juvenile age or older can cast pyrotechnics three times
tion once each day, mature adults and older dragons can cast warp each day, dragons of adult age or older can cast heat metal once
wood 3 times each day, old and older dragons can cast plant growth each day, dragons of old age or older may cast suggestion once
once each day, very old and older dragons can cast entangle once each day, and dragons of very old age or older may cast hypno-
each day, and green wyrms and great wyrms can cast pass without tism once each day.
trace 3 times a day.
WHITE DRAGON
The smallest of the chromatic dragons, white dragons have pure
white mirror-like scales at birth, which darken and dull to white
mixed with gray and blue as the dragons age. White dragons
have a characteristic bony crest on the back of their heads.
White dragons are less intelligent than other dragons, and are
often bestial and brutish. They live to hunt, collect treasure, and
mate, and do not often care about other concerns. White drag-
ons are sometimes found together as families. These families are
not close, and the family members tolerate each other rather than
form closer bonds. Young dragons are left to fend for themselves
at an early age, but even the youngest are more than capable of
the task. White dragons live wherever they can find suitably cold
lairs, and prefer glacial caves to nest in.
Combat: Less intelligent than other dragons, white dragons
do not employ much strategy or thought when fighting. They at-
tack by instinct and throw their might at their largest threat, and
readily flee if they feel that they are likely to be defeated.
A white dragon’s breath weapon is a cone of icy air and sleet
70’ long, starting at 5’ wide at its base and expanding to 25’ wide
at the far end. Damage inflicted by this breath weapon is deter-
mined using d3s.
Despite the draconic affinity for magic, white dragons are
weak spell casters, and cast spells at 5th level. white dragons learn
RED DRAGON one 1st level wizard spell each at their adult, old, venerable, and
great wyrm age categories.
At hatching, a red dragon’s scales are glossy and brilliantly col- In addition to their learned spells, white dragons of mature
ored, but they grow more subdued and dull as the dragon ages. adult age or older can cast gust of wind three times each day. Drag-
Red dragons are crowned by distinctive horns and spines. ons of very old age or older can cast wall of fog three times each
Red dragons are the greatest of the chromatic dragons. They day, and dragons of wyrm age or older can cast freezing sphere
are egotistical, vain, and convinced of their superiority over all three times each day.

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

DRAGON, METALLIC
Brass Dragon Bronze Dragon Copper Dragon Gold Dragon Silver Dragon
Climate/Terrain: Any desert or Any lake or sea Any hills or Any Any mountains
plains shore mountains
Frequency: Rare Very rare Rare Very rare Very rare
Number Appearing: 1 or 1d4 + 1 1 or 1d4 + 1 1 or 1d4 + 1 1 or 1d4 + 1 1 or 1d4 + 1
Organization: Solitary or clan Solitary or clan Solitary or clan Solitary or clan Solitary or clan
Activity Cycle: Any Any Any Any Any
Intelligence: 13–14 15–16 13–14 17–18 15–16
Treasure: H H, (S), (T) H, (S) H, (R), (T) H, (R)
Alignment: Chaotic good Lawful good Chaotic good Lawful good Lawful good
Armor Class: −1 −3 −2 −5 −4
Movement: 12, fly 30 C, bur- 9, fly 30 C, swim 9, fly 30 C 12, fly 40 C, 9, fly 30 C
row 6 12 swim 12
Hit Dice: 13 (59 hp) 15 (68 hp) 14 (63 hp) 17 (77 hp) 16 (72 hp)
THACO: 8 6 7 4 5
Attack: 2 claws 1d6 + 5, 2 claws 1d8 + 5, 2 claws 1d6 + 5, 2 claws 1d10 + 5, 2 claws 1d8 + 5,
bite 4d4 + 5 bite 4d6 + 5 bite 5d4 + 5 bite 6d6 + 5 bite 5d6 + 5
Saving Throws: Fighter 13 Fighter 15 Fighter 14 Fighter 17 Fighter 16
Special Traits: Breath weapons, Breath weapons, Acid immunity, Breath weapons, Breath weapons,
fire immunity, electricity immu- breath weapons, fire and poison cold immunity,
spells nity, spells spells immunity, spells spells
Magic Resistance: 15% 20% 10% 35% 25%
Size: Gigantic (40’ Gigantic (56’ long) Gigantic (48’ long) Gigantic (72’ Gigantic (64’
long) long) long)
Morale: 17 17 16 17–18 17–18
Experience: 19,000 22,000 21,000 24,000 23,000

BRASS DRAGON 10’ radius per age category, and dragons of old age or older can
cast control winds once each day, and great wyrms may summon
Brass dragons hatch with thin, brown scales, which thicken and a djinni once each week as per a monster summoning VII spell.
turn to a warm, polished brass color as the dragons age. They
have prominent ridges at the backs of their heads, distinguishing
them from other metallic dragons which may be similar in color. BRONZE DRAGON
Although they usually lair alone, brass dragons are friendly
and social creatures. They enjoy the company of others and often Bronze dragons are hatched with yellowish scales showing only
travel to visit with other dragons. They form close families which a hint of metallic sheen, but they turn to a rich bronze color by
stay in contact with each other even if they have dispersed to their adulthood. The scales of truly ancient bronze dragons have a
own territories. Parents dote on their hatchlings and young, and verdigris-like patina. Bronze dragons have many small, spiky
go to great lengths to protect them. horns on their heads and a small, fin-like crest running the length
of their necks.
Preferring to live in deserts or other arid environments, brass Curious creatures who are fascinated with the world around
dragons often choose lairs that have views of scenic surround- them, bronze dragons spend great amounts of time studying it.
ings. As they are indigenous to the same kinds of areas as blue They enjoy the company of lesser creatures, and quickly learn to
dragons, they often come into conflict with their larger cousins. change their shapes to be less obtrusive while doing so. They also
Combat: Brass dragons dislike fighting and prefer to talk and get along well with their own kind, and adults often raise their
negotiate their ways out of conflict. If combat is inevitable, a young together.
brass dragon fights fiercely and uses its abilities to their full ad- Born with an affinity for water, bronze dragons can breathe
vantage to end the fight quickly. it as easily as they can air. They almost always choose to live in
Brass dragons have two breath weapons. The first is a cone- or near deep lakes or seas, and prefer to hunt for fish or other
shaped blast of superheated air and stinging sand, 5’ wide at the aquatic creatures to feed themselves.
base, 70’ long, and 20’ wide at the far end. Damage inflicted Combat: Bronze dragons are as curious about warfare as they
by this breath weapon is determined using d4s. Alternatively, a are everything else, and put what they learn on the subject to
brass dragon may breathe a cloud of sleep gas 50’ long, 40’ wide, good use in battle. They do not fight without reason, though,
and 20’ high. Creatures caught within the cloud must save vs. and seek to avoid unnecessary fighting.
dragon breath or fall asleep for 10 minutes per age category of Bronze dragons have two breath weapons. The first is a stroke
the dragon. of lightning 5’ wide and 100’ long. Damage inflicted by this
Brass dragons are capable spell casters, and cast spells at 6th breath weapon is determined using d8s. A bronze dragon’s sec-
level. They learn one 1st level wizard spell at juvenile age, and ond breath weapon is a cloud of mind-affecting vapor 20’ long,
learn either a 1st level or 2nd level wizard spell at each subsequent 30’ high, and 30’ wide. Creatures caught within the cloud are
age category. Brass dragons also learn one 1st level priest spell at compelled to retreat from the dragon for 2 minutes per age cat-
old age and learn either a 1st level or 2nd level priest spell at each egory of the dragon plus an additional 1d6 minutes, unless they
subsequent age category. A brass dragon may never learn more save vs. dragon breath.
2nd level spells of either kind than 1st level spells. Bronze dragons are magically talented, and cast spells as 8th
In addition to learned spells, brass dragons of juvenile age or level spell casters. Bronze dragons learn one wizard spell at ju-
older can cast dust devil once each day, dragons of adult age or venile age and every age category thereafter. Juvenile dragons
older can cast suggestion once each day, dragons of mature adult may only learn a 1st level wizard spell, while older dragons may
age or older can control the temperature of its surroundings as learn higher level wizard spells–2nd level spells at young adult
per the control temperature 10’ radius spell 3 times each day in a age or greater, 3rd level spells at old age or greater, 4th level spells

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

at venerable age or greater, and a 5th at great wyrm age. They GOLD DRAGON
also learn one priest spell upon reaching each age category start-
The greatest of the metallic dragons, gold dragons have scales
ing with old age. Old dragons may only learn a 1st level priest that shine like polished gold from the time they hatch through
spells, while very old and older dragons may also learn 2nd level the rest of their lives. They have especially long and serpentine
priest spells and great bronze wyrms may learn a 3rd level priest bodies, and their heads are adorned with two curling, backward-
spell. A bronze dragon may never learn more than two spells of pointing horns. Gold dragons can breathe water as well as air.
a given level of either type. Gold dragons are sage-like and wise. Despite their often vast
In addition to their learned spells, bronze dragons of young hordes of treasure, they often take an ascetic attitude towards life,
age or older can cast create food and water and polymorph self three enjoying study and worldly experience more than gold. Even so,
times each day, juvenile and older dragons can cast wall of fog they fiercely defend their treasure and their lairs, and do not suf-
once each day, adult and older dragons can cast ESP three times fer thieves lightly. They make their lairs wherever strikes their
each day, mature adult and older dragons can cast airy water three interest, and seem to have no preference for living in one kind of
times each day with an affected radius of 10’ per age category of land over another.
the dragon, and old and older dragons can cast weather summon- Combat: Although they are mighty and fierce fighters, gold
ing once each day. dragons prefer to avoid combat whenever possible. When forced
to fight, they do so with intelligence and strategy.
Gold dragons are extremely skilled at magic, and cast spells
COPPER DRAGON as 11th level spell casters. They learn 1 1st level wizard spell at
Copper dragons are the smallest of the metallic dragons. They are juvenile and young adult ages, 2 2nd level wizard spells at adult
born with dull reddish-brown scales, which gradually take on the age, 2 3rd level wizard spells at mature adult age, 2 4th level wiz-
appearance of burnished copper as a dragon reaches adulthood. ard spells and 1 1st level priest spell at old age, 2 5th level wizard
The scales of the most ancient copper dragons gain a green tint. spells and 1 1st level priest spell at very old age, 2 6th level wiz-
Aside from their small size, copper dragons are distinguishable ard spells and 2 2nd level priest spells at venerable age, 2 8th level
from their larger bronze relatives by the large, backward-pointing
wizard spells 2 3rd level priest spells at wyrm age, and 1 8nd level
horns on the backs of their heads.
Fun-loving and mischievous, copper dragons enjoy contests wizard spell 2 4th level priest spells at great wyrm age.
and riddles. They enjoy socializing with others, even if their All gold dragons can cast speak with animals at will and cast
greedy natures mandate that they maintain their own lairs. Their polymorph self three times each day. Young dragons and older can
lairs are usually private and secreted away, and they prefer to cast bless three times each day, juveniles and older can cast detect
build them in mountainous caves. They share their preference lie three times each day, adults and older can cast animal summon-
for mountains with red dragons, and do not appreciate the pres- ing once each day, and old and older dragons can cast quest once
ence of their evil cousins. For their part, the red dragons are con- each day.
tent to ignore the weaker coppers, at least until they discover the
locations of their lairs and treasures. SILVER DRAGON
Combat: Copper dragons often goad their foes with cruel
taunts and tricks, hoping to anger them into foolish actions. As Silver dragons are born with shining silver scales which thicken,
smaller dragons, they use their mobility and flight to make up for but become finer and more numerous, as they age. At advanced
their relative lack of size. ages, a silver dragon’s scales are barely distinguishable, and in-
Copper dragons have two breath weapons. The first is a line stead blend together to appear as one continuous expanse of
of acid 5’ wide and 70’ long. Damage inflicted by this breath metal. Silver dragons have two backward-pointing horns on
weapon is determined using d6s. A copper dragon may instead their heads and a fin-like crest running the length of their necks.
breathe a cloud of gas 30’ long, 20’ wide, and 20’ high. Creatures Silver dragons are kind and peaceful creatures. They love
caught within this cloud are slowed for three minutes for each of humans and other humanoids, and often use their shapechang-
the dragon’s age categories as per the slow spell. ing abilities to walk among them. It is not rare for silver drag-
ons to live in humanoid societies for years or even decades, and
Adept at magic, copper dragons cast spells as 7th level cast- some even take humanoid lovers or spouses in these extended
ers. A copper dragon learns one wizard spell at each age category sojourns. When in their natural forms, silver dragons prefer to
starting at juvenile age. They may learn only 1st level spells until live in mountainous areas or primeval woodlands.
they reach mature adult age, when they may also learn 2nd level Combat: Silver dragons are peaceful creatures which dislike
wizard spells. Venerable dragons may also learn 3rd level wiz- combat. When forced into a fight, they do whatever is necessary
ard spells, and great wyrms may learn one 4th level wizard spell. to end the fight quickly.
A copper dragon may never learn more than 3 wizard spells of Silver dragons have two breath weapons. The first is a cone
a given level. In addition to their wizard spells, dragons of old of freezing air and stinging ice 80’ long, 5’ wide a the base, and
age or older learn one priest spell at each age category except for 30’ wide at the end. Damage inflicted with this breath weapon
wyrm, at which time they learn two. These priest spells must is determined using d10s. They may also breathe a cloud of par-
be of 1st level until a dragon reaches venerable age, when it may alyzing gas 50’ long, 40’ wide, and 20’ high. Creatures caught
within the cloud must save vs. dragon breath or be paralyzed
learn 2nd level priest spells.
for 1 round per age category of the dragon plus 1d8 additional
All copper dragons can cast spider climb at will, and young rounds.
and older dragons can cast neutralize poison 3 times each day. Ju- Silver dragons are very adept magic users, and cast spells as a
venile and older dragons can cast stone shape twice daily, adult
6th level spell caster. Silver dragons learn 2 1st level wizard spells
and older dragons can cast forget once each day, mature adult and
older dragons can cast rock to mud once each day, old and older at juvenile age, 2 2nd level wizard spells at young adult age, 1 3rd
dragons can cast move earth once each day, and great wyrms can level wizard spell at adult age, 1 3rd level wizard spell at mature
cast wall of stone once each day. adult age, 1 4th level wizard spell and 2 1st level priest spells at
old age, 1 4th level wizard spell and 2 2nd level priest spells at
very old age, 1 5th level wizard spell and 2 3rd level priest spell at

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

venerable age, 1 5th level wizard spell and 1 3rd level priest spell bonus to dexterity and a −1 racial penalty to constitution.
at wyrm age, and 1 6th level wizard spell and 1 4th level priest Ability Requirements (Minimum/Maximum)
spell at great wyrm age. Str Dex Con Int Wis Cha
All silver dragons can cast polymorph self 3 times each day. Dryad 5/18 6/19 3/17 3/18 3/18 3/18
Young dragons and older can cast feather fall twice each day, ju- Dryads may progress as fighters to level 7, rangers to level 10,
venile dragons and older can cast wall of fog once each day, adult mages to level 7, druids to level 9, thieves to level 12, and bards to
dragons and older can cast control winds 3 times each day, mature level 14. They may multiclass as fighter/mages, fighter/thieves,
adult dragons and older can cast control weather once each day, ranger/mages, ranger/thieves, and mage/thieves.
and old dragons and older can cast reverse gravity once each day. Dryad thieves receive adjustments of +5% to Hide in Shad-
ows, and +5% to Detect Noise.
DRYAD Dryads are bound to a single tree, and may never stray farther
Climate/Terrain: Temperate forests than a quarter mile from it or risk dying. A dryad loses a point of
Frequency: Very rare constitution for every two hours she is away from her tree, and
Number Appearing: 1 or 1d6 dies when her constitution reaches 0. Spending a full day merged
Organization: Solitary or grove with her tree restores all points of constitution lost in this manner.
Activity Cycle: Any Dryads may cast charm three times each day and dimension
Intelligence: 13–14 door at will, but only to return to their trees. A dryad may merge
Treasure: M × 100, Q × 10 with and leave her tree at will.
Alignment: Neutral
Armor Class: 9 DWARF
Movement: 12
Hit Dice: 2 (9 hp) Climate/Terrain: Any
THACO: 19 Frequency: Common
Attack: By weapon Number Appearing: 40d10
Saving Throws: Fighter 2 or by class level Organization: Clan
Special Traits: Charm, tree bond Activity Cycle: Any
Magic Resistance: 50% Intelligence: 11–12
Size: Man-sized (5’ tall) Treasure: G, (Q × 20), (R), M × 5
Morale: 12 Alignment: Lawful good
Experience: 650 Armor Class: 4 (10)
Dryads are fey tree spirits which take the form of young Movement: 6
Hit Dice: 1 (5 hp)
women with lithe bodies, pointed ears, expressive eyes, and THACO: 20
other elven features. But dryads are only rarely mistaken for Attack: By weapon
elves, as they share features with their trees. A dryad’s skin Saving Throws: Fighter 1 or by class level
matches the color of her tree’s wood or bark, and her hair changes Special Traits: Combat training
with the seasons to match the appearance of her tree’s leaves. Magic Resistance: None
Most dryads are bound to oak trees, but rare dryads bound to Size: Small (4’ tall)
other kinds of trees are known. Morale: 13–14
Dryads do not need to wear clothing, as they are comfortable Experience: 65
in any weather that their trees can survive. Some dryads, used to Dwarves are short, stocky demihumans. They usually have
dealing with outsiders, may keep a few simple pieces of clothing earth-toned skin and dark hair. Male dwarves take great pride in
to put others at ease when interacting with them. Dryads speak their beards, which are often grown to great lengths and styled
their own language, and may also speak the languages of elves, in complicated fashions. Accustomed to the darkness of under-
pixies, and sprites. Being the spirits of plants themselves, dryads ground life, dwarves have infravision out to 60’. Dwarves are a
can communicate with other plants. hearty and hale folk, and possess natural resistances to poison
By necessity, dryads live in the primeval forests where their and magic. Any attempt by a dwarf to use a magical item that
trees grow, often far from civilization and its thirst for lumber. is not specific to their class has a 20% chance of failure. As such,
In their solitude, dryads often befriend other fey and forest crea- they tend to distrust magic other than that granted by their gods.
tures. Although they are most often found alone, rare groves of Dwarven society places great value in tradition and heritage,
trees are home to several dryads. These rare families are loving and each dwarf is a member of a clan. The histories of these clans
and close, and their members will always come to the aid of their stretch back through the centuries, and dwarves take great pride
sisters. in the accomplishments and deeds of their ancestors. Clans tend
As fierce protectors of their forests, dryads hold no love for to specialize in their work; one clan may be known for their stone-
those who treat them poorly. Those who respect the trees, how- masons, another for its soldiers, and so forth.
ever, sometimes attract the attention and fascination of a dryad. Other races commonly see dwarves as dour and humorless.
Those who gain a dryad’s favor may be given boons or favors. Although this stereotype is not always true, dwarves tend to take
Combat: Bound to their trees, dryads are loathe to leave them. their duties seriously and put their work before enjoyment and
A dryad who strays more than a quarter mile from her tree be- revelry. They love the valuable things of the earth, and prize pre-
comes weak and dies within 6d6 hours if she does not return. cious metals, worked stone, and gems and jewelry. They have
Furthermore, damage inflicted upon a dryad’s tree is also in- good relations with most other good races, but have a hard time
flicted on her, and a dryad will die if her tree is killed. finding common ground with elves. They have no love nor mercy
Dryads may use the charm spell three times each day, with the for goblin-kind or orcish races, who too often compete with the
targets receiving a −3 penalty to their saving throws. A dryad dwarves for resources and territory. Dwarves are mindful of the
will usually use this ability as a last resort to prevent the destruc- need to communicate with their friends and foes, and often speak
tion of her tree or the surrounding forest. the common tongue and the languages of gnomes, goblins, orcs,
A dryad may use dimension door at will to return to her tree. kobolds, and giants as well as their own.
Dryads may merge with their trees, and may use this ability to Dwarves prefer to dwell in hilly and mountainous terrain,
hide from foes and take shelter from the weather. and build great cities of stone in and beneath the mountains.
As Player Characters: Dryad characters receive a +1 racial They mine the earth for its riches, which they trade to others, use

315
APPENDIX C. BESTIARY FOR GOLD & GLORYTM

to enhance their crafts, and hoard greedily. Being so close to the AIR ELEMENTAL
earth, dwarves can detect a grade or slope in a passage or newly
constructed tunnels on a roll of 1–5 on a 1d6, sliding and shifting Air elementals appear as faintly visible humanoid shapes made
walls or rooms on a roll of 1–4 on a 1d6, and stonework traps or of cloud and mist. They speak their own tongue with the voices
the approximate depth underground on a roll of 1–3 on a 1d6. of the wind, from a soft and sibilant whisper to a deafening
Combat: Dwarves are disciplined and courageous in combat. stormy roar. Air elementals may be summoned in any place with
Only rarely do they retreat from battle, and then only grudgingly. open air and sky.
They are particularly skilled in fighting against their ancestral Combat: Air elementals use their speed and dexterity to their
foes, and gain a +1 to all attack rolls against orcs, half-orcs, gob- advantage in combat. With their mastery of air, they gain a +1
lins, and hobgoblins. They use their small size to their advantage bonus to all attack rolls and a +4 bonus to all damage rolls when
when fighting larger creatures–ogres, ogre magi, trolls, giants, in aerial combat. Although they are incorporeal, they attack with
and titans incur a −4 penalty to all attack rolls against dwarves. a pummelling fist of focused air.
As Player Characters: Dwarves as player characters are de- An air elemental may take the form of a whirlwind. In this
scribed in Chapter 2: Player Character Races. form, it appears as a twisting funnel cloud 10’ wide at its base
and 30’ wide at its top, and a height of 5’ per hit dice the ele-
ELEMENTAL mental possesses. It takes the elemental 1 turn to take whirlwind
form. It can maintain the form for only 1 round, after which it
Elementals are spirits of the elemental planes. Clothing them- must take 1 turn to revert to its normal form. The whirlwind kills
selves in bodies formed of their elements, they appear vaguely creatures of less than 3 HD caught in its effect, and inflicts 2d8
humanoid when summoned to the prime material plane. damage to all other creatures. The whirlwind may pick up and
Not native to the Prime Material plane, elementals most of- scatter small objects, potentially flinging them great distances.
ten arrive there through summonings. They dislike being taken
from their home planes, and carry great rage towards their sum-
moners. Unless absolute concentration is maintained during the EARTH ELEMENTAL
summoning, a summoned elemental is uncontrolled by the sum-
moner. These free-willed elementals may simply return to their Earth elementals look like blocky humanoid shapes roughly
home planes, but are much more likely to attack those responsi- hewn from solid stone. They speak the primal language of earth
ble for summoning them. Even if an elemental is controlled ini- and rock with voices of grinding stone. Earth elementals may
tially, the summoner will lose control through damage, death, or be summoned in any place where unworked earth and stone are
other distraction. Furthermore, a controlled elemental has a 5% abundant.
chance each round to break free of its summoner’s control. Con- Combat: Earth elementals are implacable and mighty. They
trol of an elemental can be stolen through casting a dispel magic do not like fighting creatures of the air or water; an earth elemen-
to dispel the control the summoner has over the elemental (not tal receives a −8 penalty to all damage rolls against airborne and
to dispel the elemental itself); however, a result of a natural 20 on waterborne foes.
the dispel check means that the elemental becomes free-willed. An earth elemental may attack buildings and fortifications to
Controlled elementals may be dismissed to their home planes great effect. Each blow against earth and stone structures inflicts
at any time. siege damage as per a battering ram.

ELEMENTAL
Air Elemental Earth Elemental Fire Elemental Water Elemental
Climate/Terrain: Any air, plane of air Any land, plane of Any dry land, plane of Any large bodies of
earth fire water, plane of water
Frequency: Very rare Very rare Very rare Very rare
Number Appearing: 1 1 1 1
Organization: Solitary Solitary Solitary Solitary
Activity Cycle: Any Any Any Any
Intelligence: 6 6 6 6
Treasure: None None None None
Alignment: Neutral Neutral Neutral Neutral
Armor Class: 2 2 2 2
Movement: Fly 36 A 6 12 6, swim 18
Hit Dice: 8 (36 hp), 12 (54 hp), or 8 (36 hp), 12 (54 hp), or 8 (36 hp), 12 (54 hp), or 8 (36 hp), 12 (54 hp), or
16 (72 hp) 16 (72 hp) 16 (72 hp) 16 (72 hp)
THACO: 12 (8 HD), 9 (12 HD), 7 12 (8 HD), 9 (12 HD), 7 13 (8 HD), 9 (12 HD), 5 13 (8 HD), 9 (12 HD), 5
(16 HD) (16 HD) (16 HD) (16 HD)
Attack: Buffet 2d10 Slam 4d8 Slam 3d8 Slam 5d6
Saves As: Fighter 8, 12 or 16 Fighter 8, 12 or 16 Fighter 8, 12 or 16 Fighter 8, 12 or 16
Special Traits: Whirlwind, +2 or bet- Siege damage, +2 or Ignite combustibles, Overturn ships, +2 or
ter weapon needed to better weapon needed +2 or better weapon better weapon needed
hit to hit needed to hit to hit
Magic Resistance: None None None None
Size: Large to huge (8’ to 16’ Large to huge (8’ to 16’ Large to huge (8’ to 16’ Large to huge (8’ to 16’
tall) tall) tall) tall)
Morale: 15–17 15–17 15–17 15–17
Experience: 4,000 (8 HD); 8,000 (12 2,000 (8 HD); 6,000 (12 3,000 (8 HD); 7,000 (12 2,000 (8 HD); 6,000 (12
HD); 12,000 (16 HD) HD); 10,000 (16 HD) HD); 11,000 (16 HD) HD); 10,000 (16 HD)

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

FIRE ELEMENTAL value pleasure and happiness over more tangible things like
gold. This attitude often causes other races to see them as flighty
Fire elementals are seen as flickering humanoid shapes in the and carefree. They appreciate art and music, and craft for them-
heart of roaring columns of flame. Theirs is the speech of fire, selves works often unequaled by other races.
their voices hissing and crackling. Fire elementals may be sum-
Elves have warm relations with other good races, though they
moned from any fire of large campfire size or larger.
have difficulty understanding the short-sightedness of humans
Combat: Fire elementals are quick and ferocious, and enjoy
and the greed of dwarves. Their long lives grant them a keen
burning anything they can. They attack with a lash of their fiery
understanding of history often lost on the shorter-lived humans,
limbs, and any flammable object so struck must save vs. magi-
and they do not hold material wealth in as high an esteem as
cal fire with a −2 penalty or ignite immediately. A fire elemental
the dwarves. Despite these differences, they are strong allies in
is weakened by water, and may not cross a body of water wider
times of need, especially against the warlike humanoid races. In
than its height.
addition to their own language, elves often speak the common,
gnome, halfling, goblin, hobgoblin, orc, and gnoll tongues.
WATER ELEMENTAL Most comfortable living amongst nature, elves prefer to build
their towns and cities to complement and enhance the natural
Water elementals appear as ever-shifting humanoid shapes made
world rather than subsume it. They most often dwell in forests
of swirling water. They speak the common tongue of their plane
and other wooded lands, and build cities of great beauty and
with voices of crashing waves and babbling streams. Water el-
wonder.
ementals can be summoned from any body of water of at least
Combat: Elves are adept at hit-and-run tactics, as such strate-
1,000 cubic feet in size.
Combat: Patient and clever combatants, water elementals gies are advantageous in their forest homelands. Elven society
prefer to fight in large bodies of water where they can slip be- places high value on martial training, and all elves gain a +1
neath the waves and hide, only to ambush their foes moments bonus to all attack rolls when using a short sword, longsword,
later. They strike with their watery fists with the strength of a rip or bow.
current. Elves are resistant to mind-affecting magic, and have a 90%
Water elementals dislike being out of water, and can stray no immunity to sleep and charm spells. They are adept at sneaking
further than 60’ from the body of water it was summoned from. and moving unseen, and impose a −4 penalty to opponents’ sur-
When on dry land, they receive a −5 penalty to all damage rolls. prise rolls when not wearing metal armor and in the company of
Water elementals can be dangerous to mariners, and may cap- only elves and halflings.
size and scuttle ships with ease. An elemental may capsize a ship As Player Characters: Elves as player characters are de-
of up to one ton for each hit die it possesses, and slow or stop scribed in Chapter 2: Player Character Races.
larger ships of up to one ton for each hit point it possesses.

ELF
Elf Half-elf
Climate/Terrain: Any Any
Frequency: Uncommon Very rare
Number Appearing: 20d10 1
Organization: Clan Solitary
Activity Cycle: Any Any
Intelligence: 14–20 8–18
Treasure: G, (S), (T), N K, V × 1 /2
Alignment: Chaotic good Any
Armor Class: 5 (10) 5 (10)
Movement: 12 12
Hit Dice: 1 (5 hp) 1 (5 hp)
THACO: 20 20
Attack: By weapon By weapon
Saving Throws: Fighter 1 or by Fighter 1 or by
class level class level
Special Traits: Bow and None
sword skill,
stealth
Magic Resistance: None None
Size: Man-sized (5’ Man-sized
tall) (51 /2 ’ tall)
Morale: 13 13
Experience: 175 35

ELF
Elves are graceful humanoids with delicate features and pointed
ears. They are slighter than humans, but are by no means weak.
Elves are naturally pale of hair and skin, but often spend large
amounts of time outside and tan easily. They have keen senses,
with infravision out to 60’, and are capable of detecting secret and HALF-ELF
concealed doors merely by passing within 10’ of them on a roll of
a 1 on a 1d6. Half-elves are humanoids of both elven and human stock. They
As a long-lived and ancient race, elves have long since have traits of both their parent races, with much of the height of
learned to live in harmony with the world around them, and their human forebearers and the graceful, slender builds of their

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elven ancestors. Unlike elves, male half-elves can often grow fa-
cial hair. Half-elves gain the keen senses of their elven parents, GAZER
and have infravision out to 60’. They are capable of detecting se- Climate/Terrain: Any
cret and concealed doors merely by passing within 10’ of them Frequency: Very rare
on a roll of a 1 on a 1d6. Number Appearing: 1
Despite their differences, humans and elves often come into Organization: Solitary
contact with each other, and half-elves are the inevitable product Activity Cycle: Any
Intelligence: 15–16
of such contact. Whether they are children of love or violence, Treasure: I, (S), (T)
though, they are rarely fully accepted by either of their parent cul- Alignment: Lawful evil
tures, though they are rarely shunned outright. They often react Armor Class: 0 (body), 2 (small eyes), 7 (large
to this prejudice by becoming withdrawn and private, trusting eye)
in only their closest companions, although some take the expe- Movement: Fly 3 B
riences of both cultures and become natural leaders. Half-elves Hit Dice: 7 (32 hp)
speak the languages of their parents, and often speak the gnome, THACO: 11
halfling, goblin, hobgoblin, orc, and gnoll languages. Attack: Bite 2d8
Combat: Half-elves gain a measure of their elven ancestry’s Saving Throws: Fighter 7
resistance to mind-affecting magic, and are 30% immune to sleep Special Traits: Anti-magic gaze, spells
and charm spells. Magic Resistance: None
Size: Man-sized (5’ diameter)
As Player Characters: Half-elves as player characters are de- Morale: 18
scribed in Chapter 2: Player Character Races. Experience: 9,000
Gazers are horrific spheres seething and bubbling with eyes
ETTIN and razor-toothed maws. They can manifest eleven eyes at a
Climate/Terrain: Sub-arctic to temperate hills and time. One of these eyes is dominant and larger than the other ten,
mountains but all are functional and deadly. Gazers float in the air without
Frequency: Very rare the use of wings or other visible means of flight.
Number Appearing: 1 Gazers are solitary creatures which hold a deep and abiding
Organization: Solitary hatred for all others. Greedy and territorial, they dislike dealing
Activity Cycle: Night with other creatures, but yet are adept at manipulating them to
Intelligence: 5–7 further their own interests. In this manner, they’ve been known
Treasure: C, (Y), O to control huge networks of spies and influence the actions of en-
Alignment: Chaotic evil tire kingdoms.
Armor Class: 3
Movement: 12 Very rarely do gazers put aside their mutual hatred for oth-
Hit Dice: 10 (45 hp) ers of their own kind to reproduce. The young are born live
THACO: 10 and summarily exiled by their mothers to fend for themselves.
Attack: 2 by weapon or 2 slam 2d6 For unknown reasons, gazers are often born without their char-
Saving Throws: Fighter 10 acteristic malleability. The forms of these variants are fixed and
Special Traits: Alertness unchanging–each has a peculiar distribution of eyes and maws,
Magic Resistance: None although their abilities are unchanged. Naturally, these variants
Size: Huge (13’ tall) consider their own shapes to be the perfection of gazer form, and
Morale: 14 hate all others as perversions.
Experience: 3,000
Combat: A gazer is a potent foe with a large array of magical
Ettins are two-headed giants with brutish, orc-like features. abilities at its disposal. Each of its eyes can manifest a magical
They are invariably filthy, with stringy and snarled hair and dirt- effect. The larger, dominant eye may emit a cone in front of it,
caked skin covered in sores and scabs. They have impressive 140’ long and 160’ wide at the far end, which has the effect of an
physiques, and stand over twice the height of a human. Ettins anti-magic shell. This effect is normally active, but a gazer may
have infravision out to 90’. deactivate it at will. The central eye may be targeted separately
Ill-tempered and belligerent, ettins only rarely tolerate others from the gazer’s body and has 3d8 hit points, but the damage in-
of their kind. Indeed, their heads can often barely stand each flicted upon it does not count towards the damage needed to kill
other. They jealously guard their lairs from all intruders, prefer- the gazer.
ring to kill without question or mercy. Rarely, an ettin will allow Each of a gazer’s smaller eyes may each cast a spell at will,
others to live in their areas if they feel they can dominate them but only one may cast a given spell at a time:
to their advantage. They usually make their filthy lairs in remote 1. cause serious wounds, 50 yard range
caves far from civilization. 2. charm monster
Though often dull and witless, ettins possess a low sort of 3. charm person
cunning. They produce very little of value, and raid and pillage 4. death spell, only one target, 40 yard range
for most of their goods. Their equipment is typically crude and 5. disintegrate, 20 yard range
filthy, but they treasure the fine weaponry they can steal and use 6. fear
it to its full advantage. 7. flesh to stone, 30 yard range
Ettins speak a pidgin tongue which incorporates the goblin 8. sleep, only one target
and giant languages, but is most strongly influenced by the orc 9. slow, only one target
tongue. Speakers of the orc language have a 50% chance of un- 10. telekinesis, 250 lbs maximum weight
derstanding an ettin’s speech. The rare ettins that can speak ad- A gazer may usually bring only a limited number of its
ditional languages may speak orcish or common. smaller eyes to bear on its foes. It may only use 1d4 smaller eyes
Combat: Ettins are brutal and direct in combat, but are cun- if its foes are within a 90’ angle, 1d6 if they are within a 180’ an-
ning enough to ambush their foes before facing them directly. gle, and 1d8 if they are within a 270’ angle. Only if it is being
Their two heads grant them an uncanny alertness, and they are attacked from all sides may it use all 10 of its eyes. Each of these
surprised only on a roll of 1 on a 1d10. smaller eyes may be targeted separately from the gazer’s main

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body. Each one has 1d8 + 4 hit points, but the damage inflicted on solid clouds or islands of earth drifting through the air, each ruled
them does not count towards the damage needed to kill the gazer. by a powerful caliph. These cities are cosmopolitan places, where
Smaller eyes that are destroyed regenerate within one week. beings from across the prime material, ethereal, and inner planes
Once a gazer is slain, its eyes lose their powers. come to trade, and the djinn welcome all to bring their goods and
their money. Each city is independent of others, although a city
attacked will call upon the aid of its allied cities for defense.
Djinn may travel to the prime material plane at will, although
most are loathe to leave their home plane. When found upon
the prime material plane, they favor wide deserts and other areas
open to the sky. Djinn may travel to the prime material to trade
or to seek knowledge, or they may be summoned and bound to
service.
Djinn are often friendly towards mortal creatures and find
them fascinating. Even when bound to service, they are unlikely
to hold ill will towards those they serve unless their tasks are ex-
ceedingly dangerous, their treatment harsh, or the length of their
servitude excessive.
Combat: Djinn are powerful fighters, and their mastery of the
air makes them truly frightening when in the open. When air-
borne, a djinni’s foes suffer a −1 penalty to all attack and damage
rolls due to his great agility and maneuverability. They are mas-
ter swordsmen, and are equally skilled when fighting unarmed.
Incredibly strong, a djinni can carry up to 600 lbs without undue
effort, while either walking or flying.
As skilled with magic as they are with combat, djinn may cast
advanced illusion, create food & water (for 2d6 people), gaseous form,
invisibility, major creation, and wind walk each once each day. As
creatures of air, djinn gain a +4 bonus to saving throws against
gaseous hazards and air-based spells.
Once each day, a djinni may create a whirlwind 70’ high, 10’
wide at its base, and 40’ wide at its top. The whirlwind takes 1
GENIE turn to form, and once formed is under the djinni’s control. It
Djinni Efreeti may travel at a flying speed of 18 with a maneuver class of A, al-
Climate/Terrain: Plane of Air Plane of Fire though its base must remain in contact with the ground or it will
Frequency: Very rare Very rare dissipate in 1 turn. A djinni may direct his whirlwind to carry
Number Appearing: 1 1 himself and up to six man-sized or three large creatures. All crea-
Organization: Kingdom Kingdom tures except for carried creatures caught within the whirlwind
Activity Cycle: Day Day must save vs. breath weapon each round they are within it, or be
Intelligence: 8–14 11–12 swept off their feet and battered for 2d6 points of damage each
Treasure: None None round.
Alignment: Chaotic good Lawful evil
Armor Class: 4 2
Movement: 9, fly 24 A 9, fly 24 A
Hit Dice: 7 + 3 (34 hp) 10 (45 hp)
THACO: 13 11
Attack: Slam 2d8 or by Slam 3d8 or by
weapon weapon
Saving Throws: Fighter 7 Fighter 10
Special Traits: Spells, whirl- Fire immunity,
wind spells
Magic Resistance: None None
Size: Large (8–10’ Large (12’ tall)
tall)
Morale: 14 16
Experience: 3,000 6,000
Genies are humanoids native to the elemental planes, where
they have powerful and ancient kingdoms. They rarely travel
to the prime material plane by choice, but are sometimes sum-
moned by mortal spell casters. Genies have their own languages,
may learn any language they encounter in their travels, and may
communicate with any intelligent creature using telepathy.

DJINNI
EFREETI
Tall and well-muscled, djinn are genies native to the elemental
plane of air. They have attractive human-like features, with sun- Efreet are towering, hulking genies native to the elemental plane
darkened skin and sky-colored eyes. As befits their airy homes, of fire. Their features range from human-like to monstrous, with
they tend to dress in loose-fitting, light clothing. horns and sharpened teeth, though all efreet have eyes of flicker-
On their native plane, djinn live in beautiful cities built on ing flames. Their skin ranges from flame-red to basalt-black, and

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they prefer loose and flowing clothing. ghoul that does not eat is driven by hunger to madness, and des-
Efreet build great cities of brass and basalt on the plane of perately seeks to sate its hunger.
fire, and the greatest of these is a place of legend even amongst Ghouls are often found in graveyards, both because they were
the mortals of the prime material plane. Each city is ruled by buried there and because prey is easy to find there.
an iron-fisted sultan. Although the Great City of Brass is a place Combat: Ghouls usually attack without much thought to
where beings from all of existence come to trade and study, most strategy, being driven by the needs of their ravenous hunger. The
other efreet cities are insular and unwelcoming places. very touch of a ghoul is paralyzing. Creatures of large size or
Upon the prime material plane, efreet prefer scorching deserts smaller touched by a ghoul, except for elves, must successfully
and volcanic vents. They may enter the prime material freely, but save vs. paralyzation or be unable to move for 1d6 + 2 rounds
rarely choose to leave the heat of their home plane. Instead, most or until subject to a remove paralysis spell. As undead creatures,
efreet found on the prime material are summoned and forced into ghouls are immune to sleep and charm spells, but may be turned
servitude. They do not serve willingly, and often seek revenge by clerics and paladins. Ghouls are unable to enter an area pro-
against their former masters after their servitude is over, no mat- tected by a protection from evil, 15’ radius spell.
ter how benign it may have been. Man-sized or smaller humanoids killed by a ghoul, except for
Efreet see little worth in mortal creatures except for as slaves, elves, will become ghouls themselves in 1d4 nights unless blessed
and employ legions of these slaves to maintain their cities. They or utterly destroyed.
are infamous for these activities, and many who come to the
Great City of Brass do so to buy and sell slaves. GHAST
Combat: Efreet are fearsome combatants, and use their great
strength and skill with weapons against their foes without mercy. Ghasts are a more powerful form of ghoul, but are physically
As creatures of fire, they are immune to normal fire, and attacks indistinguishable from their lesser brethren. They retain more
made against an efreeti with magical fire suffer a −1 penalty to all of the intelligence and personality they possessed in life than
attack and damage rolls. Efreet are exceedingly strong, and can ghouls, but share the same hunger and hatred for the living.
carry up to 750 lbs without undue effort, while either walking or Ghasts often lead packs of ghouls through force and cunning.
flying. Combat: As with ghouls, the touch of a ghast is paralyzing,
Efreet are exceedingly skilled spell casters. An efreeti may but is much more powerful. Any creature of large size or smaller
cast advanced illusion, detect magic, enlarge, gaseous form, invisibil- touched by a ghast, even elves, must successfully save vs. para-
ity, polymorph self, wall of fire, and wish each once each day. An lyzation with a −2 penalty or be frozen in place for 1d6 + 4 rounds
efreeti can also cast pyrotechnics at will. or subject to a remove paralysis spell. Like ghouls, ghasts are im-
mune to sleep and charm spells, but may be turned. A protection
GHOUL from evil, 15’ radius spell does not prevent a ghast from approach-
ing.
Ghoul Ghast
Climate/Terrain: Any Any
Frequency: Uncommon Rare GIANT
Number Appearing: 2d12 1d6
Giants are huge humanoid creatures known for their great size
Organization: Pack Pack
Activity Cycle: Night Night and strength. While the lesser giants tend to be barbaric, the
Intelligence: 5–7 13–14 greater giants have great civilizations to rival those of any of the
Treasure: B, (T) B, (Q), (R), (S), smaller races.
(T) As they share a common origin, giants speak a single lan-
Alignment: Chaotic evil Chaotic evil guage, albeit with each kind speaking a distinct dialect. More
Armor Class: 6 4 intelligent giants may speak other languages, usually those spo-
Movement: 9 15 ken by neighboring or allied creatures.
Hit Dice: 2 (9 hp) 4 (18 hp)
THACO: 19 17
Attack: 2 claws 1d3, 2 claws 1d4, CLOUD GIANT
bite 1d6 bite 1d8 Cloud giants are well-proportioned humanoids with fine human-
Saving Throws: Fighter 2 Fighter 4 like features. Their skin is the color of the sky, ranging from the
Special Traits: Paralysis Paralysis, blue of a sunny day to stormy gray to cloudy white, and their hair
stench is white or silver. They stand close to 24’ tall and weigh upwards
Magic Resistance: None None
Size: Man-sized (5’– Man-sized (5’– of 6 tons.
6’ tall) 6’ tall) Civilized and cultured, cloud giants appreciate fine things
Morale: 11–12 11–12 and enjoy beautiful clothing, luxurious food and drink, music,
Experience: 175 1,400 and art. They consider themselves the pinnacle of giant-kind,
although they deign to acknowledge the storm giants as near-
equals. Though they all see the smaller humanoid races as lesser,
GHOUL
good-aligned cloud giants often establish trading relationships
Ghouls are undead creatures cursed with a hunger for the flesh of with them. Evil-aligned cloud giants take no such troubles, and
the living and the dead. Although similar in appearance to what instead pillage and kill for what goods they want.
they looked like in life, undeath has twisted them into gnarled Cloud giants often live in small families of 2d4 individuals,
creatures with long tongues, sharp teeth, and vicious talons. half of which are children, joined by bonds of blood or love. Each
The transformation into a ghoul degrades a creature’s mind family is part of a clan with 1d6 other families. The families
much as it does its body. Ghouls have the memories of their for- within a clan may live apart from one another, but maintain reg-
mer lives, but they lose all abilities granted by any former class ular communications and come to one another’s aid in times of
levels. Their hatred of the living drives them towards evil. trouble. One in ten cloud giants is able to cast spells equivalent
While ghouls are driven to feast upon intelligent beings, they to a mage or cleric of up to 4th level. Such spell casters are highly
do not need it to maintain their undead existences. However, a respected by their families and clans.

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GIANT
Cloud Giant Fire Giant Frost Giant Hill Giant Stone Giant Storm Giant
Climate/Terrain: Any moun- Any temper- Any arctic Any hills or Temperate Any
tains ate to tropical mountains and sub-
tropical
mountains
Frequency: Very rare Rare Very rare Rare Rare Very rare
Number Appearing: 1d10 1d8 1d8 1d12 1d10 1d3 + 1
Organization: Tribe Tribe Tribe Tribe Tribe Tribe
Activity Cycle: Any Any Any Any Any Any
Intelligence: 8–12 5–10 5–10 5–7 8–10 15–16
Treasure: E, Q × 5 E E D D E, Q × 10, S
Alignment: Neutral good Chaotic evil Lawful evil Chaotic evil Neutral Chaotic good
or neutral evil
Armor Class: 0 −1 (5) 0 (5) 3 (5) 0 −6 (0)
Movement: 15 12 (15 unar- 12 (15 unar- 12 12 15, swim 15
mored) mored)
Hit Dice: 16 + 2d4 hp 15 + 1d4 hp 14 + 1d4 hp 12 + 1d2 hp 14 + 1d3 hp 19 + 2d4 hp
(77 hp) (71 hp) (66 hp) (55 hp) (65 hp) (91 hp)
THACO: 5 5 7 9 7 3
Attack: Slam 1d10 or Slam 1d8 or Slam 1d8 or Slam 1d6 or Slam 1d8 or Slam 1d10 or
by weapon by weapon by weapon by weapon +7 by weapon +8 by weapon
+11 +10 +10 +12
Saving Throws: Fighter 17 Fighter 15 Fighter 14 Fighter 12 Fighter 14 Fighter 20
Special Traits: Hurl boulders Fire resis- Cold immu- Hurl boulders Hurl boulders Catch boul-
tance, hurl nity, hurl ders, electric-
boulders boulders ity immunity,
spells
Magic Resistance: None None None None None None
Size: Huge (24’ tall) Huge (21’ tall) Huge (18’ tall) Huge (16’ tall) Huge (18’ tall) Gigantic (26’
tall)
Morale: 17–18 13–14 15–16 13–14 16 17–18
Experience: 11,000; 12,000 11,000; 12,000 10,000; 11,000 6,000 9,000; 10,000 16,000; 17,000
(spell caster) (spell caster (spell caster (spell caster) (spell caster
levels 1–4); levels 1–4); levels 1–5);
13,000 (spell 12,000 (spell 18,000; (spell
caster levels caster levels caster level
5–7) 5–7) 6–9)

Families and clans often live in castles built on windswept cunning. A typical clan has 1d10 + 10 members, half of which are
mountaintops. Rarely, the family of a cloud giant spell caster non-combatants or children. One in twenty fire giants are clerics
builds a castle on an enchanted cloud, which can be controlled or mages of up to 7th level. These spell casters often serve as the
to move at the wish of the spell caster. Cloud giant castles are viziers and spiritual advisors to their tribes.
60% likely to be guarded by ferocious guardian beasts such as Clans of fire giants often build huge castles or take cave com-
lions, owlbears, griffons, or wyverns. plexes as their strongholds, often near volcanic activity. These
Combat: Cloud giants fight well in organized units, and of- lairs are often trapped, and are 50% likely to be guarded against
ten go into battle with allies from their clans. They prefer to hurl intruders by vicious beasts. The most powerful tribes sometimes
boulders at their foes before closing in for melee. A cloud giant enslave red dragons of juvenile age or younger to protect their
can hurl a boulder up to 240 yards, and a successful hit inflicts lairs, killing them when they become too large to easily control.
2d12 points of damage. Combat: Unlike their lesser kin, fire giants are disciplined
A cloud giant’s weapon inflicts 3 times the damage of the fighters who excel at military tactics. They often hurl boulders
equivalent man-sized weapon. at their foes to weaken or kill them before resorting to close quar-
ter combat. A fire giant can hurl a boulder up to a distance of 200
FIRE GIANT yards, dealing 2d10 points of damage on a successful hit. Fire
Fire giants are stocky humanoids with distinctly dwarven pro- giants can catch boulders hurled by other giants or siege engines
portions, both in facial features and body shape. They usually 50% of the time.
have coal-black skin, hair any of the colors of flame, and eyes A fire giant’s weapon inflicts twice as much damage as an
blazing with fiery light. They stand around 18’ tall and weigh equivalent man-sized weapon.
around 4 tons. Fire giants are immune to damage from normal fires, and at-
As a cruel and despotic people, fire giants lord their power tacks with magical fire gain a −1 penalty per die of damage.
over their lessers at any chance. They see themselves as far su-
perior to smaller races, and freely raid and enslave those hu- FROST GIANT
manoids unfortunate enough to live nearby. They do not tolerate
more powerful creatures, and use their discipline and ability to Frost giants are muscular humanoids with human-like features.
fight well together to drive them away. They have snow-white to light blue skin and hair ranging from
Fire giants live in highly structured clans, each ruled by the the color of straw to the color of ice. An adult frost giant is around
iron fist of the most powerful member. Fire giants do not judge 21’ tall and weighs around 4 tons.
power on strength alone; often, the thane of a clan will have at- Aggressive and territorial, frost giants wage constant battle
tained his or her position by strategy, alliances with others, and to drive others from their lands. Despite their barbarism they are

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clever, and those that they don’t kill or drive away are often cap- Though belligerent and territorial, hill giants may form al-
tured for slavery or ransom. Frost giants often raid and plunder liances with other creatures–whether for trade or mutual protec-
from their neighbors. tion. These alliances are usually with other evil creatures such
Frost giants usually live in bands of 1d8 + 8 individuals, half as ogres or orcs, but relations with human or demihuman set-
of which are children. Particularly powerful frost giant chief- tlements are not unheard of. More often, though, their relations
tains may lead larger bands, having conquered rival tribes and with their neighbors are hostile.
absorbed their subjugated rivals into their own. Tribes of frost Hill giants often live in family-based tribes of 1d8 + 8 indi-
giants rarely cooperate with each other, and are often at war. One viduals, a quarter of whom are children. Each tribe claims its
out of every fifty frost giants are spell casters equal to mages or own territory which they are loathe to share with other tribes, al-
clerics of up to 7th level. These spell casters are likely to lead their though tribes have been known to unite under strong leadership
bands and use their magic to maintain power. or in the face of great threats. Established tribes sometimes adopt
Bands of frost giants often live in crude castles of ice and outsiders into their ranks.
stone or caverns. They are 50% likely to keep winter wolves Though they prefer to lair in caves, hill giants may build
and other cold-loving beasts as guardians for their lairs, and have crude shelters or dig out dens for themselves in areas where caves
even been known to enslave young white dragons to protect their are rare. Their lairs are 50% likely to be guarded by beasts or hu-
homes. These dragons are only rarely older than young adult manoid allies.
age, as their captors tend to kill them when they grow too large Combat: Hill giants usually attack with little thought for
to easily control. strategy. They like to ambush their prey, and often hurl boul-
ders at range. A hill giant can hurl a boulder up to 200 yards,
Combat: Guided by bloodlust and rage, frost giants usu-
and catch boulders hurled by other giants or siege engines 30%
ally rush into battle with little regard for strategy or cooperation.
of the time. A boulder hurled by a hill giant inflicts 2d8 points of
They can hurl boulders up to a distance of 200 yards, which in-
damage on a successful hit.
flict 2d10 points of damage on a successful hit. Frost giants can
A hill giant’s weapon inflicts twice as much damage as an
catch boulders hurled by other giants or siege engines 40% of the
time. equivalent man-sized weapon.
A frost giant’s weapon inflicts twice as much damage as an
equivalent man-sized weapon. STONE GIANT
Frost giants are immune to cold damage.
Stone giants are gaunt and lean humanoids with sharp, chiseled
features. Completely hairless, they have skin the color stone, usu-
ally of a variety common to where they live. Despite their slender
builds, they are muscular and dense, weighing around 41 /2 tons
and standing 18’ tall.
Usually isolationist, stone giants tend to have little contact
with outsiders, either of hostile or beneficial nature. They some-
times trade for food and other goods with nearby civilizations
and sometimes go to war with neighboring aggressive humanoid
tribes, but for the most part are content to live apart. They bear
few creatures ill will, though, and may be inclined to assist trav-
elers through their lands, especially if they also stand to benefit
from such contact.
Stone giants usually live in families of 1d6 + 4 individuals,
half of which are children. A family often maintains good rela-
tions with other families for mutual protection and social interac-
tion. One out of every twenty stone giants develop magical abil-
ities, and are valued by their families as wise men and women.
Such spell casters have the abilities of up to a 3rd level mage, and
may also cast stone shape, stone tell, and transmute rock to mud (and
its reverse) once each day as 5th level casters.
With a deep connection to their mountains, stone giants pre-
fer to live in caves, especially ones modified by the spellcasting
abilities of their wise men and women. A stone giant cave is 75%
likely to be guarded by beasts native to the areas in which they
are located, and is often trapped.
Combat: Stone giants prefer to fight from afar, using their
familiarity with their mountains to rain down hurled boulders
upon their foes while avoiding retributive attacks. A stone giant
can hurl a boulder up to 300 yards, and catch boulders hurled by
other giants or siege engines 90% of the time. A boulder hurled
by a stone giant inflicts 3d10 points of damage.
Stone giants use weapons that inflict twice as much damage
HILL GIANT as an equivalent man-sized weapon.
The smallest of the true giants, hill giants are hulking humanoids
STORM GIANT
with long arms and stooped postures. Their features are human
but brutish, with heavy brows, beady eyes, and protruding jaws. The greatest of the true giants, storm giants appear as well-
Their skin, hair and eye colors span the normal human range. proportioned humans of immense size. They have deep green
Adult hill giants stand around 16’ tall and weigh around 21 /2 or rich purple skin and hair, and eyes of similar colors. Fully
tons. grown storm giants tower above most other creatures at 26’ tall,

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and weigh upwards of 7 tons. Storm giants can breathe water as elite bodyguards have 3 HD, AC 4, and a +2 bonus to melee dam-
easily as they can breathe air. age.
Storm giants are wise and generally peaceful creatures. They Gnolls speak their own language, and may be fluent in the
enjoy the company of others, and often have good relations with speech of trolls, orcs, and hobgoblins.
neighboring creatures. They often trade with smaller humanoids Combat: Despite their fractious nature, gnolls use their hunt-
for fine foodstuffs and wines. They are usually on especially ing instincts to fight with pack-like organization. A powerful
good terms with good dragons and non-evil giants, and will often leader makes them even more effective. They are not particu-
come to their aid if necessary. Although few are foolish enough larly brave, and will not fight on when they find themselves over-
to do so, storm giants fight fiercely and mercilessly against crea- matched.
tures which threaten them. As Player Characters: Gnoll characters receive a +1 racial
Though they usually live in small immediate families of 2d2 bonus to strength and −1 racial penalties to intelligence and
giants, storm giants maintain contact with others in their larger charisma.
extended families and clans. One in five storm giants are spell Ability Requirements (Minimum/Maximum)
Str Dex Con Int Wis Cha
casters with the abilities of clerics up to 9th level or of mages up
Gnoll 6/19 5/18 5/18 3/14 3/16 3/14
to 7th level.
Storm giants often make their homes in great castles built on Gnolls may progress as fighters to level 11, clerics to level 9,
storm-swept mountain peaks, enchanted clouds (as per cloud gi- and thieves to level 11. They may multiclass as fighter/thieves,
ants), or underwater. Their lairs are always guarded by trained fighter/clerics, and cleric/thieves.
beasts. Gnoll thieves receive adjustments of −5% to Pick Pockets,
Combat: When driven to fight, usually passive storm giants −5% to Open Locks, +5% to Hide in Shadows, +5% to Detect
are fierce and merciless, seeking to end combat quickly and de- Noise, and −10% to Read Languages.
cisively. They favor magic and ranged weapons over face-to-face Gnolls gain 2 additional hit points at first level due to their
combat. Storm giants usually do not hurl boulders as other giants large size, but take damage as large creatures.
do, but are capable of catching hurled boulders 65% of the time.
Once caught, they may throw them back as per a cloud giant. GNOME
Storm giants are immune to electricity. In addition to any Climate/Terrain: Any hills
spellcasting ability they may have, all storm giants may cast con- Frequency: Rare
trol weather and levitate (up to 19,000 pounds) twice each day, and Number Appearing: 4d3
control winds, lightning bolt (15d6 damage), and weather summon- Organization: Clan
ing once each day. A storm giant casts these spells as a 15th level Activity Cycle: Any
Intelligence: 7–19
spell caster.
Treasure: C, (Q × 20), M × 3
A storm giant’s weapon inflicts three times the damage as an Alignment: Neutral good
equivalent man-sized weapon. Armor Class: 6 (10)
Movement: 6
GNOLL Hit Dice: 1 (5 hp)
Climate/Terrain: Any temperate to tropical, except THACO: 20
Attack: By weapon
deserts Saving Throws: Fighter 1 or by class level
Frequency: Uncommon
Special Traits: None
Number Appearing: 2d6 Magic Resistance: None
Organization: Tribe
Activity Cycle: Night Size: Small (31 /2 ’ tall)
Intelligence: 5–7 Morale: 12
Treasure: D, (Q × 5), (S), L, M Experience: 65
Alignment: Chaotic evil Gnomes are small humanoids, distantly related to dwarves.
Armor Class: 5 They are shorter and slimmer, but share many dwarven fea-
Movement: 9 tures and proportions. They typically have dark earth- or wood-
Hit Dice: 2 (9 hp) colored skin and dark hair, and eyes ranging from leaf green
THACO: 19 to deep sapphire blue. Gnomes are well-adapted to life under-
Attack: By weapon ground, and have infravision out to 60’. Like dwarves, gnomes
Saving Throws: Fighter 2 or by class level are naturally resistant to magic. Any attempt by gnomes to use
Special Traits: None magical items that are not of the illusion school or specific to their
Magic Resistance: None
Size: Large (7’ tall) class has a 20% chance of failure.
Morale: 11 Usually good-natured, gnomes enjoy humor, music, and rev-
Experience: 35; 65 (elite); 120 (chieftain) elry. Skilled craftspeople, gnomes are renowned as superb jew-
Gnolls are large, bestial humanoids with hyena-like heads elers and gem-cutters, and often rival dwarven smiths in metal-
and hairy, earth-toned hides. They stand significantly taller than working. They tend to be mechanically inclined, and may put
humans, although their slumped and stooped postures make their knowledge to use as siege engineers or inventors of fantas-
them seem shorter. tic devices. Despite their resistance to magic, gnomes have an
Nomadic by nature, gnolls often roam the countryside pillag- aptitude for illusionary magic.
ing in hunting bands or larger tribes. They strip the land of any Gnomes get along well with most other humanoid races.
game that they can find, and steal and loot indiscriminately. They They are on good terms with both elves and dwarves, and some-
prefer to lair in ruins or caves, but these lairs are rarely perma- times act as intermediaries between the two when they are at
nent. odds. They consider halflings kindred spirits, due to both their
Leading by fear and intimidation alone, gnoll tribes are led by similar sizes and their shared love of celebration. They share no
their strongest member. These chieftains have 4 HD, AC 3, and love, however, for the goblin-kind races, who they often compete
a +3 bonus to melee damage due to their great strength. Chief- with for territory. They especially have a deep hatred for kobolds.
tains often surround themselves with elite bodyguards bribed or Aside from their own language, gnomes often speak the common
cowed into a semblance of loyalty to fend off challengers. These language and the languages of dwarves, halflings, kobolds, and

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

goblins, and can communicate with burrowing mammals such as Goblins are small humanoids with flat faces, glassy eyes, and
badgers, foxes, and rabbits. fang-filled mouths. They are scrawny and short, and have gan-
While gnomes can be found living anywhere, they most gly arms and bandy legs. Goblins are creatures of darkness, and
commonly live in areas of rolling hills and wooded mountain- have infravision out to 60 feet. They are sensitive to light, and
sides. Gnomes often build the greater portion of their towns and suffer a −1 penalty to all attack rolls when in bright sunlight.
cities under the earth, with only a few buildings aboveground. Notorious for breeding prolifically, goblins are often members
Gnomes are rarely encountered in the cities of other races, and of huge tribes. Although they have little loyalty to their kind,
those that are tend to be merchants and craftsmen. Being in tune they are communal creatures and are rarely found alone. Goblin
with the earth, gnomes can detect a grade or slope in a passage tribes lair in dark and disused places such as caverns or aban-
on a roll of 1–5 on a 1d6, unstable structures underground on a doned mines or ruins, and are able to detect unusual stonework
roll of 1–7 on a 1d10, the approximate depth underground on a in these areas 25% of the time. Tribes are led by chiefs with 2
roll of 1–4 on a 1d6, and the cardinal directions underground on HD and AC 4, who is usually guarded by sub-chiefs with 1 + 1
a roll of 1–3 on a 1d6. HD. Each tribe will also have several family and faction leaders
Combat: As small creatures, gnomes prefer trickery, magic, with 1 HD. The shifting loyalties of the tribe’s members leads to
and strategy to direct conflict. They are skilled at fighting against instability and a constant battle for leadership.
goblins and kobolds, and gain a +1 to all attack rolls against these Although they are capable of industry, goblin workmanship
hated foes. Gnomes use their small size to their advantage when is usually shoddy. Some tribes survive by mining and trade, es-
fighting against gnolls, bugbears, ogres, trolls, ogre magi, giants, pecially in areas rich with natural resources, but most fall back
and titans; these creatures suffer a −4 penalty to all attack rolls to a lifestyle of stealing and plundering. They hate outsiders, in-
when fighting against gnomes. cluding other tribes of goblins, but save their greatest hatred for
As Player Characters: Gnomes as player characters are de- gnomes and dwarves. Goblins speak their own language, and
scribed in Chapter 2: Player Character Races. more intelligent individuals may also speak the tongues of orcs,
kobolds, and hobgoblins.
Goblins often keep slaves, and a tribe may have dozens or
hundreds. These slaves are worked harshly and subject to bru-
tality at the slightest provocation. Goblins may keep worgs as
pets, guardians, and mounts, and show an unusual affinity for
these creatures.
Combat: Goblins fight with simple, crude tactics, and prefer
to ambush their foes rather than face open battle.
As Player Characters: Goblin characters receive −1 racial
penalties to strength and charisma.
Ability Requirements (Minimum/Maximum)
Str Dex Con Int Wis Cha
Goblin 4/15 4/17 5/16 3/18 3/18 3/16
Goblins may progress as fighters to level 10, clerics to level 9,
and thieves to level 12. They may multiclass as fighter/thieves,
fighter/clerics, and cleric/thieves.
Goblin thieves receive adjustments of +5% to Pick Pockets,
+10% to Find/Remove Traps, +5% to Move Stealthily, +5% to
Hide in Shadows, −10% to Climb Walls, and −10% to Read Lan-
guages.
Goblins have infravision out to 60 feet, but suffer a −1 penalty
to attack rolls when in bright sunlight. They can detect unusual
stonework 25% of the time.

GOLEM
Golems are constructs animated by powerful magical forces.
GOBLIN They can be made from a variety of materials, although clay,
flesh, iron, stone, and wood are by far the most commonly used in
Climate/Terrain: Any non-arctic their construction. Golems are wholly unnatural creatures, pos-
Frequency: Uncommon sess no intelligence or drive of their own, and exist only to serve
Number Appearing: 4d6
Organization: Tribe their creators.
Activity Cycle: Night
Intelligence: 5–10 CLAY GOLEM
Treasure: C, K
Alignment: Lawful evil Clay golems are sculpted from solid blocks of clay to resem-
Armor Class: 6 (10 unarmored) ble hulking humanoids. The crudest are barely recognizable as
Movement: 6 such with only minimal detail, while others can be considered
Hit Dice: 1 − 1 (3 hp) works of art in their own right, rivaling the finest sculptures
THACO: 20 known. Clay golems are incredibly strong, with the equivalent
Attack: By weapon of a strength score of 20 for purposes of carrying objects, forcing
Saving Throws: 0-level character doors, and bending bars.
Special Traits: None Combat: Clay golems attack only at the orders of their cre-
Magic Resistance: None
Size: Small (4’ Tall) ators, and have no initiative of their own. They can only be hit
Morale: 10 by magical blunt weapons, as the malleable clay of their body
Experience: 15; 35 (chief, sub-chief) quickly seals puncture wounds and slashes. Created from earth,

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

they are vulnerable to spells that affect such. A move earth spell that it breaks free from its creator’s control. Once uncontrolled,
cast on a clay golem inflicts 3d12 points of damage and hurls it a flesh golem will attack all nearby creatures. The chance that a
120’ in any chosen direction, and an earthquake spell cast upon golem becomes uncontrolled falls back to 0% after each combat.
it prevents it from moving for 1 round and inflicts 5d10 points of A golem’s creator may attempt to regain control over an uncon-
damage. A disintegrate spell cast upon a clay golem does not have trolled golem by force of will. Such attempts have a 10% chance
its usual effect, and merely slows it as per the slow spell for 1d6 of success each round, and require the creator to be within 60’ of
rounds and inflicts 1d12 points of damage. the golem and within a line of sight.
Once per day, a clay golem may cast haste upon itself after at
least 1 round of combat. This effect lasts for 3 rounds. IRON GOLEM
The clay used to construct a clay golem is unclean, and all
wounds inflicted by a flesh golem do not heal normally. Only a Iron golems are massive constructs of iron and steel. They can be
sculpted in any style, but are often designed as towering, faceless
heal spell cast by a priest of 17th level or higher can heal damage
suits of armor. Newly created iron golems shine like burnished
caused by a clay golem.
metal, but quickly develop a patina of rust and corrosion unless
The magic binding a clay golem to its creator is relatively they are carefully maintained. Iron golems are incredibly strong,
weak. Each round a clay golem engages in combat, there is a and have a strength equal to 24 for purposes of carrying objects,
1% cumulative chance that its binding to its controller fails, caus- forcing doors, and bending bars.
ing it to attack all creatures in sight indiscriminately until it is Combat: Iron golems fight at the direction of their creators
killed. The chance that its binding fails falls back to 0% after each and take no actions of their own decision. They can be harmed
combat, but once it fails, it may never be re-established. only by weapons of +3 enchantment or better. Electricity-based
spells slow an iron golem for 3 rounds as per a slow spell, and
FLESH GOLEM fire-based spells heal an iron golem of 1 point of damage for each
die of damage they would normally inflict. All other spells have
Flesh golems are muscular humanoid constructs stitched to- no effect on an iron golem.
gether from the flesh of many corpses. Unless extreme care has As soon as an iron golem engages in combat and every 7
been taken to preserve its components in its creation, a flesh rounds thereafter that it is still fighting, it breathes a cloud of
golem smells of decaying flesh and grave dirt. Flesh golems have poisonous gas that engulfs a 10’ cube in front of it. The cloud
an effective strength of 19 when carrying objects, forcing doors, dissipates after one round. Creatures caught in the cloud are af-
and bending bars. fected as per a cloud kill spell cast by an 18th level mage.
Combat: Like other golems, flesh golems are capable only of
carrying out the will of their creators during combat, and fight
without a will of their own. They can only be harmed by magi- STONE GOLEM
cal weapons. Fire- and cold-based attacks slow a flesh golem for Stone golems are humanoid statues carved from solid rock. Al-
2d6 rounds as per a slow spell, and electrical attacks heal a flesh though they need only be rough-hewn into vaguely humanoid
golem of 1 point of damage for each die of damage they would shape, most stone golems are finely sculpted, and some are works
normally inflict. All other spells have no effect on a flesh golem. of art unto themselves. Stone golems possess great strength
The magic controlling a flesh golem is fragile. Each round a equivalent to a score of 22 for the purposes of carrying objects,
flesh golem engages in combat, there is a 1% cumulative chance forcing doors, and bending bars.

GOLEM
Clay Golem Flesh Golem Iron Golem Stone Golem Wood Golem
Climate/Terrain: Any Any Any Any Any
Frequency: Very rare Very rare Very rare Very rare Very rare
Number Appearing: 1 1 1 1 1
Organization: Solitary Solitary Solitary Solitary Solitary
Activity Cycle: Any Any Any Any Any
Intelligence: 0 0 0 0 0
Treasure: None None None None None
Alignment: Neutral Neutral Neutral Neutral Neutral
Armor Class: 7 9 3 5 6
Movement: 7 8 6 6 6
Hit Dice: 11 (49 hp) 9 (40 hp) 18 (81 hp) 14 (63 hp) 8 (36 hp)
THACO: 9 11 3 7 13
Attack: Slam 3d10 2 slams 2d8 Slam 4d10 Slam 3d8 2 slams 2d8
Saving Throws: Fighter 11 Fighter 9 Fighter 18 Fighter 14 Fighter 8
Special Traits: Haste, immune Attack type im- Poison, +3 or Slow, spell im- Spell immunity,
to slashing munities, spell better weapon munity, +2 or surprise
and piercing immunity, mag- needed to hit better weapon
weapons, un- ical weapon needed to hit
healing wounds, needed to hit
magical weapon
needed to hit
Magic Resistance: None None None None None
Size: Large (8’ tall) Large (7’+ tall) Large (12’ tall) Large (9’+ tall) Large (10’ tall)
Morale: 19–20 19–20 19–20 19–20 19–20
Experience: 8,000 5,000 15,000 10,000 2,000

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

Combat: Stone golems have no will of their own, and fight


only as commanded by their creators. They may be harmed only HALFLING
by weapons of +2 enchantment or better. It is immune to all spells Climate/Terrain: Any
save transmute rock to mud, which slows it for 2d6 rounds as per Frequency: Uncommon
a slow spell, and stone to flesh, which does change its composi- Number Appearing: 2d6
tion but does allow it to be affected by any weapon or spell for Organization: Community
1 round. A transmute mud to rock spell immediately heals a stone Activity Cycle: Day
golem of all damage. Intelligence: 11–12
Treasure: B, K
A stone golem can cast slow spell once every other round on Alignment: Lawful good
any target within 10’. Armor Class: 6 (10)
Movement: 6 (9 unarmored)
WOOD GOLEM Hit Dice: 1 (4 hp)
THACO: 20
Wood golems are humanoid constructs made of wood. Most Attack: By weapon
often, a wood golem is nothing more than rough branches and Saving Throws: Fighter 1 or by class level
trunks lashed together with rope, although they may instead be Special Traits: Bow and sling skill
sculpted from sufficiently large pieces of wood. They have an Magic Resistance: None
Size: Small (3’ tall)
effective strength of 17 for purposes of carrying objects, forcing Morale: 11–12
doors, and bending bars. Experience: 65
Combat: Wood golems follow the directions of their creators, Halflings are small humanoids. They are of obvious human
and will not attack unless commanded. They are harmed by non- stock, but are roughly half the height of a human, even fully
magical as well as magical weapons, but are immune to spells un- grown. Their hair, eyes, and skin tones span the human range.
less they are cast by creatures of 4 or more hit dice or experience Halflings prefer to go barefoot, as their powerful feet have thick
levels. leathery soles and are topped with warm fur-like hair. Halflings
Wood golems are difficult to see in wooded surroundings, have sharp eyes, with infravision out to 60’. Despite their small
and incur a −2 penalty to opponents’ surprise rolls in such a set- size, they are a durable folk, and are particularly resistant to
ting.
magic and poison.
As a gentle folk, halflings usually prefer quiet lives of close
GRIFFON
community and honest labor. They enjoy good food and drink
Climate/Terrain: Temperate or subtropical hills or and good company. While they are mostly unadventurous,
mountains halflings sometimes develop a wanderlust that drives them to ex-
Frequency: Uncommon plore the unknown. Most halflings affected by wanderlust even-
Number Appearing: 2d6
Organization: Pride tually return to a simple lives, but a rare few continue to seek
Activity Cycle: Day adventure.
Intelligence: 2–4 Though they have good relations with other races, halflings
Treasure: C, (S) are closest to humans. They share many of the same attitudes
Alignment: Neutral as their larger cousins, and gain a +2 bonus to all reaction rolls
Armor Class: 3 when dealing with humans. While they have no great enmity to-
Movement: 12, fly 30 C (D if mounted) wards any other race, neither do they forget previous aggression
Hit Dice: 7 (32 hp) towards them, and distrust evil humanoids such as orcs and gob-
THACO: 13 lins. Halflings often speak the common tongue and the languages
Attack: 2 claws 1d4, bite 2d8 of gnomes, goblins, and orcs in addition to their own language.
Saving Throws: Fighter 7 Halflings can be found anywhere humans can, but prefer to
Special Traits: None live in rolling countrysides and woodlands well suited for their
Magic Resistance: None
Size: Large (9’ long) preferred agricultural lifestyle. Their towns and villages are built
Morale: 11–12 in the human style, but often include a large number of un-
Experience: 650 derground burrow-like dwellings. Accustomed to a rural life,
Griffons are majestic flying predators combining traits of li- halflings are able to discern the cardinal directions while outside
ons and eagles. A griffon’s head, wings, and talons are those of on a roll of 1–3 on a 1d6 and detect slight slopes while outside on
an eagle and covered with brown feathers, while its body is that a roll of 1–3 on a 1d4.
of a lion, with tawny fur. Combat: Halflings prefer to avoid combat whenever possible,
In the wild, they are untamed and ferocious, but can be but rely on their small size and stealth when forced to fight. They
trained with great effort into loyal mounts. They are strictly car- possess impressive stealth, and impose a −4 penalty to their op-
nivorous, naturally preying on large animals. They have a strong ponents’ surprise rolls if they are not wearing metal armor and
preference for horseflesh, and are likely to ignore threats or other are in alone or in a group composed only of halflings and elves.
prey to attack horses or horse-like creatures. Halflings are adept at the use of slings and hurled weapons, and
Much like lions, griffons live in prides of several females, one gain a +1 bonus to all attack rolls made using them.
or two males, and their associated young. As most males are ex- As Player Characters: Halflings as player characters are de-
pelled from their prides upon reaching maturity, males may also scribed in Chapter 2: Player Character Races.
be found without prides, either living alone or with one or two
other prideless males. Prides are territorial, and each pride main-
tains a nest within their territory. Females lay eggs once a year;
once hatched, young griffons remain with the pride until they
reach maturity at three years of age.
Combat: Griffons hunt in packs, and carry over such cooper-
ation to combat. They use their great size and their ability to fly
to ambush their foes from above.

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

they mate with other humanoids (often their victims). Children


of these matings are always harpies.
Combat: Harpies hunt in packs with their nest-mates. They
kill smaller animals with their talons, and resort to crude spears
and clubs to bring down larger animals. When hunting hu-
manoids, however, harpies use their song to subdue their prey.
All humanoids, except for elves, who hear a harpy’s song must
save vs. spell or approach the harpy as quickly as possible. Once
by her side, such victims are unable to do anything but listen to
her entrancing song, and are usually killed at the harpy’s leisure.
Entranced creatures remain so until the harpy stops singing, and
harpies may continue to sing while engaged in combat. Crea-
tures who are deaf or have blocked their ears with wax or similar
substances are unaffected by a harpy’s song.
A harpy’s touch is as potent as her song. A humanoid
touched by an unarmed harpy must save vs. spell or be affected
as one entranced by a harpy’s song for 1d10 + 20 hours or until
the harpy is slain. As with her song, a harpy’s touch does not
affect elves.

HOBGOBLIN
Climate/Terrain: Any non-arctic
Frequency: Uncommon
Number Appearing: 2d10
Organization: Tribe
HARPY Activity Cycle: Any
Intelligence: 8–10
Climate/Terrain: Any temperate to tropical Treasure: D, (Q × 5), J, M
Frequency: Rare Alignment: Lawful evil
Number Appearing: 2d6 Armor Class: 5 (10)
Organization: Flock Movement: 9
Activity Cycle: Day Hit Dice: 1 + 1 (6 hp)
Intelligence: 5–7 THACO: 19
Treasure: C, (R) Attack: By weapon
Alignment: Chaotic evil Saving Throws: Fighter 1 or by class level
Armor Class: 7 Special Traits: None
Movement: 6, fly 15 C Magic Resistance: None
Hit Dice: 7 (32 hp) Size: Man-sized (61 /2 ’ tall)
THACO: 13 Morale: 11–12
Attack: 2 talons 1d3, by weapon Experience: 35; 65 (sergeant); 120 (chief)
Saving Throws: Fighter 7
Special Traits: Entrancing song, entrancing touch Hobgoblins are human-sized goblin-kind with flat faces and
Magic Resistance: None mouths full of sharp teeth. Muscular and tall, they stand upright
Size: Man-sized (6’ tall) despite their long apelike arms. Unlike the smaller goblins, they
Morale: 13–14 have no fear of the sunlight but still possess infravision out to 60
Experience: 1,400 feet.
Known for their alluring song and their cruel nature, harpies Organized and militaristic, hobgoblins organize their tribes
are winged humanoids that prey upon travelers. Universally fe- like armies. While they are intensely loyal to their own tribes,
male, a harpy has the face and body of a young women and the this loyalty does not extend to other tribes. Meetings between
wings and legs of a vulture. They are most often filthy, with tribes are fraught with the danger of open warfare, and always
ragged hair, dirt-smeared skin, and a nauseating stench. They result in threats and insults. Each tribe is led with an iron fist
speak their own language, but rarely speak the tongues of other by a 4 HD chief with AC 2 and a +3 bonus to damage rolls. The
creatures. chief’s commands are unquestioned and carried out by sergeants
Nesting together in small flocks, harpies usually claim a cave with 3 HD, AC 3, and a +2 bonus to damage rolls. Hobgoblins
or similar shelter to live in. These lairs are filthy places, strewn are aggressive and expansionist, bringing them into conflict with
with waste and the remains of the harpies’ victims. Harpies tend all other humanoids. They especially despise elves, and will go
to make their lairs near roads or shipping lanes in wild areas, to extraordinary lengths to attack them.
where victims are likely to happen by but organized reprisal is
Hobgoblins prefer to live underground, although a minority
unlikely.
of tribes build heavily fortified towns on the surface. They are
Harpies have no use for most treasures, and rarely make use skilled miners, able to recognize unusual stonework 40% of the
of their victims’ possessions other than clothing and jewelry. Any time. They are also skilled craftsmen, manufacturing fine (if not
other treasure left by their victims is usually discarded amongst beautiful) weapons and armor. Hobgoblins speak their own lan-
the filth of the lair. While they cooperate with their nest-mates guage, and may also speak the languages of orcs, goblins, carniv-
to hunt and share the spoils with them, harpies do not like their orous apes, and the common tongue.
companions, and often fight with them.
Though they feed exclusively on flesh, harpies are not selec- Combat: Hobgoblins fight with discipline and strategy, and
tive in what they eat. They sometimes ally themselves with other are adept at organized warfare.
evil humanoids, but most often consider these to be no different As Player Characters: Hobgoblin characters have a −1 racial
than any other potential prey. With no males of their own kind, penalty to charisma.

327
APPENDIX C. BESTIARY FOR GOLD & GLORYTM

Ability Requirements (Minimum/Maximum) and cities are as diverse as they are, from temporary gatherings
Str Dex Con Int Wis Cha of tents and huts to sprawling cities of stone and brick.
Hobgoblin 6/18 6/18 5/18 3/18 3/18 3/18 Combat: Humans approach combat and warfare in as many
Hobgoblins may progress as fighters to level 11, clerics different ways as they have cultures.
to level 9, and thieves to level 12. They may multiclass as As Player Characters: Humans as player characters are de-
fighter/clerics and fighter/thieves. scribed in Chapter 2: Player Character Races.
Hobgoblin thieves receive adjustments of +5% to Open Locks,
+5% to Find/Remove Traps, and −10% to Read Languages.
Hobgoblins have infravision out to 60 feet. They can detect HYDRA
unusual stonework 40% of the time. Hydrae are great reptilian monstrosities. Each hydra has an im-
HUMAN mense lizard-like body armored with earth-colored scales and at
least five dragon-like heads, although no hydrae have been re-
Climate/Terrain: Any ported with more than twelve heads.
Frequency: Common Found most often in swamps and backwaters, hydrae are fe-
Number Appearing: 2d10
Organization: Any rocious predators. They are often the largest creatures in their
Activity Cycle: Any areas, and indiscriminately devour any creature they can catch.
Intelligence: 3–18 No mere animals, they possess a certain dangerous cunning and
Treasure: L, M cannot be trained.
Alignment: Any As solitary creatures, hydrae gather only to mate. Female hy-
Armor Class: 6 (10) drae lay clutches of eggs once each year, but few hatchlings sur-
Movement: 12 vive to adulthood.
Hit Dice: 1 (4 hp) Combat: Hydrae have 1 hit die per head. Hydrae with more
THACO: 20 than five heads have correspondingly more hit points and attacks
Attack: By weapon each round, and lower THACOs to correspond to their hit dice.
Saving Throws: Fighter 1 or by class level Each additional head adds 600 experience points to a hydra’s ex-
Special Traits: None
Magic Resistance: None perience value.
Size: Man-sized (6’ tall) Hydrae may attack with each head every round, although
Morale: 10–12 they may only bring up to four heads to bear against any one
Experience: 15 creature. Each time a hydra takes 8 points of damage, it is as-
Humans are the most common and widespread of the hu- sumed that one head is severed, mangled, or otherwise killed.
manoids. They are extremely diverse, with skin ranging from The death of a head does not affect the hydra’s other heads or its
pale to dark, hair from white-blonde to black, and eyes from ability to act normally. If a hydra regains hit points through heal-
black to pale blue. ing or magic, one head regenerates for each 8 hit points restored.
Nothing if not adaptable and versatile, human societies are
accordingly diverse. Each one has its own customs, beliefs, CRYOHYDRA
and ways of life. Some are cosmopolitan and advanced, ruling
over vast territories, while others are simple families of hunter- Cryohydrae are hydrae found in cold environments. All but
gatherers who govern only themselves, but most are somewhere identical in appearance and behavior to normal hydrae, cryohy-
in between. drae have dark purple and ruddy brown scales.
Human relations with other races vary from one group of hu- Combat: In addition to all the combat abilities of a normal
mans to the next. Some are noble and befriend other good races hydra, each head of a cryohydra can breathe a stream of icy wind
such as elves and dwarves, while others are little different from and sleet 10’ wide and 20’ long. A cryohydra’s breath weapon
the orcs and goblins with whom they ally. inflicts 8 points of damage to creatures caught within its area,
As their adaptability allows them to live in most parts of the or 4 points of damage to those who successfully save vs. breath
world, humans can be found almost everywhere. Their towns weapon.

HYDRA
Hydra Cryohydra Lernaean Hydra Pyrohydra
Climate/Terrain: Any swamp Any arctic Any swamp Any desert or volcanic
Frequency: Uncommon Very rare Very rare Rare
Number Appearing: 1 1 1 1
Organization: Solitary Solitary Solitary Solitary
Activity Cycle: Any Any Any Any
Intelligence: 2–4 2–4 2–4 2–4
Treasure: None None None None
Alignment: Neutral Neutral Neutral Neutral
Armor Class: 5 5 5 5
Movement: 9 9 9 9
Hit Dice: 5 (23 hp) 5 (23 hp) 5 (23 hp) 5 (23 hp)
THACO: 15 15 15 15
Attack: 5 bites 1d6 5 bites 1d6 5 bites 1d6 5 bites 1d6
Saving Throws: Fighter 5 Fighter 5 Fighter 5 Fighter 5
Special Traits: None Breath weapon Regenerate heads Breath weapon
Magic Resistance: None None None None
Size: Gigantic (30’ long) Gigantic (30’ long) Gigantic (30’ long) Gigantic (30’ long)
Morale: 8–10 8–10 8–10 8–10
Experience: 650 1,400 975 1,400

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

LERNAEAN HYDRA
KOBOLD
Lernaean hydrae are identical in appearance, habitat, and behav-
Climate/Terrain: Any
ior to normal hydrae. Frequency: Uncommon
Combat: Lernaean hydrae have all the combat abilities of nor- Number Appearing: 5d4
mal hydrae, as well as the ability to regenerate lost heads. 1d4 Organization: Tribe
rounds after a Lernaean hydra’s head is destroyed, it grows two Activity Cycle: Night
additional heads and gains the corresponding 2 hit dice. Appli- Intelligence: 8–10
cation of fire to a destroyed head before the new heads have a Treasure: (Q × 5), J, O
chance t grow prevent regeneration. A Lernaean hydra can have Alignment: Lawful evil
a maximum of 12 heads at any one time. Armor Class: 7 (10)
Movement: 6
1
Hit Dice: /2 (3 hp)
PYROHYDRA THACO: 20
Attack: By weapon
Pyrohydrae are found in hot and arid places. They look and act Saving Throws: 0-level character
like normal hydrae, but can be distinguished by their rusty red Special Traits: None
scales. Magic Resistance: None
Combat: In addition to all the combat abilities of a normal hy- Size: Small (3’ tall)
dra, each head of a pyrohydra can breathe a gout of fire 10’ wide Morale: 8–10
and 20’ long. A pyrohydra’s breath weapon inflicts 8 points of Experience: 7; 15 (guard); 35 (chief)
damage to creatures caught within its area, or 4 points of damage Kobolds are diminutive humanoids distantly related to the
to those who successfully save vs. breath weapon. goblin-kind races. They have protruding muzzles, small horns,
scaly hides, and rat-like non-prehensile tails. They are well-
INVISIBLE STALKER adapted to dark conditions, and have infravision out to 60’. How-
ever, they do not like bright lights, and suffer a −1 penalty to all
Climate/Terrain: Any attack rolls in sunlight or similar lighting.
Frequency: Very rare
Number Appearing: 1 Although individually weak, kobolds are almost never en-
Organization: Solitary countered alone. They live in tribes of 9d10 × 10 individuals,
Activity Cycle: Any two-thirds of which are adults and the remainder children. Each
Intelligence: 13–14 tribe is made of a number of families joined by a patchwork of
Treasure: None ever-changing alliances and feuds under the leadership of a chief.
Alignment: Neutral Kobold chiefs have 1 + 1 HD and wear armor granting AC 5,
Armor Class: 3 and surround themselves with 2d4 guards with similar statistics.
Movement: 12, fly 12 Kobold warbands are commanded by leaders with 1 − 1 HD and
Hit Dice: 8 (36 hp) AC 6.
THACO: 13 While they are unharmed by sunlight, kobolds prefer dark-
Attack: Whirlwind 4d4
Saving Throws: Fighter 13 ness and often live in underground areas or dense, overgrown
Special Traits: Invisibility, surprise forests. They are good miners, and prefer to live in areas rich in
Magic Resistance: 30% minerals or ores. They are clever and industrious, and often pro-
Size: Large (8’ tall) tect their lairs with sadistic traps. 65% of kobold lairs are guarded
Morale: 13–14 by animals such as boars or wolverines.
Experience: 4,000 Kobolds speak their own language of dog-like yaps and
Invisible stalkers are natives of the elemental plane of air. As snarls, and the more intelligent ones may learn to speak the or-
their name implies, they are all but invisible, detectable only as cish and goblin languages. They do not trust outsiders, but some-
a shimmering refraction. Invisible stalkers understand the com- times ally themselves with goblins or other evil humanoids. They
mon language, but only speak their own language. dislike fey creatures, and hold a mortal hatred for gnomes.
When encountered outside their home plane, invisible stalk- Combat: Kobolds rely on overwhelming numbers and trick-
ers have almost certainly been summoned by an invisible stalker ery to make up for their physical weakness. They avoid fair
spell. This summoning binds an invisible stalker to service until fights, and always prepare traps for their foes ahead of time
it completes its given task or it is defeated in combat. Invisible whenever possible. They usually avoid outright battle unless
stalkers are grudging servants. When carrying out any but the they outnumber their foes two to one, but will attack gnomes on
simplest tasks, they seek any loopholes in the wording of their sight regardless of the odds.
commands that allow them to fulfill the letter of their tasks while As Player Characters: Kobold characters receive −1 racial
corrupting the intent. Each day that its task persists without be- penalties to strength and constitution.
ing completed, an invisible stalker gains a cumulative 1% chance Ability Requirements (Minimum/Maximum)
to find a loophole in the task’s wording that allows it to abandon Str Dex Con Int Wis Cha
its task and return to its home plane.
Kobold 3/16 4/18 4/15 3/17 3/18 3/14
Invisible stalkers are capable trackers, and can faultlessly fol-
low any trail less than 24 hours old. Kobolds may progress as fighters to level 8, clerics to level 9,
Combat: While loathe to enter combat on behalf of their sum- and thieves to level 12. They may multiclass as fighter/clerics,
moners, invisible stalkers will fight furiously if ordered to do fighter/thieves, and cleric/thieves.
so. They cannot be killed on any plane except for the elemen- Kobold thieves receive adjustments of +5% to Pick Pockets,
tal plane of air; defeating an invisible stalker on another plane +5% to Move Stealthily, +10% to Hide in Shadows, +10% to De-
merely drives it back to its home plane. tect Noise, −15% to Climb Walls, and −10% to Read Languages.
Invisible stalkers are difficult to detect, and impose a −6 Kobolds have infravision out to 60 feet, but suffer a −1
penalty to the surprise rolls of their victims. Creatures unable to penalty to attack rolls when in bright sunlight.
see invisible objects suffer a −2 penalty to all attack rolls against
invisible stalkers.

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

LICH
Climate/Terrain: Any
Frequency: Very rare
Number Appearing: 1
Organization: Solitary
Activity Cycle: Night
Intelligence: 19–20
Treasure: A
Alignment: Any evil
Armor Class: 0
Movement: 6
Hit Dice: 11
THACO: 9
Attack: Touch 1d10
Saving Throws: By class level
Special Traits: Fear, paralysis, phylactery, spell
LEPRECHAUN immunities, spells, magical
Climate/Terrain: Temperate plains and forests weapon needed to hit
Frequency: Uncommon Magic Resistance: None
Number Appearing: 1d20 Size: Man-sized (6’ tall)
Organization: Clan Morale: 17–18
Activity Cycle: Any Experience: 12,000
Intelligence: 15–16 Among the most powerful of the undead, liches are priests
Treasure: F and wizards who have attained immortality through foul necro-
Alignment: Neutral mancy. While some liches may use their magic to maintain a
Armor Class: 8 living appearance, most appear as mummified versions of their
Movement: 15 mortal bodies, with desiccated skin stretched tightly over their
1
Hit Dice: /2 + 1 (5 hp) bones. Their eyes glow with burning pinpricks of light. Liches
THACO: 20 speak whatever languages they spoke in life.
Attack: None The horrible ceremonies used to become a lich require years
Saving Throws: 0-level character
Special Traits: Invisibility, never surprised, spells of lonesome study, and most liches are solitary creatures. They
Magic Resistance: 80% rarely work with others, as they jealously guard their knowledge.
Size: Tiny (2’ tall) Only the most powerful of spell casters can master the necessary
Morale: 11 rituals, and all liches are wizards or priests of at least 18th level.
Experience: 420 Liches often spend years or centuries securing and fortifying
Leprechauns are mischievous fey creatures. They appear to their lairs, and most rarely leave them. They may claim any place
be unusually small halflings, and it is commonly rumored that as their own, but most make their homes in forbidding keeps
they have both halfling and pixie ancestry. Their hair is often red or forgotten tombs. Their lairs are storehouses of knowledge
and their eyes green, although all normal halfling or human col- and arcane secrets, and almost always trapped against those who
orations are possible. would dare steal from them.
While adept at magic in general, leprechauns have a partic- Becoming a lich is a long and arduous process, requiring years
ular knack for illusions. They enjoy using their abilities to taunt of study. The needed rituals focus on the creation of a phylac-
and vex larger folk or to filch likely treasure. They have a weak- tery, an arcane container crafted to keep a lich’s soul in the mor-
ness for gold, and hoard it jealously. A leprechaun will often tal world after death. A phylactery may be made to look like
bargain to regain a stolen hoard, offering his talents up to and any object, but crafting it requires at least 1,500 gold pieces per
including his ability to grant wishes, although they are loathe to level of the spell caster. It must be imbued with powerful necro-
do so. mantic magics unique to each potential lich, but often such spells
Leprechauns live in close-knit clans of 5d4 individuals, 10% as animate dead, death spell, magic jar, and reincarnation. Upon its
of which are children. Each clan member is in close communica- completion, its crafter commits ritual suicide. If the phylactery
tion with their clanmates, and knowledge learned by one soon is indeed flawless, the crafter rises as a lich, while even a single
spreads to the rest of the clan. Leprechauns distrust humans, mistake in its construction utterly destroys the crafter’s soul.
dwarves, and other humanoids, but often treat elves, gnomes, Combat: Despite their fearsome combat abilities, liches pre-
and halflings, and fey creatures as distant kin. They speak their fer to use their magic to defend themselves. Each lich was once a
own language, as well as the languages of halflings, elves, and mortal spell caster of great power, and maintains the full magical
fey folk. powers of a wizard of priest of at least 18th level.
Clans of leprechauns often live together in caves or other hid- A lich’s aura is so powerful that all creatures with fewer than
den dwellings, preferably in green country. Their homes are 5 HD who see it must flee in terror for 5d4 rounds unless they
warm, well-furnished, and well-stocked with plenty of food, successfully save vs. spell. The intense cold of a lich’s touch par-
wine, and ale. As they keep their hordes in their lairs, lep- alyzes its victims unless they save vs. paralysis; this paralysis is
rechauns keep the location of their lairs completely secret from permanent until dispelled.
outsiders. As undead creatures, liches are immune to charm, death spell,
Combat: Leprechauns usually try to avoid combat, prefer- polymorph, and sleep spells, as well as cold and electrical attacks.
ring to use their magical talents to escape from threats without They may be harmed only by magical weapons.
fighting. They can cast advanced illusion, invisibility, polymorph any As long as a lich’s phylactery exists, it may never truly die. If
object (non-living targets only, which may only be polymorphed killed while its phylactery remains intact, a lich’s body reforms in
into other non-living objects), and ventriloquism at will, and wish 24 hours with no ill effect. To ensure their survival, liches employ
up to three times daily. They may never cast wish for themselves, any number of devious means to keep their phylacteries hidden
only on behalf of other creatures. and secure.

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

LIZARD LIZARDMAN
Fire Minotaur Climate/Terrain: Temperate, subtropical, and tropi-
Climate/Terrain: Any tropical Tropical hills cal swamps
and mountains Frequency: Rare
Frequency: Very rare Rare Number Appearing: 1d8 + 7
Number Appearing: 1d4 1d8 Organization: Tribe
Organization: Solitary Solitary Activity Cycle: Any
Activity Cycle: Day Day Intelligence: 5–7
Intelligence: 1 1 Treasure: D
Treasure: B, (Q × 10), (S), C, (J–N), (Q) Alignment: Neutral
(T) Armor Class: 5
Alignment: Neutral Neutral Movement: 6, swim 12
Armor Class: 3 5 Hit Dice: 2 + 1 (10 hp)
Movement: 9 6 THACO: 19
Hit Dice: 10 8 Attack: 2 claws 1d2, bite 1d6 or by weapon
THACO: 11 13 Saving Throws: Fighter 2 or by class level
Attack: 2 claws 1d8, 2 claws 2d6, Special Traits: None
bite 2d8 bite 3d6 Magic Resistance: None
Saving Throws: Fighter 10 Fighter 8 Size: Man-sized (7’ tall)
Special Traits: Breath Grab, surprise Morale: 14
weapon, fire Experience: 65; 120 (subleader); 270 (war-
immunity leader); 175 (shaman levels 1–
Magic Resistance: None None 4); 650 (shaman levels 5–6); 975
Size: Gigantic (30 ’ Gigantic (40’ (shaman levels 7)
long) long) Lizardmen are strongly built reptilian humanoids with dark-
Morale: 11–12 8–10 colored scales, serpentine heads, and non-prehensile tails stretch-
Experience: 5,000 3,000 ing half as long again as they are tall. Females and males are all
but indistinguishable to those unfamiliar with their kind. They
FIRE LIZARD are semi-aquatic, as adept at life in the water as they are on dry
land.
Larger than any normal creature, fire lizards have rusty red scales Tribes of lizardmen typically claim 4d4 × 4 individual mem-
and heads resembling those of dragons. While they are some- bers, one quarter of which are hatchlings. Each tribe is also likely
times mistaken for dragons, they have neither the wings nor the to protect clutches of eggs equal in number to the tribe’s hatch-
intelligence of true dragon-kind. lings. A tribe is usually led by a warleader with 6 HD, and sub-
Despite their extraordinary features, fire lizards behave much leaders of 4 HD enforce a warleader’s will. Most tribes also have
like their smaller mundane kin. They are solitary creatures, and a shaman, with up to 7 HD and capable of casting spells as a cleric
only gather to mate. Fire lizards prefer to live in caverns and of up to 7th level, to tend to their spiritual needs. Rumors whisper
other subterranean areas, especially ones formed by volcanic ac- that the most hostile of tribes are led by twisted, demonic kings.
tivity. Their lairs are 10% likely to contain 1d4 eggs. Once Suspicious and often hostile to outsiders, lizardmen distrust
hatched, young fire lizards leave to fend for themselves. even those of their own kind from different tribes. While they
Some sages speculate that, due to their similar appearance are not usually evil, lizardmen do not acknowledge a difference
and propensity to collect precious metals and gems, that fire between humanoids and other mammals, and may prey upon
lizards are a precursor to or offshoot from the draconic lineage. humanoids as they do other animals. They speak their own lan-
Combat: Like most animals, fire lizards avoid combat unless guage, and may learn the languages of neighboring creatures.
hunting or protecting their lairs or their young.
Lizardmen tend to dwell in swamp villages far from other
Fire lizards are immune to normal and magical fires. Each civilized races. These villages are crude, formed of simple tents
round, they may breathe a cone of fire 5’ wide at its base and 10’ and few permanent buildings. Each village is likely to belong to
wide at its full length of 15’, and can use their breath weapon lizardmen of only one tribe, as their inhabitants are usually un-
while biting. Creatures caught in the breath weapon take 2d6 willing to live with those outside their own tribes.
points of damage, although a successful save vs. breath weapon
Combat: Lizardmen usually fight without strategy. When
halves this damage.
they have the advantage of numbers, they tend to rush into com-
bat and attempt to overwhelm their foes. If forced to fight when
MINOTAUR LIZARD outnumbered, they fall back on ambush tactics and stealth.
Minotaur lizards are immense lizards, so named because of the As Player Characters: Lizardman characters receive no racial
horns adorning their heads. While their horns look threatening, bonuses or penalties to their ability scores.
they are not weapons for combat; minotaur lizards appear to use Ability Requirements (Minimum/Maximum)
them for courtship–individuals with larger and more impressive Str Dex Con Int Wis Cha
horns are more likely to find mates. Lizardman 8/18 3/18 6/18 3/17 3/18 3/16
Combat: Minotaur lizards are more aggressive than most ani- Lizardman may progress as fighters to level 12, clerics to level
mals, and will hunt prey as large or larger than themselves. They 7, and thieves to level 9. They may multiclass as fighter/clerics
are stealthy ambush hunters, and incur a −5 penalty to their vic- and fighter/thieves.
tims’ surprise rolls. Lizardman thieves receive adjustments of −5% to Pick Pock-
On an attack roll of a natural 20, a minotaur lizard traps its ets, −5% to Open Locks, +5 to Move Stealthily, +5% to Hide in
victim in its jaws and may hold it there indefinitely. Creatures so Shadows, +5% to Detect Noise, −5 to Climb Walls, and −5% to
caught take 3d6 points of damage each round thereafter. Mino- Read Languages.
taur lizards usually release caught victims only when they or the Lizardmen have armor-like scales which grant them a base
lizard itself is dead. A victim may escape a minotaur lizard’s jaws AC of 5, but armors and other protective items that grant an AC
with a successful strength—bend bars/lift portcullis check. of 5 or worse do not improve a lizardman’s AC. Due to their

331
APPENDIX C. BESTIARY FOR GOLD & GLORYTM

aquatic nature, they can swim at a rate of 12, receive swimming True lycanthropes transmit lycanthropy through their natural
as a bonus non-combat skill, and take no penalties when in water. attacks while in hybrid or animal form. Humanoids injured by a
However, they are awkward on land, where they move at a rate true lycanthrope’s natural attacks have a 1% chance per point of
of 6. damage taken of being infected with their attacker’s strain of ly-
canthropy. Infected humanoids gain a 25% chance of being cured
if they eat fresh belladonna within an hour of infection. After an
LYCANTHROPE hour, however, only a remove curse spell cast on the night before,
Lycanthropes are humanoids who can transform into animal or of, or after a full moon has any chance to cure lycanthropy. Once
animalistic forms. Lycanthropy is a magical disease, and one that cast, the infected lycanthrope must successfully save vs. poly-
can be contracted a number of ways. Those born with lycan- morph to break the curse.
thropy are true lycanthropes; their lycanthropy can be spread to Combat: When in hybrid form, lycanthropes can only be
others, while those infected by true lycanthropes or cursed with damaged by silver or magical weapons. Lycanthropes in hu-
the disease cannot infect others. manoid and animal forms are affected by normal weapons.
In their humanoid forms, lycanthropes often possess subtle
traits of their animal forms–wererats may have beady eyes, were- WEREBEAR
bears may be large and hairy, and the like. In their animal forms,
Werebears are humanoids capable of taking the form of gigan-
they’re all but indistinguishable from normal creatures of their
tic bears. Their humanoid forms tend to be muscular and hairy.
kind, with only a slight glow to their eyes as a telltale mark. Ly-
They most often take the shape of brown bears in their animal
canthropes in their humanoid or animal forms have all the abil-
forms, although rare individuals take the shapes of black or po-
ities and weaknesses of normal humanoids or animals of their
kind; they gain no abilities or weaknesses from their lycanthropy. lar bears. Their hybrid forms combine the head and body of a
It is only in their hybrid form, which combines traits of both hu- bear with humanoid hands and posture.
manoid and animal, that they gain supernatural abilities. (All Often a solitary people, werebears tend to prefer their own
listings below reflect this hybrid form.) Changing forms heals a company to that of civilized folk. They keep contact with oth-
lycanthrope 1d6 × 10% of its maximum hit points. Lycanthropes ers of their kind, and will come to the defense and aid of other
werebears. They do not often live as families, but look after any
revert to their natural humanoid form upon death.
children they have, even if they do not raise them themselves.
While true lycanthropes may transform at will and maintain
Like their ursine kin, werebears prefer to live in heavily
control of their actions while they do so, other lycanthropes have
wooded lands, especially those with waters rich in fish. They
no such control. Infected and cursed lycanthropes automatically
often build sturdy cabins for their homes. While they are pro-
transform to their hybrid or animal forms from dusk to dawn
tective of their homes, they often allow other werebears to share
on nights of the full moon and the nights immediately preced-
their territories.
ing and following, whether they wish to or not. During these Combat: Werebears do not enter combat lightly, but fight
nights, they are overcome by insatiable bloodlust and compelled fiercely when angered. They heal at three times as quickly as
to hunt friend and foe alike. At dawn, they transform back to normal humanoids. All werebears can cast cure disease once each
their humanoid forms and are left with only hazy memories of 1d4 weeks.
their actions from the night. PCs infected by lycanthropy become Werebears can call 1d6 brown bears to themselves at will.
NPCs under the control of the DM while they are transformed. Such animals must be within 1 mile, and arrive in 2d6 turns.

LYCANTHROPE
Werebear Wereboar Wererat Weretiger Werewolf
Climate/Terrain: Any sub-arctic or Any Any Any Any
temperate
Frequency: Rare Rare Uncommon Very rare Common
Number Appearing: 1d4 2d4 4d6 1d6 3d6
Organization: Solitary Tribe Pack Solitary Pack
Activity Cycle: Night Any Night Night Night
Intelligence: 11–12 8–10 11–12 8–10 8–10
Treasure: R, T, X B, S C D, Q × 5 B
Alignment: Chaotic good Neutral Lawful evil Neutral Chaotic evil
Armor Class: 2 4 6 3 5
Movement: 9 12 12 12 15
Hit Dice: 7 + 3 (35 hp) 5 + 2 (25 hp) 3 + 1 (14 hp) 6 + 2 (28 hp) 4 + 3 (21 hp)
THACO: 13 15 17 15 15
Attack: By weapon or 2 Gore 2d6 or by By weapon By weapon or 2 Bite 2d8 or by
claws 1d3, bite weapon claws 1d4, bite weapon
2d4 1d12
Saving Throws: Fighter 7 Fighter 5 Fighter 3 Fighter 6 Fighter 4
Special Traits: Hug, lycan- Lycanthropy, sil- Lycanthropy, sil- Lycanthropy, Lycanthropy, sil-
thropy, silver or ver or magical ver or magical rake, silver or ver or magical
magical weapon weapon needed to weapon needed to magical weapon weapon needed
needed to hit hit hit needed to hit to hit, surprise
Magic Resistance: None None None None None
Size: Large (6’–9’ tall) Man-sized (5’–6’ Small to man- Man-sized to Man-sized (6’
tall) sized (3’–6’ tall) large (6’–9’ tall) tall)
Morale: 13–14 13 11–12 13–14 12
Experience: 1,400 650 270 1,400 650

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

WEREBOAR homes are often small but well-appointed cabins set in the heart
of their territories.
In humanoid form, wereboars often resemble the boars that they Combat: Weretigers are unlikely to enter combat unless pro-
can transform into, with muscular builds, bristly hair, and thick voked or threatened. Though they are often adept at using a vari-
necks. Their animal forms are wild boars, unusually large but ety of weapons, they also retain the unarmed combat skill of their
otherwise indistinguishable from normal animals. In their hybrid hybrid and tiger forms in their humanoid forms, and may em-
forms, wereboars have boar heads and feet, humanoid hands, ploy a punching attack as effective as their hybrid form’s claws.
and stooped bipedal postures.
Although they tend to be short-tempered and antisocial to
most, wereboars value the few friends they make. They tend to WEREWOLF
live on the fringes of civilization, which fit their crude personali-
ties and desire for solitude. Despite their distrust towards others, Werewolves are humanoids that can transform into bear-sized
wereboars value their families and protect them at any cost. wolves. Their humanoid forms show no signs of their lycan-
Wereboars often live in rough cabins or caves, and prefer to thropy, but their wolf forms can be distinguished from normal
live in wooded areas. Their homes tend to be functional but little wolves by their great size and red-glowing eyes. Their hybrid
more, with few luxuries beyond the basic necessities. form is humanoid in shape but covered in fur, with a lupine tail
Combat: Wereboars are fierce fighters. They often enjoy fight- and legs and a face that varies from almost human to almost en-
ing, and wade into combat enthusiastically. They are especially tirely wolf-like.
ferocious when defending their families–female wereboars gain Despite their savage nature, werewolves form tightly-knit
a +2 bonus to all attack rolls when protecting her children, and families and often join packs of several families. Most families
both males and females check morale when defending their fam- consist of two adults and their children; upon reaching adult-
ilies. hood, werewolf young leave their families to form their own.
Unlike most lycanthropes, wereboars cannot be damaged by Often disguising themselves as traveling minstrels, perform-
normal weapons in their human and animal forms. ers, or other vagabonds, werewolves tend to be nomads. Those
that do settle in humanoid societies often dwell on the outskirts
WERERAT of civilization, while those in the wilderness tend to shelter in
caves and burrows.
Wererats are humanoids that can transform in to giant rats. In Combat: Werewolves hunt in packs, working together to
humanoid form, they tend to be thin and wiry, with beady eyes, bring down large and dangerous foes. They are extremely
ragged hair, and oversized front teeth. Their hybrid forms appear stealthy, and incur a −2 penalty on opponents’ surprise rolls.
as bipedal rats, slightly shorter than their humanoid forms, with They are at their most dangerous when defending their fam-
humanoid hands and postures. ily members and packmates. Female werewolves gain a +3 bonus
As social creatures, wererats find comfort in the numbers of to all attack rolls and inflict maximum damage when fighting to
their packs. These packs act as their families, and while most defend a child, and males gain a +2 bonus to all attack rolls and
packs are related by blood, pack membership is often more im- inflict maximum damage if they witness a female being threat-
portant to a wererat than kinship. Wererats treat their relatives ened.
who do not belong to their packs as outsiders, unworthy of trust
or friendship. MANTICORE
Wererats most often live amongst humans, and often keep Climate/Terrain: Any
hideouts and lairs in sewers, abandoned warehouses, and other Frequency: Uncommon
hidden places. Those that can afford the luxury like to live in Number Appearing: 1d4
the finest housing they can afford, while others live in their hide- Organization: Family
outs. They greedily hoard treasure, and their homes are often Activity Cycle: Any
filled with all manner of things that they consider valuable. Intelligence: 5–7
Combat: Wererats are cowardly, and prefer to attack their foes Treasure: E
from ambush or with overwhelming numbers. They often use Alignment: Lawful evil
their animal form to scout and spy on their foes, or to flee if the Armor Class: 4
Movement: 12, fly 18 E
fight turns against them. Hit Dice: 6 + 3 (30 hp)
Each wererat can summon and control 2d6 giant rats once THACO: 13
each day as per the monster summoning I spell. Attack: 2 claws 1d3, bite 1d8
Saving Throws: Fighter 6
WERETIGER Special Traits: Tail spikes
Magic Resistance: None
Weretigers are humanoids who can shapechange into tigers. Size: Huge (15’ long)
Their humanoid forms tend to be lithe and nimble, but other- Morale: 13–14
wise show no feline traits. Likewise, their tiger forms are indistin- Experience: 975
guishable from normal tigers. Their hybrid forms combine traits Manticores are horrid beasts combining a leonine legs, mane,
from both, with a tiger’s tail, claws, and legs but an overall hu- and torso, leathery bat wings,a hairy humanoid head, and a
manoid body shape, and a face halfway between humanoid and mace-like tail studded with metal spikes. Manticores speak their
tiger. Weretigers are usually female. own language, and rarely speak the common tongue as well.
Although they usually live alone, weretigers sometimes Typically cruel and sadistic, manticores have insatiable ap-
gather in small prides. They are more likely to keep the com- petites. Most prefer the flesh of humanoids over other kinds.
pany of humans or tigers than that of their own kind. Tigers and Despite their cruelty and predatory nature, they sometimes
other cats are 75% likely to be friendly towards weretigers. ally themselves with other evil creatures for mutual protection.
While weretigers often enjoy the company of humanoids, Amongst their own kind, manticores mate for life and form
their feline nature compels them to roam the wilds. They thus tightly-knit relationships, and work together for the benefit of
prefer to live on the fringes of civilization. They are territorial, their families.
and often claim areas of up to 10 square miles as their own, ex- Although they can live in most parts of the world, manticores
cluding humanoids, tigers, and other lycanthropes alike. Their prefer warmer climates to colder ones. They often live close to

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humanoid cities and towns, which they maraud for prey. Manti- her death, although it becomes weaker. Creatures who meet the
cores stake out their own territories, although these often overlap eyes of a dead medusa gain a +1 to their save vs. petrification,
with the territories of other manticores. They lair in caves and and gain an additional +1 for each day that has passed since the
other natural shelters; these lairs often contain treasure and other medusa’s death.
items that have caught the curiosity of their occupants. A medusa’s serpents are venomous, and a medusa may at-
Combat: Manticores often hunt in coordination with their tack foes within a foot of her with her serpents. Victims so bitten
mates and employ stealth and ambush to capture their prey. must save vs. poison or die.
Though they use their flight to their advantage in combat, they
are clumsy fliers and cannot bite while flying. MINOTAUR
Four times each day, a manticore can attack with a volley of Climate/Terrain: Any temperate and subtropical
1d6 tail spikes. Each spike has a range of 180 yards with no range Frequency: Rare
penalties, and inflicts 1d6 points of damage on a successful at- Number Appearing: 1d8
tack. Organization: Clan
Activity Cycle: Night
MEDUSA Intelligence: 5–7
Climate/Terrain: Any Treasure: C
Frequency: Rare Alignment: Chaotic evil
Number Appearing: 1d3 Armor Class: 6
Organization: Solitary Movement: 12
Activity Cycle: Any Hit Dice: 6 + 3 (30 hp)
Intelligence: 11–12 THACO: 13
Treasure: P, Q × 10, X, Y Attack: 2 horns 2d8 or bite 1d4, by weapon
Alignment: Lawful evil +2
Armor Class: 5 Saving Throws: Fighter 6 or by class level
Movement: 9 Special Traits: Charge, +2 to surprise rolls
Hit Dice: 6 (27 hp) Magic Resistance: None
THACO: 15 Size: Large (7’+ tall)
Attack: Snakebite 1d4 or by weapon Morale: 13
Saving Throws: Fighter 6 Experience: 975; 2,000 (elder)
Special Traits: Petrification, poison Minotaurs are hulking humanoids, always male, with the
Magic Resistance: None muscular body of a human and the head of a bull. Their bod-
Size: Man-sized (6’–7’ tall) ies are covered with short fur, usually brown or black. Minotaurs
Morale: 13–14 are comfortable in darkness, and have a keen sense of smell and
Experience: 2,000 infravision out to 60 feet. They also have an extraordinary sense
Medusae are humanoid women with hair of writhing snakes of direction, and never get lost.
and terrible, red-glowing eyes. Aside from these features, they Small clans of minotaurs are commonly led by an elder who
appear as human women. Few who see a medusa clearly live to has 8 + 4 HD. A clan elder directs the others in his clan while
tell of it, for a medusa’s gaze is capable of turning any creature remaining in their lair and protecting their home. The clan el-
that meets it to stone. Medusae speak their own tongue as well ders are also responsible for raising any young minotaurs. Only
as the common tongue. the strongest tribe members become elders, as minotaurs value
By necessity, medusae are solitary creatures, as their petrify- strength above all else. Weaker minotaurs sometimes gain re-
ing gaze hinders most interactions with others, with the excep- spect as clerics of savage gods or wizards.
tion of other medusae. As such, rare medusae live with others of Minotaurs are adaptable and can be found anywhere humans
their kind; these groups are usually sisters or otherwise related. can. They take easily to life in dungeons or ruins, and especially
As all medusae are female, medusae sometimes mate with prefer to live in labyrinths. They never get lost in these lairs,
males of other humanoid races. Children from such encounters and use their unerring sense of direction to their advantage when
are always medusae. stalking intruders or prey.
Medusae often dwell in caves, ruins, or other underground More intelligent minotaurs sometimes integrate themselves
areas. Their lairs are often comfortably appointed, and some dec- into other humanoid societies, often in frontier or wilderness ar-
orate their homes with their petrified victims. Those that do ap- eas where they’re valued for their strength and senses. Such in-
preciate the aesthetics of these statues, finer than even the most dividuals are often outcasts from their tribes. With no females of
skilled artist can make. Most medusae, however, shun such use their kind, minotaurs mate with humanoid women; all resulting
of their victims as a certain sign of their nature to any others who children are minotaurs. Minotaurs speak their own crude lan-
stumble upon their lairs. guage, and rarely speak the common language as well.
Combat: While they are capable fighters, medusae most often Combat: Minotaurs use their great strength to its full advan-
rely on their petrifying gaze to kill their foes. Any creature who tage in combat, but are also cunning and clever opponents. They
looks into a medusa’s eyes from 30’ away or closer must save vs. are fearless in battle, and gain a +3 bonus to morale rolls in com-
petrification or be turned to stone. A medusa often lures unsus- bat. Their keen senses serve them well, granting them a +2 bonus
pecting victims close enough, then reveals her deadly gaze. Foes to their surprise rolls. They can use their sense of smell to track
who know of a medusa’s true nature may attempt to fight her as a ranger with 50% accuracy. Minotaurs are immune to maze
without looking directly at her, but doing so incurs a −2 penalty spells.
to all attack rolls and negates any dexterity bonus to armor class. Minotaurs may charge opponents farther than 30 feet or far-
A medusa’s gaze is effective even against foes who are ethereal ther from them. If successful, this attack inflicts double the nor-
or astral. mal damage of a horn attack.
Medusae are immune to the gaze of other medusae, but are As Player Characters: Minotaur characters receive +1 racial
vulnerable to the sight of their own reflections. A medusa who bonuses to strength and constitution and −1 racial penalties to
sees her own reflection in a mirror (but not in still water or other wisdom and charisma.
non-metallic reflective surfaces) must save vs. petrification or be Ability Requirements (Minimum/Maximum)
turned to stone herself. Str Dex Con Int Wis Cha
A medusa’s gaze is so powerful that it remains effective after Minotaur 12/20 5/14 12/20 5/14 3/16 3/16

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Minotaurs may progress as fighters to level 12, rangers to of success after spending a turn in preparation. Each additional
level 8, mages to level 8, clerics to level 7, and thieves to level turn spent increases the chance of success by 1%, to a maximum
10. They may multiclass as fighter/mages and fighter/thieves. chance of 95%. All mongrelmen may pick pockets as per the thief
Minotaur thieves receive adjustments of −5% to Pick Pockets, ability with a 70% chance of success.
−10% to Open Locks, +5% to Hide in Shadows, +5% to Detect As Player Characters: Mongrelmen characters receive −1
Noise, −15% to Climb Walls, and −10% to Read Languages. racial penalties to intelligence and charisma and a +1 racial bonus
Minotaurs have thick hides which grant them a base AC Of to any other ability. When interacting with non-mongrelman hu-
6, but armors and other protective items that grant an AC of 6 or manoids, mongrelmen with charisma scores greater than 8 have
worse do not improve a minotaur’s AC. They gain an additional an effective charisma of 8.
6 hit points at first level due to their large size, but take dam- Ability Requirements (Minimum/Maximum)
age as large creatures. They have keen senses, which grant a +2 Str Dex Con Int Wis Cha
bonus to all surprise rolls and allow them to track creatures by Mongrelman 6/17 6/18 8/18 3/17 3/18 2/16
scent with a 50% chance of success. They have infravision out to Mongrelmen may progress as fighters to level 10, mages to
60 feet. level 10, clerics to level 10, thieves to level 12, and bards to
Minotaurs are immune to maze spells. level 8. They may multiclass as fighter/clerics, cleric/thieves,
mage/thieves, and cleric/mages.
MONGRELMAN Mongrelman thieves receive adjustments of +5% to Pick Pock-
ets, +5% to Move Stealthily, +5% to Hide in Shadows, +5% to De-
Climate/Terrain: Any tect Noise, −5% to Climb Walls, and −5% to Read Languages.
Frequency: Rare
Furthermore, a mongrelman thief gains an additional +5% ad-
Number Appearing: 1d100
Organization: Tribe justment to any one thief ability.
Activity Cycle: Night Mongrelmen have thick hides which grant them a base AC of
Intelligence: 5–10 5, but armors and other protective items that grant an AC of 6 or
Treasure: C worse do not improve a mongrelman’s AC. Despite their distinc-
Alignment: Lawful neutral tive appearances, mongrelmen are skilled at blending in. They
Armor Class: 5 may mimic the sounds of any creature they have encountered, al-
Movement: 9 though they may not mimic special abilities such as harpy song.
Hit Dice: 1 (5 hp) They may camouflage themselves by spending 1 turn in prepara-
THACO: 19 tion, and have an 80% chance of remaining unseen by doing so.
Attack: By weapon
Saving Throws: Fighter 1 or by class level All mongrelmen, regardless of class, may Pick Pockets as per the
Special Traits: Camouflage, mimicry, pick pockets thief ability with a 70% chance of success.
Magic Resistance: None
Size: Man-sized (5’–7’ tall) MUDMAN
Morale: 12 Climate/Terrain: Any enchanted pool
Experience: 120; 650 (leader) Frequency: Very rare
Mongrelmen are hybrids of many differing parentages. They Number Appearing: 2d6
are not a unified group; one mongrelman’s bloodline may be Organization: Pack
vastly different from another’s, but human, orc, gnoll, ogre, Activity Cycle: Any
dwarf, and goblin ancestries are usual, and others not unheard Intelligence: 0
of. As their bloodlines differ, so too do their appearances, but Treasure: None
they are universally ugly by most standards as they tend to blend Alignment: Neutral
Armor Class: 10
the worst features of their parent races. Movement: 3
Accustomed to being shunned by other races for their Hit Dice: 2 (9 hp)
hideous appearances, mongrelmen gather with others of their THACO: 19
own kind for protection and companionship. In their own com- Attack: See below
munities, they are often led by the most experienced individual. Saving Throws: Fighter 2
These leaders have 5 HD and an AC of 4, and have a +1 bonus to Special Traits: Mud throwing, suffocation
all attack rolls. Mongrelman leaders are not always the strongest Magic Resistance: None
of their communities, but are the ones who are the most adept at Size: Small (4’ tall)
survival. Morale: See below
Amongst other races, mongrelmen are at best avoided as pari- Experience: 175
ahs and outcasts, and at worst are killed or enslaved. Free mon- Mudmen are magical creatures animated by the residual
grelmen react violently to any who threaten their communities dweomers left when enchanted rivers dry out. Normally exist-
or attempt to enslave them. Wary of such treatment, they tend ing in dormant, shapeless forms at the bottom of their enchanted
to avoid contact with other humanoids unless forced to by des- pools, mudmen can take the form of rotund, oozing, and vaguely
perate need. Mongrelmen speak a pidgin version of the com- humanoids with vestigial fingers, faces, and other fine details.
mon tongue which borrows words from a multitude of other lan- They are not intelligent or even truly alive, but bubble and moan
guages. senselessly.
Free mongrelmen tend to live in areas abandoned or un- As magical constructs, mudmen have no purpose but to at-
wanted by other races, as far from civilization as possible. Their tack any creature unfortunate to stray too close to their pools.
towns are crude affairs of shacks and cabins, built from whatever They do not eat or collect treasure, nor are they part of any nat-
material is available. ural environment. Any treasures they may have are the remains
Combat: Mongrelmen tend to avoid combat unless they are and possessions of former victims, but even these are absorbed
defending their communities, and prefer to rely on stealth and and destroyed after a month’s time. Their mud is valued by al-
subterfuge to survive. They are able to imitate the sounds of chemists and researchers for the magical properties it possesses.
any creature they’ve encountered, although they cannot repli- Combat: In their dormant, shapeless state, mudmen cannot
cate supernatural effects. Mongrelmen are also skilled at camou- be harmed by physical attacks. Spells can affect them, but any
flage, and can hide themselves from others with an 80% chance damage inflicted is divided equally amongst all the mudmen in

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the pool. It is only when a creature intrudes on their pool that healing is only 10% effective, although regenerate functions nor-
mudmen become active, taking their humanoid forms within a mally but does not cure the disease.
round of the intrusion. A mummy’s appearance is supernaturally terrifying, and any
In their humanoid form, mudmen attack by hurling mud at creature that sees one must immediately save vs. spell or become
their foes. This attack ignores armor, but not dexterity modifiers paralyzed with fear for 1d4 rounds. Humans are oddly resistant
to armor class. On a successful hit, the mud hardens and impairs to this fear effect and gain a +2 bonus to their saves.
the victim’s movement, reducing it by 1. If a mudman comes Mummies are immune to nonmagical weapons, and even
within 10 feet of its victim, it will hurl itself bodily at the creature. magical weapons only inflict half the usual damage. Like most
Such an attack reduces the victim’s movement by 4 if successful, undead, they are immune to charm, and hold person, and sleep
but kills the mudman. Creatures regain movement at a rate of 1 spells, and are also immune to damage from cold. They are, how-
every 5 rounds as the hardened mud flakes off. ever, vulnerable to all forms of fire. A torch-sized flame inflicts
Any creature reduced to a movement of 0 or less is completely 1d3 points of damage, while a flask of burning oil inflicts 1d8
engulfed in mud and begins to suffocate. In each round that the damage the round it hits and 2d8 the round thereafter. Magical
mud is not removed, an engulfed victim takes 1d8 points of dam- fires inflict an additional point per die of damage. Mummies are
age, and after five rounds the victim dies of suffocation regard- also vulnerable to holy water; a vial inflicts 2d4 points of damage
less of damage taken. The mud can be removed from an engulfed on a direct hit.
creature if another creature spends a round of effort to do so.
Mudmen are affected by dispel magic and dig spells cast on NIGHT HAG
them or their pools as per the fireball spell. Transmute mud to Climate/Terrain: Evil planes
rock kills all mudmen in the effective area with no save. As they Frequency: Very rare
are not living, mudmen are immune to all poisons and mind- Number Appearing: 1
affecting spells. Organization: Solitary
Activity Cycle: Any
MUMMY Intelligence: 15–16
Treasure: None
Climate/Terrain: Any arid Alignment: Neutral evil
Frequency: Rare Armor Class: 0
Number Appearing: 2d4 Movement: 9
Organization: Pack Hit Dice: 8 (36 hp)
Activity Cycle: Night THACO: 13
Intelligence: 5–7 Attack: Bite 2d6
Treasure: D, P Saving Throws: Fighter 8
Alignment: Lawful evil Special Traits: Cause disease, spells, +3 or better
Armor Class: 3 weapon needed to hit
Movement: 6 Magic Resistance: 65%
Hit Dice: 6 + 3 (30 hp) Size: Man-sized (5’ tall)
THACO: 13 Morale: 8–10
Attack: Slam 1d12 Experience: 9,000
Saving Throws: Fighter 6
Special Traits: Disease, fear, fire vulnerability, Night hags are powerful beings whose power and cruelty be-
spell immunities, weapon resis- lie their appearances. Their natural forms resemble nothing more
tance, magical weapon needed to than withered old women with diseased violet skin, brittle black
hair, and wicked red eyes, though their magic allows them to take
hit
Magic Resistance: None other shapes as they choose.
Size: Man-sized (6’ tall) As merchants of souls, night hags wield enormous influence
Morale: 15 on the evil planes. It is their wares that provide the raw mate-
Experience: 3,000 rials for the armies of the demons and devils, and they sell to
Mummies are desiccated corpses animated by dark rituals both alike. Others, such as powerful liches, also deal with them,
into horrible unlife. They retain some semblance of their liv- trading secrets and magic for their souls and the power they pro-
ing appearances, but although their desiccation prevents decay, it vide. Through their dealings, night hags collect vast amounts of
also twists their features into leathery masks. The most common knowledge and lore, and are sometimes sought for their council.
rituals used to animate a mummy involve wrapping a corpse in Ever curious, night hags sometimes consort with the powers
strips of linen, and many mummies retain these wrappings. of the evil planes or, using their shapechanging ability, great and
At most times, mummies are content to remain quiescent in powerful mortals. Here again, they seek knowledge and secrets.
their resting places as their spirits travel the realms of their gods. Any children born of such liaisons are night hags themselves, and
It is only when their tombs are disturbed that they awaken to at- do not take after their fathers.
tack the intruders with unbridled hatred. They have few other Combat: Though night hags prefer subterfuge to combat,
interactions with the mortal world, as their concerns lie beyond. they are nevertheless capable combatants. Their great strength
Mummies rarely leave their burial chambers. These are of- belies their withered frames. Their jagged fangs carry sickness;
ten ornate and complex vaults filled with the mummy’s mortal victims bitten by a hag must save vs. poison or contract a dis-
possessions, treasures, and goods to serve them in the afterlife. ease.
Combat: Mummies are terrifying in combat, as they usually Night hags possess potent magic, and cast spells as 8th level
fight only to defend their tombs or to exact revenge upon those mages. A hag can cast know alignment, polymorph self, and sleep
who disturb them. In addition to its physical prowess, the touch once each turn, magic missile five times each day, and ray of enfee-
of a mummy is cursed. Any creature struck by its natural attack blement three times each day. A night hag’s sleep spell is especially
suffers from a terrible rotting disease that permanently drains 2 potent, and can affect evil creatures of up to 12 HD, though vic-
points of charisma each month; death occurs when the victim’s tims may save vs. spell to avoid the effect.
charisma falls to 0, upon which the victim’s body falls to dust Night hags may become ethereal at will. In ethereal form,
within 6 rounds. Only a cure disease spell can fully cure the rot- they often visit the dreams of their victims to seduce them. Each
ting touch, and the disease makes other healing difficult: magical night a hag visits permanently drains 1 point of constitution from

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her victim; a victim dies when his constitution falls to 0 and the which blend in with their surroundings so well as to be all but in-
hag claims his soul to sell. distinguishable. Nixies often guard their shelters with giant fish
Night hags are immune to charm, fear, and sleep spells, and or other aquatic creatures.
cannot be harmed by fire or cold. They can only be damaged Combat: Nixies are generally peaceful, but will fight to de-
by silver or cold iron weapons or weapons enchanted with a +3 fend their homes and families. They prefer to fight alongside
bonus or greater. their tribemates. Groups of ten or more nixies can pool their
magic to cast a charm spell once each day, of such power that
the target must save vs. spell with a −2 penalty. The charm may
be broken with a dispel magic with a 75% chance of success while
the charmed creature is on land, but the chance falls to 10% once
the creature enters the water. Each nixie may cast water breathing
once each day, which they typically use to allow their charmed
slaves to survive underwater.
Nixies may summon fish once each day as per a monster sum-
moning I spell. They commonly use these summoned fish as
guards or food.

NYMPH
Climate/Terrain: Any
Frequency: Very rare
Number Appearing: 1d4
Organization: Solitary
Activity Cycle: Day
Intelligence: 16
Treasure: Q, X
Alignment: Neutral good
Armor Class: 9
Movement: 12
Hit Dice: 3 (13 hp)
THACO: 17
Attack: None
Saving Throws: Fighter 3
Special Traits: Blinding appearance, spells
Magic Resistance: 50%
NIXIE Size: Man-sized (4’–6’ tall)
Morale: 7
Climate/Terrain: Temperate lakes Experience: 1,400
Frequency: Rare
Organization: Tribe Nymphs are spirits of nature which take the forms of beauti-
Number Appearing: 2d8 × 10 ful women. Ever youthful, they possess flawless skin, silky hair,
Activity Cycle: Day and lithe bodies. Their delicate features resemble those of elves
Intelligence: 12 or humans, but their beauty grants them an otherworldliness all
Treasure: C, (Q) their own.
Alignment: Neutral Nymphs often live solitary lives, keeping only the company
Armor Class: 7 of animals and other wild creatures. No natural animal ever at-
Movement: 6, swim 12 tacks a nymph, and most are favorably disposed to her. Nymphs
1 rarely gather in places of great beauty, but even more rarely re-
Hit Dice: /2 (3 hp)
THACO: 20 main together for long. Even apart, they often maintain contact
Attack: By weapon with other nymphs, and share news and information with each
Saving Throws: 0-level character other.
Special Traits: Charm On occasion, a nymph may approach good creatures for com-
Magic Resistance: 25% panionship or aid. Even so, they are inclined to keep their dis-
Size: Small (4’ tall) tance, and are only 10% likely to seek out a good individual. They
Morale: 8–10 are especially interested in those whose beauty nears their own,
Experience: 120
however, and are 90% likely to approach towards good creatures
Nixies are aquatic fey who resemble tiny humans with green
with charisma scores of 18 or above. Nymphs speak their own
skin, pointed ears, and webbed fingers and toes. They are lithe
language, as well as the elven and common languages.
but slender, far more at home in water than on land. Nixies can
breathe water as easily as they can air. As beings of the natural world, nymphs live in places of wild
A typical tribe of nixies claims 2d4 × 10 members, with chil- beauty. They can live in all environments, and are as likely to
dren comprising one third of the tribe. Each tribe is composed by be found in painted badlands and snowcapped mountains as se-
a number of families, each related to each other through ancestry cluded glades and clear rivers. They hold their homes in great
and intermarriage. Most lakes are home to one tribe, although regard, and will stop at nothing to protect them.
several tribes may share larger lakes. Combat: Nymphs are peaceful creatures, but can be roused to
Though they have little to do with creatures of the land, nixies incredible violence by threats to their home areas. In less extreme
often enslave larger humanoids to serve them under the waves. circumstances, they prefer to rely on their beauty and magic to
They compel these charmed slaves to serve for a year before re- defend themselves. The very sight of a nymph can strike an ob-
leasing them, though they do not treat their slaves poorly. Nixies server blind unless a successful save vs. spell is made. If a nymph
speak their own language and the common language. is seen in the nude, an observer who fails the save is killed instead
of blinded.
Nixies live freely about their lake (or portion thereof), and Nymphs may cast dimension door once each day. In addition,
take shelter when necessary in hidden coves and caves. If nat-
ural shelters are unavailable, they weave shelters from seaweed all nymphs possess the spellcasting abilities of a 7th level druid.

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

OGRE
Ogre Half-ogre Ogre Mage
Climate/Terrain: Any Any Any
Frequency: Common Very rare Very rare
Number Appearing: 2d10 1d4 1d6
Organization: Tribe Solitary Tribe
Activity Cycle: Any Any Any
Intelligence: 8 3–14 9–16
Treasure: B, (Q), (S), M B, (Q), (S), M G, (R), (S)
Alignment: Chaotic evil Any Lawful evil
Armor Class: 5 5 (9 unarmored) 4
Movement: 9 12 9, fly 15 B
Hit Dice: 4 + 1 (19 hp) 2 + 6 (15 hp) 5 + 2 (25 hp)
THACO: 17 17 15
Attack: Slam 1d10 or by weapon + 6 By weapon Slam 1d12 or by weapon + 6
Saving Throws: Fighter 4 or by class level Fighter 3 or by class level Fighter 5
Special Traits: None None Spells
Magic Resistance: None None None
Size: Large (9’ tall) Large (8’–9’ tall) Large (101 /2 ’ tall)
Morale: 11–12 12 13–14
Experience: 175; 420 (leader, chieftain) 65 1,400; 2,000 (chief)

OGRE HALF-OGRE
Half-ogres are the rare and unfortunate offspring of ogres and
Ogres are brutish humanoids, not quite the size of true giants but weaker humanoids, usually humans. They are shorter and less
towering above lesser humanoids. They are ugly by human stan- muscular than their full-blooded ogre kin, but still tower above
dards, with dull earth-toned skin covered in warts, thick oily hair, humans. They look much like their ogre parents, though their
and heavy features. Though they have impressive physiques, features are usually less monstrous.
ogres have hunched postures and knuckle-dragging gaits.
Usually found in ogre or human society, half-ogres are only
Though they are prone to fighting amongst themselves, ogres rarely found in large enough numbers to form their own com-
live in crude tribal societies. These tribes are led by the strongest munities. They are distrusted by both of their parent cultures,
member, who bullies the rest of the tribe into doing his bidding. scorned as weaklings by ogres and feared as monsters by hu-
Typical tribes have 14 + 4d8 members, one-quarter of which are mans. Half-ogres are rarely welcome anywhere, but some-
children. Few tribes grow beyond these numbers, as only the times gain acceptance amongst other humanoid societies for their
most brutal and canny chieftains are able to control the infight- strength. Those among ogres that use their intelligence to their
ing that comes with additional tribe members. Most chieftains tribe’s advantage are treated marginally better than others of
have 7 HD, an AC of 3, and inflict 2d6 + 6 point of damage per comparative weakness. Half-ogres raised among ogres speak the
hit with their fists. Smaller factions of each ogre tribe have their ogre language, while those raised among humans speak common
own leaders, who have 7 HD, an AC of 4, and inflict 2d6 + 3 the common tongue.
points of damage per hit with their fists. Half-ogres can be found anywhere there are sizable popula-
Ogres often capture other humanoids for slaves and food, and tions of ogres.
make little distinction between the two. They occasionally ally Combat: Although half-ogres share their ogre ancestors’ pen-
themselves with tribes of other savage humanoids or hire them- chant for warfare, the increased intellect they inherit from their
selves out as mercenaries, and get along well with hill giants human parents often grants them a measure of strategy and cun-
and trolls. Ogres speak their own language, and more intelligent ning. Ogre tribes with half-ogre members are often more orga-
ogres may learn the languages of orcs, trolls, stone giants, gnolls. nized in combat than those without.
Only rarely do ogres learn the common tongue. As Player Characters: Half-ogre characters receive +1 racial
Hardy and adaptable, ogres are found everywhere. They bonuses to strength and constitution and −1 racial penalties to
rarely build cities or towns, and more often make do with crude intelligence and charisma.
camps as they roam the countryside for plunder and battle. Ability Requirements (Minimum/Maximum)
Str Dex Con Int Wis Cha
Combat: Ogres love battle, and rush headlong into a fight Half-ogre 14/19 3/12 14/19 3/15 2/15 2/11
given any chance. They fight with little organization, but make
Half-ogres may progress as fighters to level 12 and clerics to
up in brutality and enthusiasm what they lack in strategy.
level 4. They may multiclass as fighter/clerics.
As Player Characters: Ogre characters receive +2 racial Half-ogres gain 4 additional hit points at first level due to
bonuses to strength and constitution and −2 racial penalties to their great size, but take damage as large creatures. They have
intelligence and charisma. a natural armor class of 8, but armors and other protective items
Ability Requirements (Minimum/Maximum) that grant an AC of 8 or worse do not improve a half-ogre’s AC.
Str Dex Con Int Wis Cha
Ogre 16/20 2/8 14/20 2/8 2/9 2/8 OGRE MAGE
Ogres may progress as fighters to level 12 and clerics to level Ogre magi are huge humanoids distantly related to ogres. They
3. They may multiclass as fighter/clerics. greatly resemble their lesser kin, though they have blue or red
Ogres gain 4 additional hit points at first level due to their skin, upright postures, jutting tusks, and small horns protruding
great size, but take damage as large creatures. They have a nat- from their foreheads.
ural armor class of 5, but armors and other protective items that Amongst their own kind, ogre magi form small family-based
grant an AC of 5 or worse do not improve an ogre’s AC. clans of 4d4 individuals, a quarter of which are children. Clan

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

members are very protective of each other, especially of the chil- Black puddings are immune to damage from acid, cold, and
dren. Each clan is led by a chief with 6 + 6 HD and who saves as poison. Electricity and physical blows cause puddings to divide
a 9 HD creature, who is often the strongest member of the clan into multiple puddings, smaller than the original but just as ca-
but is always the wisest and richest. pable. Black puddings never check for morale.
Ogre magi often associate with ogres. They dominate their
lesser cousins and other savage humanoids, using them as slaves BROWN PUDDING
or battle fodder. Ogre magi speak their own language, as well as
the ogre and common languages. Brown puddings are amorphous masses of brown slime. They
Combat: Much smarter than normal ogres, ogre magi fight feed on organic matter. Brown puddings divide into smaller pud-
with a discipline and organization that their lesser brethren lack. dings upon reaching their maximum size of 8 feet in diameter.
They often fight alongside others of their tribes and work to pro- Combat: Brown puddings cannot dissolve metal, but can di-
tect each other in combat. Ogre magi have a +1 bonus to their gest wood and leather at an alarming pace. Leather armor struck
morale checks. They regenerate 1 hit point each round, and can by a brown pudding dissolves within a single round, regardless
restore severed limbs if the lost limb is held to the wound. of enchantment, as do wooden weapons.
Ogre magi can cast darkness (in a 10’ radius), fly (with a dura- Brown puddings are immune to damage from acid, cold, and
tion of 12 turns), invisibility, and polymorph self (to a bipedal form poison. Electricity and physical blows cause puddings to divide
between 4’ and 12’ tall) at will, and cast charm person, cone of cold into multiple puddings, smaller than the original but just as ca-
(60’ long, 20’ wide at its furthest extent, 8d8 points of damage), pable. Brown puddings never check for morale.
gaseous form, and sleep once each day. Ogre magi cast these spells
as if they are 8th level mages. GELATINOUS CUBE
Gelatinous cubes are transparent blocks of slime, roughly cubic in
OOZE proportion. In the darkened corridors that the cubes often haunt,
Oozes are mindless creatures of without a permanent form. In- their transparency makes them very difficult to see. Unlike other
stead, most flow like molasses, and are able to squeeze through oozes, gelatinous cubes have a set shape and cannot flow through
cracks and openings. Most are scavengers that consume what- small openings. Gelatinous cubes feed on whatever organic de-
ever detritus they come across, while others are active hunters. bris they happen to come across. They are incapable of digesting
metal and stone, and sometimes carry metal objects, gems, and
jewelry inside them. After several particularly large meals, they
BLACK PUDDING
reproduce by budding smaller cubes off of themselves.
Black puddings are amorphous masses of black slime. They de- Combat: The touch of a gelatinous cube is anesthetic, and
vour plant and animal matter, both living and dead. When a creatures touched by a cube must save vs. paralysis or be par-
black pudding reaches a diameter of 8 feet, it divides into mul- alyzed for 5d4 rounds. Paralyzed victims are engulfed and di-
tiple puddings. gested, and take 2d4 points of damage each round unless pulled
Combat: Black puddings dissolve metal as easily as organic from the cube.
material. Armor struck by a black pudding dissolves in a mat- Due to their transparency, gelatinous cubes incur a −3 penalty
ter of minutes–chain mail corrodes to uselessness in one round, to their opponents’ surprise rolls. They are not harmed by
plate armor in two rounds, and enchantment slows the decay by electricity, and are immune to mind-affecting spells, polymorph
one round per plus of enchantment. Metal weapons which strike spells, and effects which cause paralyzation. Gelatinous cubes
a pudding also decay within a round as well, though enchant- are slowed as per the slow spell if they fail to save against cold-
ments delay the corrosion as per enchanted armor. based attacks.
OOZE
Black Pudding Brown Pudding Gelatinous Cube Gray Ooze Ochre Jelly
Climate/Terrain: Any under- Any swamp Any under- Any under- Any under-
ground ground ground ground
Frequency: Uncommon Uncommon Uncommon Rare Uncommon
Number Appearing: 1d4 1d4 1 1d3 1d3
Organization: Solitary Solitary Solitary Solitary Solitary
Activity Cycle: Any Any Any Any Any
Intelligence: 0 0 0 1 0
Treasure: None None None None None
Alignment: Neutral Neutral Neutral Neutral Neutral
Armor Class: 6 5 8 8 8
Movement: 6 6 6 1 3
Hit Dice: 10 (45 hp) 11 (50 hp) 4 (18 hp) 3 + 3 (17 hp) 6 (27 hp)
THACO: 11 9 17 17 15
Attack: Touch 3d8 Touch 5d4 Touch 2d4 Touch 2d8 Touch 1d10 + 2
Saving Throws: Fighter 10 Fighter 11 Fighter 4 Fighter 3 Fighter 6
Special Traits: Attack type Attack type Electricity im- Attack type Electricity-based
immunities, cor- immunities, munity, engulf, immunities, reproduction
rosion, damage- corrosion, paralyzation, corrosion, spell
based reproduc- damage-based surprise, spell immunity
tion reproduction immunities
Magic Resistance: None None None None None
Size: Small to large (3’– Small to large Large (10’ cube) Man-sized (4’–7’ Man-sized to
8’ diameter) (3’–8’ diameter) diameter) large (4’–12’
diameter)
Morale: See below See below 10 10 10
Experience: 7,000 8,000 2,000 650 420

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

GRAY OOZE chief commands the loyalty of several sub-chiefs with 2 HD, AC
4, and a +1 damage bonus who enforce his will. Large tribes may
Gray oozes resemble outcroppings of wet gray stone. At rest,
they spread out into puddles around six inches deep and sev- have shamans equivalent to clerics and mages of up to 5th level.
eral feet wide. When active, they can form themselves into more Although not strong in the physical sense, the magical might of
compact shapes and lash out with whip-like tendrils. Gray oozes the shamans is accorded the same respect as the strength of the
reproduce by leaving small egg-like shells in damp places; after a chiefs and sub-chiefs.
few days the small oozes devour their leathery shells to hunt for Due to their warlike nature, orcs are often in conflict with
other creatures. Orcs fight one another as readily as they fight
themselves.
Combat: Gray oozes can digest metal in addition to organic others, but hold a special hatred for dwarves and elves. Orcs oc-
material. Armor struck by a gray ooze dissolves in a matter of casionally ally themselves with other savage humanoids. Prag-
minutes–chain mail corrodes to uselessness in one round, plate matic orc leaders, especially those of tribes living near strong civ-
armor in two rounds, and enchantment slows the decay by one ilizations, understand the necessity of alliances for survival. Orcs
round per plus of enchantment. Metal weapons which strike an speak their own language, and smarter individuals may learn the
ooze also decay within a round as well, though enchantments de- common, goblin, hobgoblin, and ogre languages.
lay the corrosion as per enchanted armor. Gray oozes are immune Although orcs are found everywhere, they prefer to make
to fire, cold, and all spells. their lairs underground to protect themselves from the light of the
sun. Accustomed to life underground, they have become skilled
miners, and receive a 35% chance to detect new or unusual con-
OCHRE JELLY structions underground and a 25% chance to detect sloping pas-
Ochre jellies resemble rusty orange slime molds. They are usu- sages.
ally found individually, although multiple jellies may be found Combat: Orcs are aggressive and skilled in battle. They fight
where food is plentiful. The typically feed on carrion and refuse, with tactics honed through centuries of conflict and passed down
and reproduce by division. from generation to generation. They follow the civilized rules of
Combat: An ochre jelly’s touch digests flesh; they feed by en- engagement only when they are advantageous, and are quick to
gulfing their prey and dissolving them over a span of hours. They break them when they are not. When led into battle by a tribal
take no damage from electricity; when struck by an electricity- chief or subchief, all orcs within 60 feet of their leader’s battle
based attack, an ochre jelly divides into 2d2 smaller jellies. Each standard gain a +1 to all attack and morale rolls.
smaller jelly inflicts 1d6 + 1 damage on a successful hit. Given As Player Characters: Orc characters receive a +1 racial bonus
enough time and nutrition, these smaller jellies grow to full size. to constitution, a −1 racial penalty to dexterity, and a −2 racial
penalty to charisma.
Ability Requirements (Minimum/Maximum)
ORC Str Dex Con Int Wis Cha
Orcs are man-sized humanoids. They tend to be tall and mus- Orc 6/18 3/17 8/19 3/16 3/16 3/12
cular, although their stooped postures tend to disguise their full Orcs may progress as fighters to level 10, clerics to level 9,
height. They have bristly hair and dull eyes, prominent brows, and thieves to level 11. They may multiclass as fighter/clerics,
and flat upturned noses. Great tusks protrude from their lips. fighter/thieves, and cleric/thieves.
Orcs are accustomed to darkness and suffer a −1 penalty to at- Orc thieves receive adjustments of −5% to Pick Pockets, +5%
tack rolls in bright sunlight, but have infravision out to 60 feet. to Hide in Shadows, +5% to Detect Noise, +5% to Climb Walls,
Orcish culture is brutal and savage, and prizes strength above and −10% to Read Languages.
all else. The strong dominate the weak, who are seen as fit only Orcs are accustomed to darkness and have infravision out to
to serve the wishes and whims of their betters. Orcish tribes are 60 feet, but suffer a −1 penalty to attack rolls when in bright sun-
led by the strongest warriors, such chiefs have 3 HD, AC 4, and light. They are skilled miners, and can detect new stonework 33%
a +2 bonus to damage due to their tremendous strength. Each of the time and graded or sloping passages 25% of the time.

ORC
Orc Half-orc Orog
Climate/Terrain: Any Any Any
Frequency: Common Very rare Uncommon
Number Appearing: 3d10 × 10 1 2d4 × 10
Organization: Tribe Solitary Tribe
Activity Cycle: Night Any Night
Intelligence: 8–9 3–14 10–12
Treasure: C, (O), (Q × 10), (S), L (O), (Q × 10), (S), L C, (O), (Q × 10), (S), L
Alignment: Lawful evil Any Lawful evil
Armor Class: 6 (10 unarmored) 6 (10 unarmored) 4 (10 unarmored)
Movement: 9 (12 unarmored) 9 (12 unarmored) 6 (12 unarmored)
Hit Dice: 1 (5 hp) 1 (5 hp) 3 (14 hp)
THACO: 19 19 17
Attack: By weapon By weapon By weapon + 3
Saving Throws: Fighter 1 or by class level Fighter 1 or by class level Fighter 3
Special Traits: None None None
Magic Resistance: None None None
Size: Man-sized (6’ tall) Man-sized (6’ tall) Man-sized (6’–7’ tall)
Morale: 11–12 12 13–14
Experience: 15; 35 (sub-chief); 65 (chief, 15 65; 120 (sub-chief); 175 (chief)
shaman levels 1–2); 175
(shaman levels 3–4); 420
(shaman level 5)

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

tribes who have had no recent contact with ogres for generations.
Orogs are present in 10% of orcish tribes; when present, they
make up 10% of the tribe’s population. Sub-chiefs with 4 HD
lead bands of up to 20 orog warriors, and all orogs in a tribe are
led by a chief with 5 HD who may also be the chief of the greater
tribe. As strong warriors, they are afforded great respect by their
kin.
Combat: Orogs often act as an orcish tribe’s elite warriors and
shock troops. As they lack some of the discipline of their lesser
kin, they rarely act as commanders or tacticians.

OTYUGH
Climate/Terrain: Any subterranean
Frequency: Uncommon
Number Appearing: 1
Organization: Solitary
Activity Cycle: Any
Intelligence: 5–10
Treasure: None
Alignment: Neutral
Armor Class: 3
Movement: 6
Hit Dice: 6 (27 hp)
THACO: 15
Attack: 2 tentacles 1d8, bite 1d4 + 1
HALF-ORC Saving Throws: Fighter 6
Special Traits: Disease, grab, never surprised
Orcs are not discriminating in which creatures they mate with, Magic Resistance: None
and the resulting orc hybrids are not unusual. The most com- Size: Large (6’–7’ diameter)
mon among these are individuals with orc and human parentage. Morale: 14
These half-orcs often resemble their orcish parents, though they Experience: 975
tend to have smaller tusks, slimmer builds, and straighter pos- Otyughs are filth-dwelling monsters resembling bloated slugs
tures. A rare few are able to pass as human, though even these with three pillar-like legs. Each has a tentacle-like appendage ris-
have some orcish traits. Like full-blooded orcs, half-orcs have in- ing from its body which bears three eyes, and a maw lined with
fravision out to 60 feet, but suffer no penalties for being in bright razor-sharp teeth below the tentacle. Two other tentacles, these
lights. lined with thorny spikes, sprout from its body. Though their flesh
Half-orcs can be found in both orcish and human societies. is pale, they are most often covered in filth which obscures their
Those that live with orcs are often bullied and abused for their rel- true coloration.
ative weakness, though some earn respect with their human cun-
As solitary creatures, otyughs are almost always found alone.
ning. Those that live among humans are often shunned, though
They only rarely gather with their own kind to mate, and show
they may find acceptance as soldiers or guardsmen. Indepen-
little interest in each other at other times. Few creatures are
dent half-orcs sometimes shun the cultures of both ancestries, willing to tolerate the stench and filth of an otyugh and its lair.
and gather in tribes of their own or live as hermits.
Instead, other creatures sometimes persuade otyughs to guard
Combat: Half-orcs share much of the combat discipline of
areas or treasures for them in exchange for gifts of food and
orcs and the intelligence of humans. They make excellent sol-
promises of shelter. Otyughs speak their own non-verbal lan-
diers, and smarter individuals often excel in positions of leader-
guage, which conveys meaning through scents and movements.
ship.
Otyughs are capable of crude telepathy which they use to com-
As Player Characters: Half-orc characters receive +1 racial municate with other creatures.
bonuses to strength and constitution and a −2 racial penalty to
Otyughs make their lairs underground, and prefer to live in
charisma.
Ability Requirements (Minimum/Maximum) cesspools, refuse heaps, and other such filthy places. They feed
Str Dex Con Int Wis Cha on the waste left behind by other creatures, but occasionally sup-
Half-orc 6/19 3/17 13/19 3/17 3/14 3/12 plement their diets with unsuspecting creatures that wander too
close.
Half-orcs may progress as fighters to level 10, clerics to level
4, and thieves to level 8. They may multiclass as fighter/clerics, Combat: Otyughs usually do not seek combat, and fight only
fighter/thieves, and cleric/thieves. to defend themselves or to catch prey. They prefer to ambush
Half-orc thieves receive adjustments of −5% to Pick Pockets, their foes and prey from the safety of their lairs where they can
+5% to Open Locks, +5% to Find/Remove Traps, +5% to Detect take advantage of familiar surroundings. They have very keen
Noise, +5% to Climb Walls, and −10% to Read Languages. senses, and are never surprised.
Half-orcs are have infravision out to 60 feet. An otyugh may grab an opponent after a successful tenta-
cle attack. Opponents held in this manner are bashed against
the ground or walls for 2d2 points of damage each round, but
OROG may break free with a successful strength—force doors check.
Orogs are the rare half-breeds of orcs and ogres. Although they Grabbed creatures with a strength of 18 or greater may automat-
greatly resemble their orcish parents, they have some of the ically free themselves with one round of effort. An otyugh gains
stature of their ogre ancestry, as they stand a foot taller and are a +2 bonus to attack grabbed opponents with their bite attack.
much more muscular than their pure-blooded kin. As creatures who thrive in filth, otyughs are carriers of dis-
Although orogs are most commonly found in orcish tribes in ease. Any creature bitten by an otyugh has a 90% chance of con-
close alliances with nearby ogre tribes, ogre blood can persist in tracting a filth-borne disease.

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

der’s head they possess a slender, elongated humanoid face with


OWLBEAR black spider eyes.
Climate/Terrain: Temperate forests Alien to the prime material plane, phase spiders rarely con-
Frequency: Rare sider creatures native to the prime as more than prey. They are
Number Appearing: 2d8 mostly solitary, but sometimes gather amongst others of their
Organization: Pack kind. These communal webs can stretch for miles and house
Activity Cycle: Night dozens of spiders. Phase spiders seem to enjoy each other’s com-
Intelligence: 5–7 pany, and may hunt in pairs or small packs. They speak their
Treasure: C own language, but rarely learn any other.
Alignment: Neutral
Armor Class: 5 Capable of transversing the planes, phase spiders have no
Movement: 12 need to make lairs on the prime material plane. Instead, they
Hit Dice: 5 + 2 (24 hp) spread their webs in the prime’s dark places to hunt, and drag
THACO: 15 their prey back to the safety of the ethereal plane.
Attack: 2 claws 1d6, bite 2d6 Combat: Phase spiders are crafty hunters. They are able to
Saving Throws: Fighter 5 move from the ethereal plane to the prime material and back at
Special Traits: Hug will, and use this ability to their advantage. On the prime mate-
Magic Resistance: None rial plane, a phase spider gains a −3 bonus to all initiative rolls,
Size: Large (8’ tall) and if it wins initiative by more than 4, it may attack and return
Morale: 11–12
Experience: 975 to the ethereal plane before its opponents can retaliate. When
attacking, a phase spider prefers to enter the prime material be-
Almost certainly the result of demented magical experiments, hind its victim and gain a +4 bonus to its attack roll. When on the
owlbears are bizarre patchwork creatures with a bear’s body ethereal plane, phase spiders gain only a −1 bonus to its initiative
and an owl’s head. Their heads and backs are feathered with rolls.
yellowish-brown to dusky black plumage, and their bodies are
A phase spider’s bite is venomous. Victims bitten must save
covered in shaggy brown or black fur.
vs. poison with a −2 penalty or suffer the effects of type F poison.
Owlbears are naturally vicious and aggressive. They view
most other creatures as prey and hunt them ferociously. Though PIXIE
they are intelligent, they cannot be reasoned with as their hunger
knows no bounds. Adult owlbears live as mated pairs; together, Climate/Terrain: Temperate forests
Frequency: Very rare
they raise their hatchlings until they’re large enough to fend for
Number Appearing: 5d4
themselves. Owlbears speak a crude language of screeches and Organization: Commune
roars. Activity Cycle: Night
Territorial in the extreme, each pair of owlbears protects their Intelligence: 15–16
territory from all intruders. They are often found living in the Treasure: R, S, T, X
tangled depths of ancient forests. Rare owlbears sometimes make Alignment: Neutral
their lairs in ruins or dungeons; these are often bound there to Armor Class: 5
guard treasures or discourage intruders. Movement: 6, fly 12 B
1
Combat: Owlbears attack without provocation and know Hit Dice: /2 (3 hp)
nothing of fear. Their hunger makes them incredibly ferocious, THACO: 20
and owlbears do not retreat even if they fail a morale check. Attack: By weapon
Saving Throws: 0-level character or by class level
An owlbear may draw victims into a deadly hug if it succeeds Special Traits: Invisibility, spells
on a claw attack with an attack roll of 18 or higher. Hugged crea- Magic Resistance: 25%
tures automatically take 2d8 points of damage each round. While Size: Small (21 /2 ’ tall)
hugging, an owlbear cannot attack with its claws, but may still Morale: 11
bite opponents. Hugged creatures may break free with a success- Experience: 650
ful strength—bend bars/lift portcullis check. Pixies are diminutive fey creatures. Although they are nat-
urally invisible, they resemble tiny elves with moth-like wings
PHASE SPIDER when they wish to be seen, although their features are sharper
Climate/Terrain: Any and more feral.
Frequency: Rare A mischievous people, pixies enjoy taunting and tricking the
Number Appearing: 1d4 larger folk. They often use their invisibility and magical talents
Organization: Solitary to mislead travelers and vex those who wander into their woods.
Activity Cycle: Any They are rarely malicious, and are more likely to release the vic-
Intelligence: 5–7 tims of their pranks after they’ve had their fun than to seriously
Treasure: E harm them. It is only when their lives or homes are threatened
Alignment: Neutral that they retaliate with lethal force. Pixies speak their own tongue
Armor Class: 7 and the common tongue.
Movement: 6, climb 15 Pixies live in close family or tribal groups. Though they may
Hit Dice: 5 + 5 (27 hp) wander far from their homes, pixies always maintain a loyal con-
THACO: 15 nection to their communities. Pixie tribes may be rivals to one
Attack: Bite 1d6
Saving Throws: Fighter 6 another, though these rivalries rarely escalate beyond pranks and
Special Traits: Etherealness, poison friendly mockery.
Magic Resistance: None Wild and fey, pixies live in the deep wild forests far from civ-
Size: Huge (14’ long) ilized lands. They often make their homes in dry caves or hollow
Morale: 15 trees, but spend much of their time out under the open sky.
Experience: 1,400 Combat: Pixies prefer to rely on their invisibility and magic to
Phase spiders are strange arachnid creatures native to the avoid fights. Pixie weapons are tiny, and inflict half the damage
ethereal plane. Their bodies are spiderlike, but in place of a spi- of their man-sized counterparts. They often use enchanted ar-

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rows; in the hands of a pixie, these provide a +4 bonus to attack amongst humanoid-kind. All rakshasas, however, are creatures
rolls. Arrows may inflict 1d4 + 1 points of damage, cause sleep of honor and arrogance. They hold themselves to strict codes of
for 1d6 hours unless a struck creature makes a save vs. spell, behavior, and even the most brutal keeps his word once given.
or cause complete memory loss unless a struck creature makes a Although they consider themselves superior to all others, their
save vs. spell. Memory loss caused by pixie arrows cannot be honor extends even to dealings with those they prey upon. Rak-
reversed by any means less than heal or limited wish spells. shasa speak their own language, and often speak other tongues
Pixies are naturally invisible as per an improved invisibility as well.
spell, but may become visible at will. A dispel magic spell suc- Amongst their own kind, rakshasas maintain a highly-
ceeding against 8th level magic forces a pixie to become visible structured, rigid society. Each rakshasa knows his place in the
for one round. hierarchy, and very few refuse to fulfill their roles. Rakshasa so-
Pixies can cast dispel magic, polymorph self at will, and advanced cieties are led by the most powerful of their kind; these rulers
illusion, confusion, dancing lights, dispel magic, ESP, and know align- are often titled as rukhs, rajahs, or maharajahs. A full 15% of rak-
ment once each day. One in ten pixies may also cast irresistible shasas are honored warriors who often serve as protectors of their
dance once each day. Pixies cast these spells as 8th level mages. clans. These rukhs are slightly more powerful than their kin, and
As Player Characters: Pixie characters receive +1 racial are unaffected by weapons of a +1 enchantment or less, take only
bonuses to dexterity and charisma and −1 racial penalties to half damage by weapons of +2 or +3 enchantment, and cast spells
strength and constitution. as a 9th level caster. Rakshasa clan leaders, or rajahs, share the
Ability Requirements (Minimum/Maximum) weapon immunities of the rukhs, cast spells as 11th level casters,
Str Dex Con Int Wis Cha and have the capabilities of both a 6th level priest and an 8th level
Pixie 3/14 8/19 7/16 6/18 3/16 3/18 wizard. The most powerful rakshasa clans are led by mahara-
Pixies may progress as fighters to level 7 and thieves to level jahs, who share the weapon immunities of the rukhs, cast spells
12. They may multiclass as fighter/thieves. as 13th level casters, have the capabilities of both a 9th level priest
Pixie thieves receive adjustments of +5% to Pick Pockets, and a 13th level wizard, and have 13 + 39 HD. Rakshasa children
−10% to Open Locks, +5% to Move Stealthily, +10% to Hide in are rare, and as such, are treasured and protected by their parents
Shadows, and +5% to Detect Noise. and clans.
Pixies have a natural armor class of 5, but armors and other Combat: Despite the sadistic pleasure that rakshasas take
protective items that grant an AC of 5 or worse do not improve in combat, they fight with honor and intelligence. Even in the
an pixie’s AC. Pixies can fly with a speed of 12 and a maneuver bloodlust of battle, rakshasas are loathe to dishonor themselves
class of B. with dirty tricks, preferring to savage their opponents with their
Pixies, regardless of class, may cast invisibility and polymorph
superior strength and skill. Rakshasas are immune to spells of 7th
self at will, and advanced illusion, confusion, dancing lights, dispel
level or lower, cannot be harmed by non-magical weapons, and
magic, ESP, and know alignment once each day. Pixies cast theses
take only half damage from weapons of +1 or +2 enchantment. A
spells as 8th level mages. rakshasa hit by a blessed crossbow bolt is instantly slain.
Pixies require twice as much experience as normal to gain Rakshasas may cast ESP at will, but only to determine a crea-
class levels. ture’s trusted and loved companions. In addition, rakshasas may
RAKSHASA cast spells at 7th level caster ability, and may know up to four
Climate/Terrain: Tropical forests and jungles 1st level wizard spells, three 2nd level wizard spells, two 3rd level
Frequency: Rare wizard spells, and three 1st level priest spells. Many rakshasas
Number Appearing: 1d4 prefer to learn illusion and shape-changing spells.
Organization: Solitary
Activity Cycle: Night REMORHAZ
Intelligence: 11–12
Treasure: F Climate/Terrain: Any arctic
Alignment: Lawful evil Frequency: Very rare
Number Appearing: 1
Armor Class: −4 Organization: Solitary
Movement: 15
Activity Cycle: Day
Hit Dice: 7 (32 hp)
THACO: 13 Intelligence: 1
Treasure: D
Attack: 2 claws 1d3, bite 1d4 + 1
Alignment: Neutral
Saving Throws: Fighter 7
Special Traits: Spells, spell immunity, magical Armor Class: 0, 2 (head), 4 (underbelly)
Movement: 12
weapon needed to hit Hit Dice: 7 (32 hp)
Magic Resistance: None THACO: 13
Size: Man-sized (6’ tall) Attack: Bite 4d6
Morale: 15–16 Saving Throws: Fighter 7
Experience: 3,000; 10,000 (maharajah) Special Traits: Destroy weapons, swallow whole
Rakshasas are evil spirits which have taken humanoid form. Magic Resistance: 75%
Each rakshasa looks unique, but all are fearsome. Though hu- Size: Huge (21’ long)
manoid, they commonly have animal features such as ape-like Morale: 13–14
heads or tiger claws. More powerful rakshasas may have mul- Experience: 6,000
tiple heads, and all possess wicked fangs regardless of shape. Remorhaz are strange centipede-like creatures. Their bod-
Skilled in illusion, rakshasas often disguise their true forms to ies are segmented like a worm, and are supported by dozens
hide among their victims. of armored legs. Small, non-functional wings sprout from be-
Some sages claim that rakshasas exist only to torment hu- hind their heads, which bear compound eyes and vicious pin-
manoid victims. Whether or not this is true, most certainly do cers. They are typically light blue in color, though other shades
find great pleasure in doing so. These rakshasa are murderers, are sometimes encountered. Regardless of color, all have a streak
man-eaters, and worse. A very few rakshasas turn their backs of white running the length of their backs. Remorhaz have in-
on such brutality, and may even rise to prominence as heroes fravision out to 60 feet.

343
APPENDIX C. BESTIARY FOR GOLD & GLORYTM

Despite being solitary creatures, remorhaz tolerate others of hate all others, but grudgingly respect those more powerful than
their kind unless prey becomes scarce. They only truly gather them–though they watch their betters closely for moments of
when instinct drives them to mate or when protecting their weakness in which to strike. Away from the plane of fire, their
young. They mate once a year, after which the female lays a hatred for others is unchecked by any sort of respect, as they
clutch of eggs. Remorhaz eggs are scrupulously guarded by their consider creatures who cannot survive the fires of their home as
mothers, both from predators and from the encroaching cold of weak and beneath them. Salamanders speak the common tongue
their environments. Once hatched, the young remain with their of the plane of fire.
mother for up to four months, after which they are driven away Away from their home plane, salamanders are most often
to fend for themselves. found in places with abundant heat or fire, such as volcanic vents
As vicious predators, remorhaz see most other creatures as or lava lakes. They dislike the cold, and prefer temperatures of at
food. Their prodigious size affords them few predators, and they least 300◦ . Due to the intense heat of their lairs, salamanders al-
have been known to attack creatures as large as frost giants and most never keep combustible items such as those made of wood
white dragons when lesser prey is scarce. or paper as treasure.
Remorhaz most often lair in caves or complexes of tunnels Combat: Salamanders are often sadistic and take pleasure in
melted into ice and snow. Both are likely to be extremely slip- combat. They prefer metal weapons such as spears and swords,
pery from the refreezing of ice and snow melted by the remor- and use surrounding fires or lava to their advantage when fight-
haz’s heat. Remorhaz use their lairs for shelter and to raise their ing opponents who do not share their immunity. A salamander’s
hatchlings. Any treasure found within a lair is likely the former body heat is so great that all successful attacks made with a metal
possessions of the remorhaz’s victims. weapon or a tail attack inflict 1d6 points of scalding damage in
Combat: Remorhaz often lurk in ambush beneath the snow addition to their normal damage. Creatures resistant or immune
and ice, relying on surprise to make up for their relative lack to fire damage do not take the additional scalding damage.
of speed. When attacking, they secrete a substance that causes Salamanders are immune to non-magical weapons and fire-
their backs to flare up with intense heat. Non-magical weapons based damage. Creatures of 4 + 1 HD can damage them as nor-
that strike a remorhaz’s back while it is in combat instantly melt, mal, even without magical weaponry. They are unaffected by
and creatures that touch its back in combat suffer 10d10 points of charm, hold monster, and sleep spells. They are vulnerable to cold,
damage. and take an additional 1 point of damage per die of damage from
On an attack roll of a natural 20, a remorhaz may swallow its cold-based attacks.
opponents whole. Creatures so swallowed are killed instantly by
the intense heat and crushing pressure of the creature’s insides. SATYR
A remorhaz rears back before attacking, and any creature Climate/Terrain: Temperate forests
with better initiative than the remorhaz attacking it from the front Frequency: Uncommon
may strike at the remorhaz’s soft underbelly. Attacking the re- Number Appearing: 2d4
morhaz from the front after it has attacked will strike the remor- Organization: Band
haz’s head. Activity Cycle: Any
Particularly large remorhaz may have extra hit dice. Remor- Intelligence: 11–12
haz with more than 7 HD have correspondingly more hit points Treasure: I, S, X
and lower THACOs. Each additional HD adds 1,000 experience Alignment: Neutral
Armor Class: 5
points to a remorhaz’s experience value. Movement: 18
Hit Dice: 5 (22 hp)
SALAMANDER THACO: 15
Climate/Terrain: Plane of fire Attack: Horns 2d4 or by weapon
Frequency: Rare Saving Throws: Fighter 5 or by class level
Number Appearing: 1d4 + 1 Special Traits: Music, stealth, +2 to surprise rolls
Organization: Pack Magic Resistance: 50%
Activity Cycle: Any Size: Man-sized (5’ tall)
Intelligence: 13–14 Morale: 13
Treasure: F Experience: 975; 1,400 (virtuoso)
Alignment: Chaotic evil Satyrs, also known as fauns, are fey creatures, universally
Armor Class: 5 male, with the upper body of a human and the legs and horns
Movement: 9 of a goat. They usually have wild hair ranging from red to black
Hit Dice: 7 + 7 (39 hp) and deeply tanned skin. Their legs are covered in dark fur, and
THACO: 13 their horns and hooves are black. Satyrs have infravision out to
Attack: Tail 2d6, by weapon 60 feet.
Saving Throws: Fighter 8
Special Traits: Fire immunity, heat, spell immu- Outgoing an boisterous, satyrs welcome any who wish to join
nity, magical weapon needed to hit in their revels. They are especially likely to welcome comely
Magic Resistance: None women and those bearing good food and drink. Satyrs get along
Size: Man-sized (7’ long) well with centaurs, elves, and fey creatures, but distrust orcs,
Morale: 13 goblins, and other savage humanoids who seek exploit their
Experience: 4,000 woodland homes. As all satyrs are male, they mate with hu-
Salamanders are fiery creatures native to the elemental plane manoids of other races; male children born of these unions are
of fire. They are humanoid from the waist up but have the lower invariably satyrs as well. They particularly lust after nymphs and
bodies of giant snakes. Their skin resembles burnished copper or dryads. Satyrs speak their own tongue, as well as the common,
brass, and their hair twists and dances like flames. Salamanders elven, and centaur tongues.
have eyes like pits of orange flame, though their color changes Usually far too wild for society, satyrs organize themselves in
to an unusual green when they are angered or otherwise feeling loose confederations. While all the satyrs in an area will gather
strong emotion. for revels and come to each other’s defense, no satyr presumes
On their home plane, salamanders war with efreet, elemen- to rule his fellows. Satyr young are allowed to join their elders
tals, and each other, vying for dominance and power. They upon reaching adolescence.

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

Satyrs most often live in untamed forests, where they can


feast, drink, and indulge undisturbed by more civilized races.
They rarely build lairs of their own, and instead make their
homes in hollowed trees or dry caves. On occasion, satyrs will
venture closer to civilization, usually out of curiosity or to pro-
cure wine and other strong drink.
Combat: Although most satyrs would rather avoid battle in
favor of more pleasurable pursuits, they can become belligerent
and aggressive when threatened or their bacchanals are inter-
rupted. They fight by instinct, and give little thought to strategy
or discipline.
Satyrs are stealthy and silent when they choose to be, and can
hide in the thickets and underbrush of their forests as per a thief’s
Hide in Shadows ability with a 90% chance of success. Further-
more, they incur a −2 penalty to their opponents’ surprise rolls,
while their own keen senses grant them a +2 bonus to their own
surprise rolls.
Although most satyrs enjoy music, around 10% of satyrs are
so virtuosic that they can produce magical effects with their per-
formances. When playing an instrument, usually pipes or simi-
lar, a virtuoso may cast cause fear, charm, or sleep. All creatures,
save satyrs, within 60 feet must save vs. spell or fall under the
effect of the chosen spell. Those who fail the save are affected for SHADOW
1d6 hours or until the effect is dispelled. A bard’s Counter Song Climate/Terrain: Any
ability can prevent the effects of a virtuoso’s music. Satyrs often Frequency: Rare
employ cause fear and sleep in battle and charm to entrance likely Number Appearing: 2d10
lovers. Organization: Band
As Player Characters: Satyr characters have +1 racial bonuses Activity Cycle: Night
to dexterity and constitution and −1 racial penalties to intelli- Intelligence: 5–7
gence and charisma. Treasure: F
Ability Requirements (Minimum/Maximum) Alignment: Chaotic evil
Str Dex Con Int Wis Cha Armor Class: 7
Movement: 12
Satyr 6/18(75)8/19 7/19 3/17 3/18 3/17 Hit Dice: 3 + 3 (16 hp)
Satyrs may progress as fighters to level 11 and thieves to level THACO: 17
11. They may multiclass as fighter/thieves. Attack: Touch 1d4 + 1
Satyr thieves receive adjustments of +5% to Pick Pockets, Saving Throws: Fighter 3
−5% to Open Locks, +5% to Move Stealthily, +5% to Hide in Special Traits: Spell immunities, strength drain,
Shadows, −10% to Climb Walls, and −5% to Read Languages. magical weapon needed to hit
Magic Resistance: None
Satyrs have infravision out to 60 feet. They have a natural ar-
Size: Man-sized (6’ tall)
mor class of 5, but armors and other protective items that grant Morale: See below
an AC of 5 or worse do not improve an satyr’s AC. They can use Experience: 975
their horns in combat instead of using weapons, and gore oppo- Shadows are incorporeal undead, and appear as vague sil-
nents for 2d4 points of damage. houettes of their original bodies formed of the darkest blackness.
A satyr possessing a set of satyr pipes may use them to cast While motionless, they can lay flat against walls, floors, or other
either charm, sleep, or cause fear once each day. surfaces, where they are all but indistinguishable from normal
shadows. In dark and shadowy areas, they remain hard to see,
but they stand out in brightly lit areas.
Longing for their lost lives, shadows jealously despise all liv-
ing creatures. They feed upon the life force of the living, but
prefer that of humanoid victims. A humanoid victim killed by
a shadow is likely to become a shadow himself. Despite their
intelligence, shadows cannot speak, though they may be able to
understand languages that they spoke while living.
With little to do with each other, shadows are ambivalent to-
wards their own kind. When found together they are likely to be
“families”–an elder shadow and its victims, now shadows them-
selves.
Shadows haunt dark areas where they can easily hide. They
keep no treasure, as it enrages them and reminds them of their
former lives, and dispose of any found after slaying their victims.
Combat: Shadows attack all living creatures who venture
too close without provocation or mercy. The touch of a shadow
drains 1 point of strength from its victim. Humanoids reduced to
0 hp or a strength of 0 by a shadow are doomed to rise as shadows
themselves under the command of their killers; all other crea-
tures killed by a shadow remain dead, while all other creatures
reduced to a strength of 0 fall unconscious. Strength lost from a

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

shadow’s touch returns at a rate of 1 point every 2d4 rounds. As they lack flesh and blood, slashing and piercing weapons
Shadows are 90% invisible in darkened areas, although they inflict only half damage against skeletons. As undead creatures,
are instantly noticeable in direct lantern light or brighter illu- they are immune to charm, fear, hold person, and sleep spells, and
mination. They are immune to non-magical weapons and cold- take no damage from cold-based attacks. They are vulnerable to
based attacks. As undead creatures, they are unaffected by charm, holy water, and suffer 2d4 points of damage per vial that strikes
hold person, and sleep spells. Shadows never check for morale. them. Skeletons never check for morale.

SPECTER
Climate/Terrain: Any
Frequency: Rare
Number Appearing: 1d6
Organization: Solitary
Activity Cycle: Night
Intelligence: 13–14
Treasure: Q × 3, X, Y
Alignment: Lawful evil
Armor Class: 2
Movement: 15, fly 30 B
Hit Dice: 7 + 3 (34 hp)
THACO: 13
Attack: Touch 1d8
Saving Throws: Fighter 7
Special Traits: Energy drain, magical weapon
needed to hit, spell immunities
Magic Resistance: None
Size: Man-sized (6’ tall)
Morale: 15
Experience: 8,000
3,000
Specters are ghostly spirits of humanoid creatures, readily
SKELETON visible but translucent. They appear as they did in life, and are
recognizable to those familiar with their mortal forms.
Climate/Terrain: Any
Frequency: Rare Recalling their former lives clearly and keenly, specters long
Number Appearing: 3d10 for what they’ve lost in undeath. They disdain light and the
Organization: None living, and envy the true dead their rest. Unlike lesser spirits,
Activity Cycle: Any specters retain the full extent of their memories and intelligence,
Intelligence: 0 though their personalities are twisted with envy and hatred.
Treasure: None
Alignment: Neutral On rare occasions, several specters come to haunt the same lo-
Armor Class: 7 cation. These are usually a master and the thralls created from its
Movement: 12 victims. The master specter has complete control over the wills of
Hit Dice: 1 (4 hp) his thralls. Thralls often hate and resent their masters, but can do
THACO: 19 nothing against their masters’ wishes. However, should a master
Attack: By weapon specter be destroyed, his thralls become free-willed.
Saving Throws: Fighter 1
Special Traits: Cold immunity, half damage from Specters prefer a solitary existence far from the reminders of
slashing and piercing weapons, living civilization, and tend to lurk in ruins and other forgotten
spell immunities places. Though they are not permanently harmed by sunlight,
Magic Resistance: None they seek shelter from it and the painful memories it brings.
Size: Man-sized (6’ tall) Combat: Specters are intelligent and wise, and plan their at-
Morale: See below tacks carefully. In battle, their cunning strategies serve to aug-
Experience: 120
ment their already formidable capabilities. Even so, they are most
Skeletons are the reanimated skeletal remains of humanoid
creatures, reinforced with negative energy. They bear no flesh, feared for their life-draining touch. Each successful attack drains
musculature, or ligaments, and are instead held together through two levels or hit dice from a specter’s victim. Any humanoid
magical force. Skeletons vary in size, depending on the remains drained of all levels or hit dice by a specter dies and rises as a
of the humanoids they were created from. specter himself. He will be a thrall to the specter who killed him
As mindless constructs of necromantic magics, skeletons have if killed by a free-willed specter, or to his killer’s master if killed
no interactions with other creatures, save to follow commands by a thrall. The new specter’s master immediately gains full hit
from their creators. With no intelligence to guide them, they carry points for all hit dice it possesses. Thralls gain their free will if
out all instructions as literally as possible, and are typically un- their masters are killed. Newly risen specters retain all memo-
able to follow commands more complex than a few phrases. ries of their previous lives, although they lose all class abilities or
Skeletons are most commonly created in places where the racial traits.
dead are abundant, such as graveyards or battlefields. They are Specters are immune to non-magical weapons, poisons, par-
often tasked by their creators to guard remote and abandoned alyzation, and cold-based attacks, and are unaffected by charm,
locations–while they are certainly capable of guarding inhabited hold person, and sleep spells. Despite these resistances, they are
locations, their presence is not tolerated by civilized folk. powerless in full sunlight, and are harmed by holy water–each
Combat: When commanded to attack, skeletons do so in the vial inflicts 2d4 points of damage on a successful hit. A raise dead
most obvious ways possible, without regards to strategy, intelli- spell destroys a specter immediately unless he successfully saves
gence, or fear. vs. spell.

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

may learn the languages of neighboring forest creatures like pix-


ies, elves, and dryads.
Sprites live in large tribes led by the most proficient warriors.
Leaders make the important decisions for their clans, negotiate
with outside groups, and, when necessary, lead their clans into
battle. Each clan knows several others and readily assists its
neighbors in times of trouble. Even in peaceful times, clans of-
ten gather together to sing and dance in the moonlight and enjoy
each other’s company.
Though they are creatures of the wild, sprites rarely live as far
from civilization as the more reclusive of fey-folk do. They prefer
to live in open woodlands and enjoy both the shadowy stands
of trees and the bright glens and meadows. Sprites often build
simple shelters in the trees and under the hillsides.
Combat: Though nominally directed in battle by their tribal
leaders, sprites often disregard orders in combat and fight as they
see fit. Sprite weapons are tiny, and do half the damage of equiv-
alent man-sized weapons. They often drug their arrows with
sleeping draughts–creatures struck by these treated arrows must
save vs. poison or fall into a deep, dreamless sleep for 1d6 hours,
and cannot be awakened before the draught wears off.
Sprites may cast invisibility and detect good/evil (within a 50
yard radius) at will. While invisible, they incur a −4 penalty to
opponents’ attack rolls and gain a +2 bonus to their own attack
rolls.
TARRASQUE
Climate/Terrain: Any
Frequency: Unique
Number Appearing: 1
Organization: Solitary
Activity Cycle: Any
Intelligence: 2
SPRITE Treasure: See below
Alignment: Neutral
Climate/Terrain: Any forest Armor Class: −3
Frequency: Rare Movement: 9
Number Appearing: 10d10 Hit Dice: 70 (320 hp)
Organization: Tribe THACO: −5
Activity Cycle: Day Attack: 2 claws 1d12, 2 horns 1d10, bite
Intelligence: 11–12 5d10, tail 2d12
Treasure: C Saving Throws: Fighter 70
Alignment: Neutral good Special Traits: Fear, fire immunity, lunge, magic
Armor Class: 6 reflection, regeneration, severing,
Movement: 9, fly 18 B
magical weapon needed to hit
Hit Dice: 1 (5 hp) Magic Resistance: None
THACO: 19
Size: Gigantic (50’ long)
Attack: By weapon
Morale: 15
Saving Throws: Fighter 1 Experience: 77,000
Special Traits: Invisibility, spells
Magic Resistance: None Thought to be unique, the tarrasque is an immense beast ri-
Size: Small (2’ tall) valed in size only by the eldest of dragons. Though it stands on
Morale: 11–12 two legs, its hunched posture is more that of an animal than a
Experience: 175 humanoid creature. Jagged horns adorn its head, and sword-like
270 teeth fill its gaping maw. An immense tail serves to balance its
Sprites are tiny fae folk, slender with sharp elven features bulk, and its hide is armored with scales and spines.
and insectile wings. With their wispy bodies and large, colorful The only one of its kind, the tarrasque’s origin is unknown.
wings, sprites may be mistaken for butterflies if not seen clearly. Sages have alternately theorized that it is retribution sent by the
They are usually only seen by outsiders when they wish to be gods, the living manifestation of nature’s wrath, the result of an
seen. ancient and powerful curse, and many other possibilities.
As a playful and peace-loving folk, sprites have good rela- No record of the tarrasque has ever mentioned it as partak-
tions with elves, fae, and other peaceful forest creatures. How- ing in any activity other than rampaging destruction. It seems
ever, they are fiercely protective of their forest home, and do not driven by blind instinct to devour and destroy all in its path. For-
suffer the presence of those who would exploit it lightly. They tunately, it is only active for a 5d4 days at a time, after which it
usually do no lasting harm to woodsmen, hunters, or others who must sleep for 5d4 months before it can resume its destruction.
exploit it out of necessity; these who wander into their domains Once each dozen periods of activity or so, it is particularly wake-
are often put to sleep and moved a good distance away after be- ful and remains active for 2d3 months, after which it must sleep
ings stripped of their tools. They show no such mercy for those for 4d4 years.
who deliberately and maliciously harm the forest, however, and During its time of activity, the tarrasque is capable of trav-
seek to kill such intruders. Sprites speak their own language, and eling several hundred miles, and is all but unhindered by even

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

mountains and oceans. It does not rest during this time, only suc- their own language, and are conversant in all giant languages,
cumbing to sleep once it returns to hibernation. It lairs wherever the common tongue, and the languages of all forest creatures.
it finds itself upon the onset of hibernation, typically by digging Titans make their homes in any place that suits their desires,
into the earth and burying itself. and those that would prevent them from doing so are rare indeed.
Combat: The tarrasque attacks by instinct, and does not con- They seem to have an affinity for superlatives–the highest moun-
sider such subtleties as tactics or reason. Rather, it is driven solely taintops, the deepest forests, or the widest plains. Regardless of
by hunger. The very sight of the tarrasque is terrifying–creatures location, their homes tend to be grand palaces, fit for royalty but
with less than 3 HD or levels become paralyzed in fright until built in titanic size.
the it moves on. Creatures with greater than HD or levels flee in Combat: Titans rarely find reason to fight, but are more than
panic, although those with greater than 7 HD or greater may save a match for any creatures foolish enough to engage them in com-
vs. paralyzation to resist flight. bat. Titans wield monstrously large weapons which inflict five
The tarrasque’s bite attack acts as a sword of sharpness. It may times the damage of equivalent man-sized weapons. They of-
lunge forward with a movement rate of 15 for one attack each ten wield their namesake mauls of the titans, and may attack twice
turn. Horn attacks made during a lunge inflict twice the nor- each round with such weapons. In addition to their normal melee
mal damage, and any creatures caught in the tarrasque’s path are attacks, titans may attack once every other round with a special
trampled for 4d10 points of damage. devastating attack. Unique to each titan, this attack inflicts 10d6
The tarrasque is immune to fire- and heat-based damage, and points of damage and is capable of feats of great destruction. Ti-
cannot be harmed by non-magical weapons. While not resistant tans cannot be harmed by non-magical weapons.
to magic, the tarrasque’s hide reflects bolt, ray, and missile spells Titans are highly talented in magical skills. First and fore-
such as magic missile and lightning bolt. One-sixth of the time, such most, each titan has the abilities of either a 20th level mage or a
spells are reflected back at its caster, and all other times the spell 20th level priest. Furthermore, all titans may cast the following
is reflected harmlessly away. Touch spells and spells that affect spells at will, one each round: advanced illusion, alter self, animal
an area rather than a single target are not reflected. summoning II, astral spell, bless, charm monster, commune with na-
Even when it is damaged, the tarrasque regenerates at a rate ture, cure light wounds, eye bite, fire storm, hold monster, hold undead,
of 1 hit point each round. Slaying the tarrasque is more difficult invisibility, levitate, light, mirror image, pass without trace, produce
than simply reducing it to 0 hit points–its remains must first be fire, protection from evil, 10’ radius, remove fear, remove curse, shield,
reduced to −30 hit points, after which a wish must be cast to per- speak with plants, summon insects, and whispering wind. Titans may
manently destroy it. If this is not done, the tarrasque will eventu- enter the ethereal plane twice each day.
ally regenerate to full power.
TREANT
TITAN
Climate/Terrain: Any forest
Climate/Terrain: Any Frequency: Rare
Frequency: Very rare Number Appearing: 1d20
Number Appearing: 1d10 Organization: Grove
Organization: Group Activity Cycle: Any
Activity Cycle: Any Intelligence: 11–12
Intelligence: 19–21 Treasure: Q × 5, X
Treasure: E, Q × 10, R Alignment: Chaotic good
Alignment: Chaotic good Armor Class: 0
Armor Class: 0 Movement: 12
Movement: 36 Hit Dice: 7 (32 hp)
Hit Dice: 20 (90 hp) THACO: 13
THACO: 5 Attack: 2 branches 2d8
Attack: By weapon + 14 Saving Throws: Fighter 7
Saving Throws: Fighter 20 Special Traits: Animate trees, fire vulnerability,
Special Traits: Devastating attack, etherealness, siege damage
spells, magical weapon needed to Magic Resistance: None
hit Size: Huge (13’–18’ tall)
Magic Resistance: 50% Morale: 15–16
Size: Gigantic (25’ tall) Experience: 3,000
Morale: 17–18 Treants are intelligent plants, all but indistinguishable from
Experience: 23,000 trees when still. Upon closer inspection, their branches become
Titans are immense humanoids, towering over even the tallest arms and their roots feet, and their faces formed of creases and
of storm giants. Aside from their great size, they resemble flaw- whorls in their bark become apparent. Treants resemble the trees
less humans of great physical beauty. common to the areas in which they live–those native to boreal
Too few to commonly encounter others of their own kind, ti- forests might resemble spruces or larches, while those native to
tans generally gather in groups no larger than their immediate pastoral woodlands might look like oaks or hickories.
families. In lieu of extended family groups, some titans have While treants are often happy to spend days or even weeks
been known to claim the very gods as their kin. Though they are in individual contemplation, they are not solitary beings. Each
certainly not gods themselves, the legends of more than one cul- treant knows each other treant in his forest, if only by reputation.
ture do speak of titanic creatures of nigh-godlike power. Perhaps On rare occasions, all treants in a forest may gather to discuss
these “greater” titans are intermediaries between their lesser kin matters or share news of great importance. Contact between tre-
and the true gods. ants of different forests is infrequent, and travel from one forest
As beings of immense power, titans have few foes that dare to another even rarer.
face them. They deal often with giants, and get along especially Living for many centuries, treants find other races danger-
well with storm giants. When encountered, titans are 35% likely ously hasty and unfortunately short-lived. As such, they tend to
to be accompanied by 1d4 storm giants who are trusted com- live apart from other races–even the elves that share their wood-
panions and friends. Titans are curious creatures, and may seek lands are as children to them. Treants do not trust dwarves or
out experts of other races who share their interests. Titans speak goblin-kind, as these tend to exploit and destroy the forests that

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FOR GOLD & GLORYTM APPENDIX C. BESTIARY

they claim as their own. Treants speak their own language, and Tritons are friendly towards other good sea creatures, but dis-
additionally speak at least the elf, dwarf, and common tongues. trust most creatures native to the land. Though they are not mali-
As kin to the trees, treants prefer to live in ancient and pri- cious towards land-dwellers, they only rarely come to their assis-
mordial forests which have never known the touch of the axe. tance, and then only in the direst of circumstances. Tritons speak
They need no shelter, but live under sun and storm alike among their own language.
the trees they protect. Each treant claims a territory in the forest, Under the waves, tritons build great undersea castles on
which they guard against evil and destruction. rocky outcroppings or carve them from deep caves. These
Combat: As with everything else, treants are slow to decide dwellings are opulent and beautiful, often adorned with the
whether or not to enter combat, and are slow to anger. However, wealth of the seas. From these castles, each triton community
once committed to battle, they are fearsome fighters. rules over vast stretches of ocean. they live on the elemental
Each treant may animate up to two normal trees to move- plane of water much as they do in the oceans of the prime ma-
ment. As long as they remain within 60’ of the treant that ani- terial, though their kingdoms are even more extensive.
mated them, animated trees may move at a rate of 3 and attack Combat: Tritons are usually pacifistic and tend to avoid com-
as a 12 HD treant. An animated tree must spend one round to bat, though they fight fiercely in seeking vengeance for wrongs
uproot itself before it can move or attack. done to them.
Treants are vulnerable to fire, and have a −4 penalty to all Great warriors and leaders among the tritons often possess
saves against fire-based attacks. Furthermore, all fire-based at- conch shell horns. When blown, these instruments can summon
tacks against treants gain a +4 bonus to hit and a +1 bonus to 6d10 HD worth of sea animals to them or drive away a similar
damage inflicted. number as per the fear spell. Even creatures who successfully
save against the fear gain a −5 penalty to all attack rolls against
A treant may damage on buildings and fortifications, with
all tritons until the effect expires.
each strike inflicting siege damage to structures as per a batter-
ing ram.
TROLL
Treants grow in size and strength as they age, and older tre-
ants often gain extra hit dice with age. Treants with more than 7 Troll Two-headed
HD have correspondingly more hit points and lower THACOs. Troll
Treants with 9–10 HD inflict 3d8 points of damage with each at- Climate/Terrain: Any Any
Frequency: Uncommon Very rare
tack, and treants with 11–12 HD inflict 4d6 points of damage with Number Appearing: 1d12 1d3
each attack. Each additional HD adds 1,000 experience points to Organization: Group Group
a treant’s experience value. Activity Cycle: Night Any
Intelligence: 5–7 8–10
TRITON Treasure: D, Q D, Q
Alignment: Chaotic evil Chaotic evil
Climate/Terrain: Any ocean
Frequency: Rare Armor Class: 4 4
Movement: 12 12
Number Appearing: 6d10
Hit Dice: 6 + 6 (33 hp) 10 (45 hp)
Organization: Commune THACO: 13 11
Activity Cycle: Day
Attack: 2 claws 1d4 + 4, 2 claws 1d4 + 4,
Intelligence: 13+ bite 1d8 + 4 or 2 bites 1d12 or
Treasure: C, (S), (T), M Q by weapon +5 by weapon +6
Alignment: Neutral good Saving Throws: Fighter 7 Fighter 10
Armor Class: 5 Special Traits: Hurl boulders, Hurl boulders,
Movement: Swim 15 regeneration regeneration
Hit Dice: 3 (14 hp) Magic Resistance: None None
THACO: 17 Size: Large (9’ tall) Large (10’ tall)
Attack: By weapon Morale: 14 15–16
Saving Throws: Fighter 3 Experience: 1,400 6,000
Special Traits: Attract/repel sea creatures
Magic Resistance: 90%
Size: Medium (7’ tall) TROLL
Morale: 13
Experience: 650; 975 (4 HD); 1,400 (5 HD); 2,000 Trolls are terrifying and savage humanoids, as tall as an ogre
(6–7 HD); 3,000 (8 HD); 4,000 (9 but achingly thin, and usually hunched to a much lesser height.
HD); 975 (spell caster level 3); 1,400 Despite their slender builds, they are immensely strong. Their
(spell caster level 4); 2,000 (spell spongy skin is most often greenish-gray in color, and their wiry
caster level 5); +1,000/level over hair is black and greasy. Their eyes are as black pits with strange
5th (spell caster) white pupils, and their mouths are filled with jagged fangs. Fe-
Tritons are aquatic humanoids, perhaps native to the elemen- male trolls are noticeably larger than their male counterparts.
tal plane of water. Their features are handsome and human- Trolls can see through infravision
like, though they have fish-like skin covered with silvery scales, Possessing little civilization, trolls rarely come together in
webbed hands, and finned legs. numbers beyond families or small tribal groups. Most often, the
Community holds a great importance to the triton race, and strongest female leads her subjects through intimidation and vio-
they usually live in large social groups composed of several fam- lence, though she may resort to her superior intellect when baser
ilies. One in ten tritons is stronger than usual with 4–6 HD, and methods of domination fail. These troll chieftainesses may be-
one in twenty is exceptional with 7–8 HD. Each community is led come clerics of up to 7th level, and draw their power from faith
by a triton with 9 HD and an AC of 2. 2% of all tritons are mages in dark and vile entities. Leadership of each group is typically
of up to 10th level, and 4% are priests of up to 11th level. Mages gained through vicious combat, though due to their particular
and priests are revered and respected members of their commu- trollish nature, such combats are almost never fatal. Instead, a
nities, valued for their talents and knowledge. Each community chieftainess must concern herself with both new challengers to
has half again as many children as adults. her leadership as well as her predecessors.

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The ravenous hunger and foul habits of troll-kind often pre- regenerate new bodies and produce more trolls.
vents them from forming alliances with other creatures. The most On rare occasions, trolls hurl boulders at their foes before clos-
intelligent of their kind sometimes hire themselves out to power- ing in for melee. A troll can hurl a boulder up to 20 yards, and a
ful and unscrupulous employers as mercenaries in exchange for successful hit inflicts 1d8 points of damage.
food and plunder. They see creatures less powerful than them-
selves as fit only for food or sport. Due to their strength and re-
generative ability, trolls fear very few creatures, even those much TWO-HEADED TROLL
stronger than themselves. Trolls speak their own tongue, which Two-headed trolls are the rare children of a trolls and ettins.
might have once been a language unto itself but has since become Aside from possessing two heads, two-headed trolls strongly
a pidgin of mostly giant, goblin, and orc languages. favor their troll parentage, though their skin tends towards a
Unfortunately common, trolls can plague any land, though brownish color and they stand slightly taller than their one-
they prefer dense forests and cave-pocked mountains where shel- headed kin.
ter from the sun is easy to find. They prefer to lair in caves, al- Too rare to form their own tribes, two-headed trolls asso-
though they often resort to digging crude dens when caves are ciate with both their parent races. Regardless of which race
unavailable. Troll lairs are horrifying places, covered in filth and they live among, they take advantage of their greater intelligence
strewn with the remains and belongings of their victims. and strength to seize power, and often lead tribes of their pure-
blooded kin.
Combat: Like their one-headed kin, two-headed trolls regen-
erate damage, albeit at a slower rate. Beginning three rounds
after injury, two-headed trolls heal 1 point of damage each round
until fully healed. Likewise, they are just as susceptible to sev-
ered appendages as normal trolls, and share a vulnerability to
fire and acid.
Two-headed trolls gain heightened senses from their second
heads, and are surprised only on a roll of 1 on a 1d10.

TUNNEL LURK
Climate/Terrain: Any underground
Frequency: Rare
Number Appearing: 1d4
Organization: Solitary
Activity Cycle: Any
Intelligence: 8–10
Treasure: G
Alignment: Chaotic evil
Armor Class: 2
Movement: 6, burrow 6
Hit Dice: 8 + 8 (44 hp)
THACO: 11
Attack: 2 claws 3d4, bite 1d10
Saving Throws: Fighter 9
Special Traits: Confusing gaze, surprise
Combat: Trolls fight for pleasure. Due to their regenerative Magic Resistance: None
capabilities, they rarely concern themselves with their own safety, Size: Large (8’ tall)
Morale: 13
instead preferring to risk temporary injury in exchange for more Experience: 4,000
immediate bloodshed and carnage.
Tunnel lurks are subterranean predators with hulking ape-
Trolls possess truly remarkable regenerative properties. like bodies covered with chitinous black shell. A tunnel lurk’s
Within three rounds of injury, a troll heals damage at a rate of 3 head resembles that of a four-eyed beetle with strong pincers.
hit points each round until completely healed. Even damage that Each limb is bound with thick muscle and ends in a great claw.
would kill another creature does not stop the regeneration; a troll Tunnel lurks are at home in the lightless depths of the earth, and
reduced to 0 or fewer hit points falls into an comatose state and is possess infravision out to 90’.
unable to act, but continues to regenerate and rises to fight again Despite their intelligence, tunnel lurks are believed to be soli-
once he has more than 0 hit points. Only damage inflicted by fire tary creatures, gathering only briefly to mate. Female tunnel
or acid cannot be regenerated, such wounds must heal normally. lurks are protective of their young, and guard them closely. Tun-
A troll reduced to 0 or fewer hit points with acid or fire, or a body nel lurks speak a strange language of their own. Between this lan-
treated with acid or burned dies permanently. guage, their unusual intelligence, and their commonly shared be-
On a roll of a natural 20, a hit with an edged weapon against haviors, some sages speculate that tunnel lurk society is far more
a troll severs an appendage (roll 1d6; 1–2: arm, 3–4: leg; 5: head, complex than it appears, and that there may even be communi-
6: GM’s choice). Severed appendages may attack as if still at- ties of the creatures hidden deep within the earth.
tached to their bodies, and a headless body may still attack with- Tunnel lurks do not interact with other creatures other than
out penalty as long as its severed head maintains a clear view as predators. Rarely, a tunnel lurk will ally itself with another
of the battle. If held firmly to their bodies, severed appendages powerful creature if promised a regular source of prey, though
may be reattached within 24 hours of severing; afterwards, the such alliances last only as long as the prey lasts, and allies that
appendage dies and the troll must regenerate a new appendage. fail to uphold their end of the deal often find themselves as prey
Missing limbs and heads require 1 week to regrow if they are themselves.
not reattached. If a troll corpse is chopped into small pieces and Whether in natural caves or self-excavated tunnels, tunnel
scattered, the largest piece remaining regenerates into a complete lurks always live far beneath the earth. They fear the sun and are
body. Despite rumors to the contrary, severed appendages cannot unwilling to surface in all but the most extreme circumstances.

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Combat: Tunnel lurks are frighteningly intelligent foes, and Once each day, a unicorn may cast teleport to bring himself
stalk their foes and concoct elaborate plans before attacking. and any rider to any location within 360 yards away. Unicorns
They prefer to lie in wait and ambush their prey, although they are immune to poison, and are unaffected by charm monster, death
are capable in face-to-face combat. When ambushing prey, tunnel spell, and hold monster spells. Unicorns save as wizards of 11th
lurks incur a −5 penalty to their opponents’ surprise rolls. level.
Tunnel lurks are capable of burrowing with ease through even
solid stone. They can burrow through soft earth at a movement VAMPIRE
rate of 60, while solid stone slows them to a burrowing move- Climate/Terrain: Any
ment rate of 10. Unless cornered, a tunnel lurk rarely continues Frequency: Rare
a fight that turns against it and often flees by tunneling away. In Number Appearing: 1d4
dire situations, a tunnel lurk may attempt to cause a cave-in, with Organization: Solitary
a 25% chance of success each round, and dig out later. Activity Cycle: Night
Creatures meeting a tunnel lurk’s scintillating gaze are af- Intelligence: 15–16
fected as per a confusion spell. Treasure: F
Alignment: Chaotic evil
UNICORN Armor Class: 1
Movement: 12, fly 18 C (bat form)
Climate/Terrain: Temperate forests Hit Dice: 8 + 3 (39 hp)
Frequency: Rare THACO: 13
Number Appearing: 1d6 Attack: Touch 1d6 + 4 or by weapon + 4
Organization: Family Saving Throws: Fighter 8
Activity Cycle: Day Special Traits: Charm, electricity resistance,
Intelligence: 8–10 energy drain, magical weapon
Treasure: (X) needed to hit, shapechanging,
Alignment: Chaotic good spell immunities, vulnerability to
Armor Class: 2 sunlight
Movement: 24 Magic Resistance: None
Hit Dice: 4 + 4 (22 hp) Size: Man-sized (5’–6’ tall)
THACO: 15 Morale: 16
Attack: 2 hooves 1d6, horn 1d12 Experience: 11,000
Saving Throws: Fighter 5 3,000
Special Traits: Charge, spell immunities, stealth,
teleport Vampires are undead humanoids cursed to live forever as
Magic Resistance: None bloodthirsty parasites. Unlike most undead, they retain their liv-
Size: Large (8’ long) ing personalities and mannerisms, and are untouched by the rav-
Morale: 14 ages of decomposition. Though they are able to pass as living
Experience: 975 creatures, they cast no reflections, have no shadows, and draw
Unicorns are noble and proud equines. Their bodies are sleek no breath.
but powerful, and their features are slender and elegant. A uni- As solitary and secretive beings, vampires tend to distrust
corn’s hooves are cloven like those of a goat, and male unicorns others of their own kind as rivals and competitors for prey. When
have goat-like beards. Unicorns are famous for their spiraling vampires are found in the company of their own, they are usually
horns which grow from their foreheads. lord and spawn–an elder vampire and his victims, now vampires
Families of unicorns usually consist of a mated pair and their themselves.
children. Such families remain together for a long time, and even Thirsting for blood, vampires prey upon the living and their
once the children are grown and form their own families, they hunger knows no bounds. They commonly live amongst their
maintain contact with their parents and siblings. A small num- prey, posing as a mortals to gain access to their victims. They
ber of unicorns prefer a solitary life, although such solitude rarely covet positions of power and nobility, as such status allows them
lasts a lifetime. greater access to their prey and greater opportunities to dispose
Only rarely do unicorns involve themselves in the affairs of of their victims. They speak the languages they spoke in life,
other creatures. They tend to live peacefully with those who and may learn additional languages through centuries of undead
share their forests as long as the forests are treated with respect. study.
Unicorns do not usually hinder others from passing through their Vampires often dwell where they did in life, and place spe-
territories, nor do they frown upon those who hunt game or fell cial importance in their lairs. As they are particularly vulnerable
trees out of necessity. Those who destroy or exploit the forests, during the daytime, their lairs are well-protected from sunlight
however, are driven away or killed. On rare occasions, solitary and trapped against intruders. Vampires often make their lairs
unicorns may allow individuals of pure heart and spirit (usually, in abandoned ruins, mausoleums, and other places of death and
but not always women) to ride them, serving faithfully and to the neglect.
best of their abilities. Unicorns speak their own language, as well Combat: As creatures both driven by unending hunger and
as those of the elves and other sylvan creatures. possessing the patience of immortality, vampires may fight with
Each family of unicorns claims and protects a portion of for- savage ferocity or cold calculation. They are unnaturally strong,
est. They make no permanent lairs, but rest in glens and mead- with a strength of at least 18/76 for purposes of physical feats,
ows as their wandering takes them through their territories. and gain a +2 bonus to all attack rolls. When touching a creature
Combat: Unicorns are usually pacifistic, though they respond with his bare skin, a vampire may drain two levels or hit dice
viciously and ruthlessly towards those who threaten their lives from his victim. Humanoids reduced to zero levels or hit dice,
or their territories. Their horns act as magical weapons, and they or drained of blood, rise as vampires themselves one night after
gain a +2 bonus to all attacks made using their horns. From a their death unless their bodies are destroyed in the intervening
distance of 30 feet or more, a unicorn may use his horn to charge time. These vampire spawn possess all vampiric abilities, but
an opponent. A successful attack made during a charge inflicts have half the usual hit dice and are under the absolute control
3d12 points of damage. A unicorn may not attack with his hooves of their lord. Should a vampire lord be destroyed, his spawn be-
while charging. come fully-fledged, independent vampires themselves. Vampires

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retain any class abilities that they possessed during life. where there are those capable of binding them to the prime ma-
A vampire can charm his victims as per the spell, simply by terial plane. Their habits on their home plane are little known.
meeting their gaze. Saves against the effect are made with a −2 Combat: Water serpents tend to attack indiscriminately, and
penalty. Each vampire can shapechange at will to take the form of often take advantage of ambush tactics. When in their normal
a large bat, and can assume gaseous form as per the spell at will. A form, they hide in suitable bodies of water, and are only de-
vampire can summon bats or rats as per the summon swarm spell tectable through the use of a detect invisible spell or similar magic.
or wolves as per a monster summoning III spell at will, and may Such spells reveal the presence of the creatures, although the dan-
climb any surface as if affected by a permanent spider climb spell. ger that they pose may not be readily apparent.
Vampires are immune to non-magical weapons, and suffer When attacking, a water serpent transforms into its serpen-
only half damage from electrical attacks. An injured vampire re- tine form. It may attack two rounds after it begins its transforma-
generates 3 hit points each round until fully healed. A vampire tion. Far stronger than creatures of comparable toughness, water
reduced to 0 hit points is not destroyed, but is forced into gaseous serpents attack as 6 HD creatures. On a successful attack, a water
form and must retreat to his coffin to rest for at least 8 hours be- serpent’s victim must save vs. paralyzation or be pulled into the
fore regenerating his physical form. If he cannot reach his coffin serpent’s body. Each round thereafter, the victim must save vs.
within 2 hours, his essence dissipates and he is destroyed. paralyzation or drown.
Despite their great powers, vampires suffer from many weak- Water serpents are resistant to attacks from slashing and
nesses. A vampire cannot enter a private home without express piercing weapons, and take only 1 point of damage from each
permission, although once granted, he may freely come and go successful hit. Bludgeoning weapons inflict damage as normal.
until permission is withdrawn. Vampires are repelled by garlic They are resistant to fire-based attacks, taking no damage if they
and strongly presented holy symbols and mirrors, and cannot ap- successfully save and only half damage if they fail, and are af-
proach within 10 feet of such objects. Holy water damages them fected by cold-based attacks as per a slow spell.
for 2d4 points of damage per vial. If exposed to direct sunlight, A water serpent has a 50% chance to take control of a water
a vampire is rendered powerless and is utterly destroyed after a elemental merely by touching it. Controlled water elementals re-
full round of exposure. A vampire loses one-third of his hit points tain their normal abilities. Once an elemental resists control, it
each round he is submerged in running water, and is destroyed may never again be controlled by a water serpent.
at the end of the third round of submersion. A wooden stake When reduced to 0 hit points or less, a water serpent does not
driven through a vampire’s heart renders him comatose but does die but is merely dispersed into the surrounding water. After two
not otherwise harm him. Full destruction of a staked vampire is rounds, a dispersed serpent may reform to full strength. A purify
guaranteed only by beheading him and stuffing his mouth with water spell is required to permanently kill a water serpent.
garlic or holy wafers.
WIGHT
WATER SERPENT
Climate/Terrain: Any
Climate/Terrain: Any water Frequency: Uncommon
Frequency: Very rare Number Appearing: 2d8
Number Appearing: 1d3 Organization: Solitary
Organization: Solitary Activity Cycle: Night
Activity Cycle: Any Intelligence: 8–10
Intelligence: 11–12 Treasure: B
Treasure: I, (O), (P), (Y) Alignment: Lawful evil
Alignment: Chaotic evil Armor Class: 5
Armor Class: 4 Movement: 12
Movement: Swim 12 Hit Dice: 4 + 3 (21 hp)
Hit Dice: 3 + 3 (16 hp) THACO: 15
THACO: 15 Attack: Bite 1d4
Attack: None Saving Throws: Fighter 4
Saving Throws: Fighter 3 Special Traits: Energy drain, magical weapon
Special Traits: Drowning, fire resistance, resistant needed to hit, spell immunities
to slashing and piercing weapons Magic Resistance: None
Magic Resistance: None Size: Man-sized (4’–7’ tall)
Size: Large (10’ long) Morale: 14
Morale: 13 Experience: 1,400
Experience: 650 Wights are undead creatures spawned by great pain and sor-
Water serpents are weird creatures of elemental water. Dis- row. Though they are recognizable to those familiar with their
tinct from true elementals, they appear as little more than bodies former living selves, undeath has twisted them into mockeries
of water in their usual state. Only when they attack do they be- of the living. Their flesh is dry and desiccated, their hands are
come more and take a vague serpentine form, mostly featureless gnarled and claw-like, and their eyes burn with an unholy light.
but for a gaping maw and hints of eyes. While they are evil and ravenous, wights maintain a sem-
On the prime material plane, water serpents tend to be iso- blance of cunning and social consciousness that they possessed
lated and solitary creatures. Only through accident or design are while living. Even so, they are solitary creatures–their hatred
they found in greater numbers. Their intelligence implies that for themselves translates to hatred for others of their kind. Only
they have a society of their own, perhaps on the elemental plane rarely do wights gather together; these are almost always an el-
of water, though evidence for such is scant. der and his children, created from his victims.
Water serpents all but invariably attack those they encounter, Wights are jealous and hateful towards the living, and seek
though they may be bargained with should a means of com- to sate their hatred with violence and death. They are unnatural
munication with them be established. Most water serpents on creatures, and animals sensing their unnatural presence flee or
the prime material plane have been summoned from their home hide if possible. Wights retain the ability to speak the languages
plane by magical means. Such imprisonment may account for that they knew during life, though they rarely choose to speak.
their vicious natures. Water serpents speak their own language. Although they are not harmed by it, wights hate sunlight and
As summoned creatures, water serpents may be found any- make their lairs in dark, lightless places. They prefer desolate

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and abandoned surroundings such as ruins or graveyards. They As they feed upon the fear and of other creatures, will o’ the
never live too far from civilization, however, as they must feed wisps prefer to lure their victims into dangerous mires where
upon the living. they die slow and lingering deaths. Though they are highly intel-
Combat: Wights fight to assuage the hatred and jealousy that ligent, their minds are alien in comparison to other creatures, and
consumes them. As they are harmed by few things, they often they rarely even attempt to communicate with others. Amongst
allow their anger to drive them to recklessness in combat. themselves, they “speak” through subtle variations in their color
Wights are immune to weapons not forged from silver or and brightness. Rarely, a wisp may learn to produce a keening
magically enchanted. They are unaffected by charm, hold person, sound with which it may approximate the speech of other crea-
and sleep spells, and take no damage from cold-based attacks. tures.
Wights are cannot be poisoned or paralyzed. They are, how- Will o’ wisps often dwell in bleak and forbidding swamp-
ever, vulnerable to holy water, which burns them for 2d4 points lands, where their light can lure desperate and weary travelers.
of damage per vial, and to spells such as raise dead and resurrec- They need no lairs and collect no treasure, though the remains
tion, which instantly kills them. Though they are unharmed by and possessions of their victims often collect in likely mires and
sunlight, they cannot attack while fully exposed to it. pits.
The touch of a wight may drain its victims of 1 level or hit Combat: When able to lure their victims to death by drown-
die. Humanoid creatures slain by a wight’s energy drain rise ing or entrapment, will o’ wisps try to avoid direct combat. If
as wights themselves, with half normal hit dice and under the pressed, they use their speed and maneuverability to their ad-
absolute control of the one who slew them. If their master is vantage in combat. Will o’ wisps are vulnerable to physical at-
slain, these fledgling wights become free-willed and gain their tacks, but are immune to all spells save maze, magic missile, and
full strength. protection from evil.

WINTER WOLF
Climate/Terrain: Any arctic
Frequency: Very rare
Number Appearing: 2d4
Organization: Pack
Activity Cycle: Any
Intelligence: 8–10
Treasure: I
Alignment: Neutral evil
Armor Class: 5
Movement: 18
Hit Dice: 6 (27 hp)
THACO: 15
Attack: Bite 2d4
Saving Throws: Fighter 6
Special Traits: Breath weapon, cold immunity, fire
vulnerability
Magic Resistance: None
Size: Large (7’–12’ long)
Morale: 13
Experience: 975
WILL O’ WISP Winter wolves are intelligent and evil lupine creatures. Al-
though they resemble their common cousins, they are terrifyingly
Climate/Terrain: Any swamp large, comparable in size to a warhorse. They are strikingly beau-
Frequency: Uncommon tiful, with white or silver pelts and icy blue eyes.
Number Appearing: 1d3 Like their mundane relatives, winter wolves are pack animals.
Organization: Solitary
Activity Cycle: Night Each pack is led by an alpha wolf, to whom the rest of the pack
Intelligence: 15–16 is subservient. Alpha wolves need not be the strongest of their
Treasure: (Z) pack, but as their leadership is often contested by other pack
Alignment: Chaotic evil members, they are usually the smartest and most ruthless. Win-
Armor Class: −8 ter wolf packs are territorial, and drive other packs from the lands
Movement: Fly 18 A they claim.
Hit Dice: 9 (40 hp) Winter wolves are fierce hunters who prey on most other
THACO: 11 creatures, intelligent and animal alike. Like worgs, they some-
Attack: Shock 2d8 times ally themselves with savage humanoids, although such
Saving Throws: Fighter 9 alliances are rarer. Winter wolves are sometimes hunted by
Special Traits: Magic immunity
Magic Resistance: None other creatures, who highly prize their beautiful pelts. Naturally,
Size: Small (2’–4’ diameter) the wolves take a dim view towards such exploitation. Winter
Morale: 17 wolves can speak the language of worgs and communicate with
Experience: 3,000 normal wolves, and also speak their own tongue.
Spirit-like and ethereal, will o’ wisps appear as balls of softly- Just as with their lesser kin, each pack of winter wolves claims
glowing light. They may change their color and intensity or even a territory in which it lives. They make their lairs in caves or dug-
mute their glow entirely, and often take on forms to lure crea- out dens, and maintain several lairs throughout their territories.
tures to their doom. From a distance, they are often mistaken for Though winter wolves are only found in arctic climates, they may
flickering lanterns or candles. be found in any type of land within.
Will o’ wisps only rarely gather amongst their own kind. De- Combat: Winter wolves employ the same pack hunting
spite their preference for solitude, they are capable of working in strategies that mundane wolves use, although their greater in-
concert to hunt and trap their victims. telligence makes them far more dangerous. Unlike their lesser

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APPENDIX C. BESTIARY FOR GOLD & GLORYTM

cousins, they hunt for cruelty as well as for hunger. Once each wolfwere’s song must save vs. spell or fall to a magical weariness
turn, a winter wolf may breathe a blast of brutally cold air and for 1d4 + 4 rounds, during which time they are affected as per a
sleet with a 10’ radius. Any creature caught in the area of a winter slow spell.
wolf’s breath suffers 6d4 points of damage, although a success- Wolfweres are unharmed by non-magical weapons. They
ful save vs. breath weapon reduces this damage by half. Win- have a particular dislike of the wolfsbane herb, however, and will
ter wolves are immune to cold-based attacks, but suffer an addi- not approach it.
tional point of damage per damage die from fire-based attacks.
WORG
WOLFWERE
Climate/Terrain: Any forest
Climate/Terrain: Any forest Frequency: Rare
Frequency: Rare Number Appearing: 3d4
Number Appearing: 1d3 Organization: Pack
Organization: Solitary Activity Cycle: Any
Activity Cycle: Any Intelligence: 5–7
Intelligence: 13–16 Treasure: None
Treasure: B, S × 1 /2 , T Alignment: Neutral evil
Alignment: Chaotic evil Armor Class: 6
Armor Class: 3 Movement: 18
Movement: 15 Hit Dice: 3 + 3 (16 hp)
Hit Dice: 5 + 1 (24 hp) THACO: 17
THACO: 15 Attack: Bite 2d4
Attack: Bite 2d6 or by weapon Saving Throws: Fighter 3
Saving Throws: Fighter 5 Special Traits: None
Special Traits: Song, magical weapon needed to Magic Resistance: None
hit Size: Man-sized (4’–7’ long)
Magic Resistance: 10% Morale: 11
Size: Man-sized (4’–7’ tall) Experience: 120
Morale: 14 Worgs are gigantic relatives of normal wolves which possess
Experience: 3,000 an unusual cunning. They resemble hulking, muscular wolves
Wolfweres are shapechanging wolves who can assume hu- the size of ponies, with flat snouts and wary, calculating eyes.
manoid forms. Their natural forms are all but indistinguishable Like normal wolves, worgs form packs led by the strongest
from giant wolves, perhaps with only unusually intelligent eyes and meanest individual. Packs of worgs are most often on poor
to set them apart. They can take any humanoid form, although terms with other packs, and fighting often erupts when rival
they cannot duplicate the appearance of specific individuals. A packs meet.
wolfwere’s most horrifying form, however, is a grotesque mix of Although worgs consider most humanoids as prey, they get
lupine and humanoid features, with the look of a wolf but stand- along well with goblins. Worg packs often ally themselves
ing on two legs and with disturbingly human hands and eyes. with goblin tribes, providing each other with mutual protection.
Unlike most lupine creatures, wolfweres are usually solitary Worgs often serve as mounts for goblins, and are always willing
creatures. Though they occasionally band together to hunt more to assist them in combat. Worgs speak their own language, but
effectively, they prefer to stalk their victims–and enjoy the spoils can often understand goblin speech.
of their hunts–alone. Wolfweres mate for life, and may bear a When not lairing with goblins, worgs make their homes in
litter of children once each year. dank, dark forests. They usually dig dens or claim existing caves
Although wolfweres are relatively antisocial towards their as their own, driving off their previous occupants if necessary.
own kind, they enjoy the company of wolves and worgs. They Combat: Worgs fight and hunt in packs, much like normal
are 50% likely to be encountered in the presence of a worg wolves.
pack, and 25% likely to be encountered with mundane wolves.
Wolfweres often lead the packs of their lesser cousins, and may WRAITH
take their mates from their numbers. Wolfweres prey upon hu-
Climate/Terrain: Any
manoids, often employing their shapechanging abilities to get Frequency: Uncommon
close and ingratiate themselves into humanoid communities be- Number Appearing: 2d6
fore striking. Despite their similarities, wolfweres detest were- Organization: Pack
wolves, and often go to any length to slay these rivals. Wolfweres Activity Cycle: Night
can communicate with wolves and speak the language of worgs. Intelligence: 11–12
Wolfweres prefer to live in wild forests, and only venture into Treasure: E
civilized areas when hunting humanoid creatures. Even when Alignment: Lawful evil
they do not live with wolves or worgs, they tend to lair as their Armor Class: 4
lesser cousins do. Movement: 12, fly 24 B
Combat: Wolfweres employ many of the same hunting and Hit Dice: 5 + 3 (25 hp)
THACO: 15
stalking strategies as wolves, but their greater intelligence and Attack: Touch 1d6
bloodthirstiness make them even more dangerous. They are vi- Saving Throws: Fighter 5
cious fighters in their lupine and mixed forms and skilled with Special Traits: Energy drain, magical weapon
weapons in their humanoid forms. needed to hit, spell immunities
Wolfweres prefer to fight in their mixed forms, as they can Magic Resistance: None
employ both savage biting attacks and wield a weapon. Their Size: Man-sized (6’ tall)
humanoid forms lack the vicious teeth needed to bite, and their Morale: 15
lupine forms lack hands capable of holding a weapon. In hu- Experience: 4,000
manoid form, wolfweres are capable of enchanting their victims Wraiths are spectral beings of pure negative energy. They ap-
with a strange but compelling music, either sung or played on pear as insubstantial, shadowy figures, and may be barely rec-
an instrument such as a lute or set of pipes. Creatures hearing a ognizable as the individuals they once were in life. They may

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retain echoes of their worldly possessions, especially items that fighting over territory.
had great meaning to them, but these accouterments are just as Infamous for raiding farms, villages, and other small settle-
ghostly as they are themselves. ments for food and plunder, wyverns are widely feared where
Animated by hatred and spite, wraiths are the undead hu- they are found. They are, however, intelligent enough to real-
manoid spirits of exceptional evil. They often form packs of sev- ize that the cooperative nature of most humanoids makes them
eral wraiths, whether through the death and undeath of several stronger than their size alone would indicate, and tend to leave
like-minded individuals or through the creation of new wraiths larger settlements alone. They occasionally ally themselves with
by existing wraiths. They hold onto some memories of their for- evil dragons, although such alliances are usually far more ad-
mer lives, and may seek to create spawn from those they loved vantageous for the dragons. Although they can hiss and growl,
or hated while alive. wyverns cannot speak.
As undead creatures, wraiths have no natural interactions Wyverns tend to lair in spacious caverns, and maintain a large
with other creatures. Their hatred drives them to harm and slay hunting territory around their lairs. Due to their large appetites,
the living, though they do not need to do so to maintain their un- they usually require territories in excess of 500 square miles.
dead states. They may be forced to serve by powerful beings such Combat: Wyverns take advantage of their flight and mobility
as greater undead or evil priests and wizards. Wraiths are unable in combat, and rarely land unless they must to defend their lairs.
to speak, but can understand the languages that they spoke in They are aggressive and direct, and give little thought to strategy
life. other than ambush. They are remarkably quiet when on wing,
Wraiths often frequent the places of their deaths. They may be and incur a −2 penalty to opponents’ surprise rolls.
particularly attached to their former bodies or possessions, and
A wyvern’s stinger is venomous, and carries type F poison.
may jealously guard these relics. Wraiths are intelligent, and of-
When airborne, a wyvern can snatch up a man-sized or smaller
ten focus their attacks on destroying the weak before facing the
strong. creature with a successful talon attack; large creatures can be
snatched up if both talon attacks succeed. A wyvern gains a
Combat: Wraiths fight not for self-defense or sustenance, but
+4 bonus to all bite and sting attack rolls against caught victims.
out of sheer hatred for others. They are particularly dangerous
Caught victims may break free with a successful strength—bend
when guarding their former possessions.
bars/lift portcullis check. After making an attempt to snatch up
A wraith’s touch drains one level or hit die from its victims. a foe, a wyvern requires 1 round to circle back for another attack.
Humanoids killed by a wraith rise as wraiths themselves, with
half the hit dice of their killers. These new wraiths are under
the complete control of the one who turned them. If the master XORN
wraith is killed, its minions instantly gain their full strength and Climate/Terrain: Any subterranean
free will. Frequency: Very rare
Wraiths are immune to normal weapons and cold-based at- Number Appearing: 1d4
tacks, and silver weapons only inflict half damage to them. They Organization: Solitary
are unaffected by charm, hold person, and sleep spells, as well as Activity Cycle: Any
poison and paralyzation. They are, however, vulnerable to holy Intelligence: 8–10
water and sunlight–holy water inflicts 2d4 points of damage per Treasure: O, P, Q × 5, X, Y
Alignment: Neutral
vial, and sunlight renders them powerless. Armor Class: −2
Movement: 9, burrow 9
WYVERN Hit Dice: 7 + 7 (39 hp)
Climate/Terrain: Temperate, subtropical, and tropi- THACO: 13
cal mountains, forests and jungles Attack: 3 claws 1d3, bite 4d6
Frequency: Uncommon Saving Throws: Fighter 8
Number Appearing: 1d6 Special Traits: Surprise, cold and fire immunity,
Organization: Solitary electrical resistance, half damage
Activity Cycle: Dusk and dawn from edged weapons
Intelligence: 5–7 Magic Resistance: None
Treasure: E Size: Man-sized (5’ tall)
Alignment: Neutral Morale: 16
Armor Class: 3 Experience: 9,000
Movement: 6, fly 24 E Xorn are strange creatures native to the elemental plane of
Hit Dice: 7 + 7 (38 hp) earth. They look quite alien, with three eyes spaced equally
THACO: 13 around a barrel-shaped body supported by three powerful legs.
Attack: Bite 2d8, sting 1d6 or 2 talons 1d6 Their bodies are topped by a large, toothy maw, and three thin
Saving Throws: Fighter 8 arms join their bodies below their eyes. Their hides are stony and
Special Traits: Poison
Magic Resistance: None rough.
Size: Gigantic (35’ long) Little is know of xorn society. They are only rarely found on
Morale: 14 the prime material plane, and are unlikely to meet others of their
Experience: 4,000 own kind. On their native plane, they may gather together in
2,000 small clans or tribes.
Distantly related to dragons, wyverns are reptilian carnivores If found on the prime material plane, xorn are likely to have
with voracious appetites. They appear to be massive lizards with been summoned by powerful magic. Such summoned creatures
leathery bat-like wings in place of their forearms and a tail tipped invariably seek to return to their home plane. Xorn speak their
with a scorpion-like stinger. Their jaws are lined with rows of own language.
sharp teeth. When stranded on the prime material plane, xorn seek the
Wyverns are solitary creatures, and only gather to mate and depths of the earth. They often dig extensive burrows in search of
raise young. Although they are not social with others of their pure stone and minerals, which they feed upon, and make these
kind, neither do they seek out conflict with each other. Combat burrows their homes. They do collect gemstones, but never for
between wyverns is rare, and usually stems from young wyverns long–these are savored as delicacies and invariably consumed.

355
APPENDIX C. BESTIARY FOR GOLD & GLORYTM

Combat: Xorn usually fight only in self-defense. Their enthu- Grappled creatures are squeezed for 2d8 points of damage each
siasm for gemstones may be mistaken for hostility by creatures round, and may free themselves with a successful strength—
carrying large amounts of gems. force doors check.
A xorn’s stony skin acts as camouflage, and xorn incur a Yeti are immune to cold-based damage, but suffer 50% more
−5 penalty to opponents’ surprise rolls in rocky surroundings. damage than usual from fire-based attacks.
Xorn may pass into stone at will and remain in the stone for 1d3
rounds. A phase door spell cast on a xorn while it is in stone slays ZOMBIE
it immediately. Zombie Juju Zombie
Xorn are immune to fire-based and cold-based attacks. Climate/Terrain: Any Any
Electricity-based attacks inflict no damage if a xorn successfully Frequency: Rare Very rare
saves against them, and only half damage if it fails. A xorn’s Number Appearing: 3d8 1d4
stony hide deflects slashing weapons, which inflict only half Organization: None Solitary
damage, while bludgeoning and piercing weapons inflict dam- Activity Cycle: Night Night
age as normal. Intelligence: 0 5–7
Xorn are particularly vulnerable to certain spells. A move earth Treasure: None None
Alignment: Neutral Neutral evil
spell hurls a xorn up to 30 feet in any direction and stuns it for
Armor Class: 8 6
1 round, while a stone to flesh or rock to mud spell raises its armor Movement: 6 9
class to 8 for 1 round. A pass wall spell cast on a xorn inflicts 1d10 Hit Dice: 2 (9hp) 3 + 12 (25 hp)
+ 10 points of damage. THACO: 19 15
Attack: Slam 1d8 Slam 3d4
YETI Saving Throws: Fighter 2 Fighter 4
Special Traits: Slow move- Climb walls,
Climate/Terrain: Arctic hills and mountains ment, spell electricity
Frequency: Very rare immunities immunity,
Number Appearing: 1d6
Organization: Clan spell immu-
Activity Cycle: Day nities, mag-
Intelligence: 8–10 ical weapon
Treasure: D needed to
Alignment: Neutral hit, half dam-
Armor Class: 6 age from
Movement: 15 bludgeoning
Hit Dice: 4 + 4 (22 hp) and piercing
THACO: 15 weapons
Attack: 2 claws 1d6 or by weapon Magic Resistance: None None
Saving Throws: Fighter 5 Size: Man-sized (6’ Man-sized (6’
Special Traits: Camouflage, cold immunity, heat tall) tall)
vulnerability, squeeze Morale: See below See below
Magic Resistance: None Experience: 65 975
Size: Large (8’ tall)
Morale: 13 ZOMBIE
Experience: 650
Yeti are shaggy humanoid creatures native to cold and moun- Zombies are mindless animated corpses. As the magic that an-
tainous environments. They resemble huge apes covered with imates them does not prevent their decay, zombies are often
white fur. Though yetis normally move about on all fours, they bloated, rotting, or desiccated, depending on their surrounding
are capable of standing upright on two feet. environment. Zombies vary in size depending on the kind of
Barely civilized, yetis live in simple clans of one or more fam- corpses they are animated from.
ilies and possess very little further social organization. Clans are As mindless creatures, zombies have no society and make no
often isolated from each other, and have few opportunities to in- contact with other creatures unless ordered to by their creators.
teract. Young yetis leave their home clans upon reaching matu- With no intelligence of their own, and carry out any orders given
rity, and may join other clans or form new clans of their own. to them in an extremely literal manner. Zombies cannot speak.
Always hungry, yeti consider most creatures outside of their Often created in places of death, zombies are found in grave-
clans to be food. Though they may form alliances with others, yards, masoleums, and the like. Though they may be ordered to
they never consider their allies as more than temporarily neces- other places, their presence is not welcome in civilized areas.
sary. Yeti speak their own language. Combat: When ordered to attack, zombies do so without fear
Each yeti clan has a lair, usually a mountain cave or tunnel and as directly as possible. Zombies are immune to charm, death
in the ice. Lairs are shared by all members of a clan and are pro- spell, hold person, and sleep spells, and are unaffected by poison or
tected at all times, with at least one member of the clan remaining cold-based attacks. They are vulnerable to holy water, and take
behind while the others hunt and forage. Yeti hoard the treasures 2d4 points of damage per vial. Zombies do not check for initia-
taken from their prey in their lairs. tive, and always act last in a round. Zombies never check for
Combat: Yeti are fierce fighters, driven by a never-ending morale.
hunger. They prefer ambush tactics to direct confrontation.
When in snowy surroundings, yeti are only 25% likely to be de- JUJU ZOMBIE
tected. Their ambushes are terrifying, and opponents surprised
by yeti must save vs. paralyzation or stunned by fright and un- Juju zombies are the undead remains of humanoids killed
able to act for 3 rounds. through the use of energy drain spells. They appear much like
While capable of using weapons made by others, yeti can- normal zombies, with leathery, desiccated skin. Their eyes, how-
not craft their own. Any weapons they possess are scavenged or ever, hold a spark of hateful intelligence.
plundered from other humanoid creatures. When attacking un- Unlike normal zombies, juju zombies are intelligent. Due to
armed, yeti may grapple a victim on an attack roll of a natural 20. the unlikely situations needed for their creation, however, they

356
FOR GOLD & GLORYTM APPENDIX C. BESTIARY

are almost always found individually. Their all-consuming ha- 92% chance of success. Juju zombies never check for morale.
tred drives them to destroy all living creatures. Juju zombies can
speak the languages that they knew while living, though they Juju zombies cannot be harmed by non-magical weapons, and
rarely choose to do so. take only half damage from bludgeoning weapons. They are im-
Juju zombies prefer to live far from the living, often in aban- mune to electricity-based attacks and magic missile spells. Fire-
doned constructions or forgotten ruins. based attacks inflict only half damage to juju zombies. Like nor-
Combat: Juju zombies may act on their own free will, and mal zombies, juju zombies are unaffected by charm, death spell,
often fight with hateful desperation. They are capable of using hold person, and sleep spells, but are also immune to all mind-
weapons, including missile weapons. Despite their appearances, affecting spells and illusions. Juju zombies are very strongly tied
they are rather dextrous, and can climb walls as a thief with a to the negative material plane, and are turned as 7 HD undead.

357
Index

0-level Characters, 91 Touch Spells, 58


Armor Class Modifier, 8
Ability Check, 4, 35 Arquebus, 47
as Saving Throw, 60 Arrows, 48
Ability Checks Artifacts & Relics, 295
Attack Roll, 4, 55
Thieves, 25 Effects of Blindness, 66
Ability Scores, 4, 7 Effects of Called Shots, 56
Adjustments for Reincarnation, 177 Effects of Darkness, 78
Aging Effects, 15 Effects of Dexterity, 8
and Wishes, 204 Effects of Weaponry Specialization, 32
Class Requirements, 17 Modifiers, 56
Dual-class Requirements, 28 Non-lethal Combat, 58
Generation, 7 Overbearing, 58
Modifying Saving Throws, 60 Touch Spells, 58
of 0-level Characters, 91 Aura of Protection
Racial Adjustments, 11 Paladins, 18
Racial Requirements, 11
Acid, 59 Baboon, 299
Item Saving Throws, 63 Backstab
Acrobatics, 36 Thieves, 26
Activity Cycle, 297 Badger, 299
Aerial Servant, 298 Bardic Skills
Age, 15 Bards, 27
Adjustments for Reincarnation, 177 Barding, 46
and Wishes, 204 Bards, 26
Alignment, 4, 29, 297 Basilisk, 302
Greater, 302
Animals, 29 Pyrolisk, 303
Changing Alignment, 30 Bat, 299
Alter Self Bear, 299
Druids, 23 Black, 299
Ambidexterity, 31 Brown, 299
Animal Empathy Becoming Lost, 75
Rangers, 20 Behir, 303
Animal Handling, 36 Bend Bars/Lift Portcullis, 8
Animals, 46, 299 Using Bows Made for Exceptional Strength, 48
Barding, 46 Blind-Fight, 36
Encumbrance, 53 Blindness, 66
Monstrous, 301 Boar, 299
Treasure, 87, 209 Body Shields, 51
Appraise, 36 Bonus Spells
Armor, 51 Specialist Mages, 21
Brawling and Wrestling, 57 Bonus Spells for High Wisdom, 10
Donning Armor, 51
Bonus Spells for Wisdom, 10
Effects on Swimming, 76 Bows, 48
for Smaller and Larger Humanoids, 51 Brawling and Wrestling, 57
Magical Armor, 87, 284 Brawling-Attack, 33
Special Armor, 285 Breath Weapons, 62
Armor Class, 4, 297 Brownie, 303
Effects of Blindness, 66 Bucklers, 51
Effects of Charging, 57 Buffalo, 299
Effects of Darkness, 78 Bugbear, 304
Effects of Defensive Roll, 36
Effects of Dexterity, 8 Camel, 46, 299
Effects of Encumbrance, 52 Carts and Carriages, 47
Effects of Facing, 56 Casting Time, 55, 56, 96, 100
Effects of Single-weapon Melee Weaponry Method, 32 Cat, 299
Effects of Surprise, 84 cc-by Content, 366
Effects of Weapon/Shield Melee Weaponry Method, 32 Centaur, 304
from Armor, 51 Centipede
from Shields, 51 Giant, 301

358
FOR GOLD & GLORYTM INDEX

Chance to Learn Spell, 9 Cursed Items, 87, 212


Chaos, 29 Cursed Weapons, 286
Charge, 57
Charioteer, 36 Damage, 5, 56
Chariots, 47 Brawling and Wrestling, 57
Charisma, 10 Damaging Objects, 62
Charm Immunity Massive Damage, 67
Druids, 23 Non-lethal, 58
Charmed Creatures, 61 Siege Damage, 65
Chimera, 305 Weapon Damage, 47
Gorgimera, 305 Damage Modifier, 7
Chipmunk, 299 Darkness, 78
Circle of Power Deafness, 66
Paladins, 18 Death, 67
Class Groups, 17 Death through Massive Damage, 67
Class Restrictions, 11 from Poison, 67
Clerics, 22 Raising the Dead, 67
Climate and Terrain, 297 Demi-human, 5
Climb Walls Demon, 306
Bards, 27 Dretch, 307
Thieves, 26 Marilith, 307
Climbing, 36, 76 Detect Evil
Climbing Tools, 77 Paladins, 18
Climbing Speed, 77 Detect Nature
Clothing, 44, 211 Druids, 23
Cockatrice, 305 Detect Noise
Code of Conduct Bards, 27
Paladins, 18 Thieves, 26
Rangers, 20 Devil, 307
Pit Fiend, 308
Coins, 43, 210 Spigazu, 308
Combat, 55 Dexterity, 8
Aerial, 73
Attack Modifiers, 56 Saving Throw Modifiers, 60
Combat Sequence, 55 Dimensional Space, 79
Facing and Space, 56 Prime, 79
Disease, 68
Mounted Combat, 65 Disguise, 37
Movement, 57
Multiple Attacks, 56 Divine Grace
Paladins, 18
Non-lethal Combat, 58 Divine Health
Spell Casting, 56, 58 Paladins, 18
Time in Combat, 55 Diving, 76
Two-Weapon Fighting, 56 Dog, 46, 299
Underwater Combat, 65 Death, 302
Combat Methods, 32 Donkey, 46, 299
Combat Skill Aptitude Doors, 78
Fighters, 18 Secret and Concealed, 78
Combat Skill Points, 31 Dragon, 308
Combat Skills, 31 Chromatic, 311
Combat Skill Points, 31 Black, 311
of 0-level Characters, 91 Blue, 311
Unskilled Penalties, 31 Green, 311
Weaponry Skills, 31 Red, 312
Combat Speed, 47, 55 White, 312
Combat Training Metallic, 313
Dwarves, 12 Brass, 313
Gnomes, 13 Bronze, 313
Commodities, 211 Copper, 314
Concealed Doors, 78 Gold, 314
Constitution, 8 Silver, 314
and Swimming, 76 Druidic Language
Saving Throw Modifiers, 60 Druids, 23
Corpse Ravager, 306 Druidic Philosophy
Couatl, 306 Druids, 24
Counter Song Druidic Society
Bards, 27 Druids, 23
Cover and Concealment, 58 Druids, 23
Cow, 299 Dryad, 315
Cross-country Running, 37 Dual-class Characters, 5, 28
Crossbows, 48 Dwarf, 12, 315
Crow, 299
Cure Disease Eagle, 299
Paladins, 18 Effective Area, 101
Cursed Armor, 284 Elemental, 316

359
INDEX FOR GOLD & GLORYTM

Air, 316 Gnome, 13, 323


Earth, 316 Goat, 299
Fire, 317 Goblin, 324
Water, 317 Golem, 324
Elemental Resistance Clay, 324
Druids, 23 Flesh, 325
Elephant, 46, 299 Iron, 325
Elf, 12, 317 Stone, 325
Enchantment Resistance Wood, 326
Elves, 13 Good, 29
Half-elves, 14 Griffon, 326
Encounter Actions, 55 Groundhog, 299
Encounters, 55, 81
Encounter Checks, 83 Half-elf, 13, 317
Frequency, 82, 297 Halfling, 14, 326
Number Appearing, 297 Harpy, 327
Planned, 81 Hawk, 299
Random, 81 Healing, 67
Reactions, 84 Natural, 67
Treasure, 297 Healing (Proficiency), 37
Encumbrance, 52 Hearing, 78
Endurance, 37 Height and Weight, 15
Energy Drain, 5, 66
Helmets, 51
on Dual- and Multi-class Characters, 28 Henchmen, 5, 94
Equipment, 43 Hibernate
Etiquette, 37 Druids, 23
Ettin, 318 Hide in Shadow
Evil, 29 Rangers, 19
Experience, 5, 85, 298 Thieves, 26
Expert Pull Hierophant Druids, 24
Elves, 13 Hirelings, 5, 91
Expert Tracking Assassins, 91
Rangers, 19 Expert Hirelings, 91
Extra-dimensional Space, 79 Sages, 92
Soldiers, 92
Falcon, 299 Spies, 92
Falling, 66 Wages, 93
Favored Enemy Hit Dice, 5, 297
Dwarves, 12 Hit Point Modifier, 9
Gnomes, 13 Hit Points, 5
Rangers, 19 Hobgoblin, 327
Ferret, 299 Holding One’s Breath, 76
Fighters, 18 Holy Items, 44
Find/Remove Traps Holy Water, 59
Thieves, 26 Hornet
Followers Giant, 302
Bards, 27 Horse, 299
Clerics, 23 Horses, 46
Rangers, 20 Human, 15, 328
Force Doors, 8 Hurled-weapon Method, 33
Forgery, 37 Hydra, 328
Fox, 299 Cryo-, 328
Frog Lernaean, 329
Giant, 302 Pyro-, 329
Full Plate, 51
Illusion Immunity, 9
Gaining Spells Illusions, 95
Wizards, 20 Improved Research
Gaze Attacks, 62 Specialist Mages, 21
Gazer, 318 Incite Emotion
Gemstones, 210 Bards, 27
Genie, 319 Indirect Missiles, 59
Djinni, 319 Infravision, 5, 78
Efreeti, 319 Initiative, 5, 55
Ghoul, 320 Flying, 74
Ghast, 320 Insanity, 66
Giant, 320 Inspire Courage
Cloud, 320 Bards, 27
Fire, 321 Intelligence, 9, 297
Frost, 321
Hill, 322 Inter-dimensional Space, 79
Stone, 322 Intra-dimensional Space, 79
Storm, 322 Invisibility, 78
Gnoll, 323 Invisible Stalker, 329

360
FOR GOLD & GLORYTM INDEX

Jackal, 299 Maximum Spell Level, 9


Jaguar, 299 Maximum Weight, 7
Jewelry & Trinkets, 211 Medium Shields, 51
Jumping, 37 Medusa, 334
Melee Attack Modifier, 7
Keen Senses Melee Weaponry Methods, 32
Elves, 13 Mental Defense Modifier, 10
Half-elves, 14 Merchant’s Scales, 45
Knockout Mink, 301
Brawling and Wrestling, 57 Minotaur, 334
Knowledge, 38 Mirrors, 78
Kobold, 329 Missile Attack Modifier, 8
Missile Combat, 58
Missile-weapon Method, 33
Lances, 48
Langauages Known, 9 Mole, 301
Languages, 11 Mongrelman, 335
Ancient, 38 Monkey, 301
Druidic, 23 Monsters as Player Characters, 298
Modern, 38 Morale, 63, 298
Thieves’ Cant, 26 Animals, 63
Lanterns, 44 of Henchmen and Hirelings, 94
Law, 29 Mounted Travel, 71
Lay on Hands Move Stealthily
Paladins, 18 Rangers, 19
Leopard, 301 Thieves, 26
Leprechaun, 330 Movement, 57, 71, 297
Level Limits, 11 Aerial, 73
Lich, 330 Mudman, 335
Light, 77 Mule, 46
Lion, 301 Multi-class Characters, 5, 27
Lizard, 331 Mummy, 336
Fire, 331
Minotaur, 331 Natural Attacks, 56, 61
Lizardman, 331 Nature Cunning
Local History Halflings, 14
Bards, 27 Night Hag, 336
Locks, 45 Nixie, 337
Lordship Non-aligned Creatures, 30
Fighters, 18 Non-combat Skills, 35
Lore Additional Skills, 35
Bards, 27 Aiding Another, 36
Loyalty Modifier, 10 Learning Skills, 35
Lycanthrope, 332 of 0-level Characters, 91
Werebear, 332 Using Skills, 35
Wereboar, 333 Non-dimensional Space, 79
Wererat, 333 Non-encumbered Weight, 7
Weretiger, 333
Nymph, 337
Werewolf, 333
Lycanthropy, 69
Lynx, 301 Objects of Art, 210
Ogre
Mages, 21 Half-, 338
Magic Item Malfunction Chance Ogre mage, 338
Gnomes, 13 Oil, 45, 59
Magic Resistance, 60, 298 Ooze, 339
Dwarves, 12 Black Pudding, 339
Gnomes, 13 Brown Pudding, 339
Halflings, 14 Gelatinous Cube, 339
Magical Armor, 284 Gray Ooze, 340
Magical Item Malfunction Chance Ochre Jelly, 340
Dwarves, 12 Open Game Content, 365
Magical Items, 87, 212 Open Locks
Crafting, 88, 89 Thieves, 25
Destroying, 90 Orc, 340
Recharging, 90 Half-, 341
Usage Limits, 88 Orog, 341
Magical Weapons, 286 Organization, 297
Magnifying Glasses, 45 Ostrich, 301
Mancatchers, 48 Otyugh, 341
Maneuver Classes, 74 Overbearing, 58
Manticore, 333 Overland Movement, 71
Maximum Number of Henchmen, 10 Owl, 301
Maximum Number of Spells Learned, 9 Owlbear, 342

361
INDEX FOR GOLD & GLORYTM

Paladins, 18 Satyr, 344


Paralysis, 67 Saving Throws, 5, 59, 101
Perform, 38 Item Saving Throws, 62
Phase Spider, 342 of 0-level Characters, 91
Pick Pockets Of Creatures, 298
Bards, 27 Saving Throw Priorities, 59
Thieves, 25 Schools Allowed
Pig, 301 Specialist Mages, 21
Pixie, 342 Schools of Magic, 21, 95, 100
Plane Shift
Druids, 23 Scorpion
Planes of Existence, 78 Huge, 302
Play Instrument Large, 302
Bards, 27 Scourges, 48
Pocket Dimensions, 79 Scrolls, 218
Poison, 59, 67 Cursed Scrolls, 222
Poison Immunity Map Scrolls, 218
Druids, 23 Protection Scrolls, 221
Poison Resistance, 9 Scribing, 88
Dwarves, 12 Spell Scrolls, 220
Halflings, 14 Secret Doors, 78
Polearms, 48 Services, 45
Pony, 46, 301 Set Snares and Traps, 39
Potions Shadow, 345
Brewing, 89 Sheep, 301
Potions & Oils, 212 Shield Bash, 32
Prayer Shields, 51
Priests, 22 Single-weapon Method, 32
Priest Spells, 96 Size, 5, 298
Paladins, 18 Skeleton, 346
Rangers, 20 Skunk, 301
Priests, 22 Sleds, 47
Prime Requisite, 17 Sling Training
Provisions, 45 Halflings, 14
Public Domain Content, 366 Small Shields, 51
Publishing Your Own Works, 365 Snake, 301
Speak to Woodland Creatures
Quivers, 45 Druids, 23
Spears, 50
Rabbit, 301 Special Mount
Raccoon, 301 Paladins, 18
Races, 5, 11 Special Traits, 298
and Reincarnation, 177 Specialist Mages, 21
and Wishes, 204 Specter, 346
Rakshasa, 343
Ranged Weaponry Methods, 33 Speed, 5
Ranger Abilities, 19 Speed Classes, 74
Rangers, 19 Spell Book
Rat, 301 Wizards, 20
Giant, 302 Spell Casting, 56, 96
Raven, 299 Bards, 27
Reaction Modifier, 10 Spell Components, 100
Read Languages Spell Duration, 100
Bards, 27 Spell Failure Percentage, 10
Thieves, 26 Spell Focus
Read Lips, 39 Specialist Mages, 21
Read/Write Languages, 39 Spell Immunity, 10
Bards, 27 Spell Mastery
Regeneration, 9 Specialist Mages, 21
Remorhaz, 343 Spell Range, 100
Restricted Spell Casting
Spell Study
Druids, 23
Resurrection Chance, 9 Specialist Mages, 21
Retreat, 57 Spellcraft, 39
Reversible Spells, 100 Spells, 95
Riding, 39 Priest Spells, 96
Rings, 223 Research, 96
Roads and Trails, 72 Wizard Spells, 95
Rods, 229 Spheres of Influence, 100
Rogues, 24 Clerics, 23
Running, 71 Druids, 23
Priests, 22
Saddles, 47 Spider
Salamander, 344 Giant, 302

362
FOR GOLD & GLORYTM INDEX

Huge, 302 Use Rope, 40


Large, 302 Use Scrolls
Sprite, 347 Bards, 27
Spyglasses, 45 Thieves, 26
Squirrel, 301
Staff Slings, 50 Vampire, 351
Stag, 301 Vehicles, 71
Starting Money, 43 Vision, 77
Underwater, 76
Starting Spells
Wizards, 20 Wands, 236
Staves, 233 Warriors, 17
Stealth Wasp
Elves, 13
Halflings, 14 Giant, 302
Water Clocks, 45
Stone Cutting Water Serpent, 352
Dwarves, 12
Gnomes, 13 Water Travel, 72
Strength, 7 Weapon Immunity, 61
Stronghold Weapon/Shield Method, 32
Clerics, 23 Weaponry by Type, 31
Thieves, 26 Weaponry Groups, 31
Stun, 67 Weaponry Specialization, 32
Surprise, 5, 83 Weapons, 47
Effects of Dexterity, 8 Magical Weapons, 87, 286
Surprise Modifier, 8 Special Weapons, 287
Survival, 39 Weasel, 301
Swimming, 40, 76 Weather, 73
Diving, 76 Wight, 352
Sword Expertise Wild Shape
Elves, 13 Druids, 23
Swords Will o’ Wisp, 353
Bastard, 50 Wisdom, 10
System Shock, 9 Saving Throw Modifiers, 60
Wizard Spells, 95
Tarrasque, 347 Wizards, 20
Temporal Dimensional Space, 79 Wolf, 301
THACO, 5, 55, 297 Winter, 353
of 0-level Characters, 91 Wolfwere, 354
Thief Abilities Wolverine, 301
Racial Adjustments Wondrous Items
from Reincarnation, 177 Bags & Bottles, 259
Thieves, 25 Books & Tomes, 243
Thieves’ Cant Boots & Gloves, 254
Thieves, 26 Candles, Dusts, & Stones, 264
Thieves’ Picks, 45 Cloaks & Robes, 251
Thieving Skills Girdles & Helms, 257
Thieves, 25 Household Items & Tools, 268
Tiger, 301 Jewels & Jewelry, 246
Time, 71 Musical Instruments, 271
Timeless Body Odd Curios, 275
Druids, 23 Woodland Stride
Titan, 348 Druids, 23
Tracking, 40 Worg, 354
Rangers, 19 Wraith, 354
Trades, 40 Wrestling, 33
Treant, 348 Wyvern, 355
Treasure, 87
Triton, 349 Xorn, 355
Troll, 349
Two-headed, 350 Yak, 46, 301
Tunnel Lurk, 350 Yeti, 356
Turn Undead, 6, 61
Clerics, 23 Zombie, 356
Dominate Undead, 61 Juju, 356
Paladins, 18
Two-handed Method, 32
Two-Weapon Fighting, 56
Two-weapon Method, 32
Rangers, 19

Unarmed Combat Methods, 33


Unarmed Combat Specialization, 33
Unicorn, 351

363
Appendix D

LEGAL

For Gold & GloryTM By Justen Brown 5. Your rights under this CSL cannot be revoked, and are perpet-
ual, unless you breach the terms of the license, in which case your
With Contributions and Editing By: Moses Wildermuth, Chris rights terminate.
Knowles, and Dan Hyland 6. If you comply with the above, you may state that your work is
Additional Proofreading By: Warren E. Raper III and Adam “compatible with For Gold & GloryTM ” or other phrases suggest-
Delway ing compliance with FG&GTM .
Based on Original Rules By: David “Zeb” Cook, Steve Winter,
and Jon Pickens Open Game Content
Copyright c 2009–2014 Justen Brown. All rights reserved.
Reproduction without the written permission of the publisher is Open Game Content may only be used under and in terms of the
expressly forbidden except small excerpts for the use of journal- Open Game License Version 1.0a (OGL).
This entire work is designated as Open Game Content un-
istic review. For Gold & GloryTM and FG&GTM are trademarks of
der the OGL, with the exception of the trademarks “For Gold &
Justen Brown. All ideas expressed within are a work of fiction
intended for entertainment purposes only. Reader discretion is GloryTM ”, and “FG&GTM ”, and with the exception of all artwork
advised. not expressly labeled as public domain. These trademarks, and
the Trade Dress of this work (font, layout, style of artwork, etc.)
are reserved as Product Identity.
Publishing Your Own Works for For Gold &
GloryTM OPEN GAME LICENSE Version 1.0a
Publishers are free to use For Gold & GloryTM text for commer- The following text is the property of Wizards of the Coast, Inc.
cial or personal use provided they comply with the For Gold & and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
GloryTM Compatibility-Statement License. This includes adver- Rights Reserved.
tising your work using the For Gold & GloryTM trademark such as 1. Definitions: (a) “Contributors” means the copyright and/or
“compatible with For Gold & GloryTM ” or other phrases suggest- trademark owners who have contributed Open Game Content;
ing compliance with the FG&GTM ruleset. (b) “Derivative Material” means copyrighted material including
derivative works and translations (including into other computer
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For Gold & GloryTM Compatibility-Statement Li- sion, upgrade, improvement, compilation, abridgment or other
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adapted; (c) “Distribute” means to reproduce, license, rent, lease,
1. You must state on the first page where you mention FG&GTM sell, broadcast, publicly display, transmit or otherwise distribute;
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Brown. This work is not affiliated with Justen Brown.” cludes the methods, procedures, processes and routines to the
extent such content does not embody the Product Identity and
2. If you are using the license to commit legal fraud, you for- is an enhancement over the prior art and any additional con-
feit the right to continue using the license: specifically, if you are tent clearly identified as Open Game Content by the Contributor,
claiming compatibility with the rules of FG&GTM , the claim must and means any work covered by this License, including transla-
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laws of the State of Virginia. excludes Product Identity. (e) “Product Identity” means prod-
3. You must comply with the terms of the OGL if the terms apply. uct and product line names, logos and identifying marks includ-
This means the OGL must be included in all compatible works. ing trade dress; artifacts; creatures characters; stories, storylines,
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4. If your work reproduces or modifies text in this document symbols, designs, depictions, likenesses, formats, poses, con-
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cover must include “Based on For Gold & GloryTM ” either at the dio representations; names and descriptions of characters, spells,
top or bottom. This is meant to prevent house rules from being enchantments, personalities, teams, personas, likenesses and spe-
presented as original rules. You may not sell an effectively un- cial abilities; places, locations, environments, creatures, equip-
changed copy of the rules for money. ment, magical or supernatural abilities or effects, logos, symbols,

365
APPENDIX D. LEGAL FOR GOLD & GLORYTM

or graphic designs; and any other trademark or registered trade- any of the terms of this License with respect to some or all of the
mark clearly identified as Product identity by the owner of the Open Game Content due to statute, judicial order, or governmen-
Product Identity, and which specifically excludes the Open Game tal regulation then You may not Use any Open Game Material so
Content; (f) “Trademark” means the logos, names, mark, sign, affected.
motto, designs that are used by a Contributor to identify itself or 13. Termination: This License will terminate automatically if You
its products or the associated products contributed to the Open fail to comply with all terms herein and fail to cure such breach
Game License by the Contributor (g) “Use”, “Used” or “Using” within 30 days of becoming aware of the breach. All sublicenses
means to use, Distribute, copy, edit, format, modify, translate and shall survive the termination of this License.
otherwise create Derivative Material of Open Game Content. (h)
“You” or “Your” means the licensee in terms of this agreement. 14. Reformation: If any provision of this License is held to be un-
enforceable, such provision shall be reformed only to the extent
2. The License: This License applies to any Open Game Con- necessary to make it enforceable.
tent that contains a notice indicating that the Open Game Con-
tent may only be Used under and in terms of this License. You 15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the
must affix such a notice to any Open Game Content that you Use.
Coast, Inc.
No terms may be added to or subtracted from this License except System Reference Document Copyright 2000-2003, Wizards
as described by the License itself. No other terms or conditions of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
may be applied to any Open Game Content distributed using this Williams, Rich Baker, Andy Collins, David Noonan, Rich Red-
License.
man, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wy-
3. Offer and Acceptance: By Using the Open Game Content You att, based on original material by E. Gary Gygax and Dave Arne-
indicate Your acceptance of the terms of this License. son.
For Gold & GloryTM , Copyright 2014; Justen Brown.
4. Grant and Consideration: In consideration for agreeing to use
this License, the Contributors grant You a perpetual, worldwide, END OF LICENSE
royalty-free, non-exclusive license with the exact terms of this Li-
cense to Use, the Open Game Content. Creative Commons Attribution-ShareAlike 4.0 In-
5. Representation of Authority to Contribute: If You are con- ternational
tributing original material as Open Game Content, You represent
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have sufficient rights to grant the rights conveyed by this License.
The For Gold & GloryTM logo is made available under the
6. Notice of License Copyright: You must update the COPY-
terms of the Creative Commons Attribution-ShareAlike 4.0 In-
RIGHT NOTICE portion of this License to include the exact text ternational license, https://creativecommons.org/licenses/by-
of the COPYRIGHT NOTICE of any Open Game Content You sa/4.0/, by Chris Knowles and Dan Hyland.
are copying, modifying or distributing, and You must add the ti- To obtain the LATEX sources used to create this book, contact
tle, the copyright date, and the copyright holder’s name to the djhyland@gmail.com.
COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
Creative Commons Attribution 3.0 Unported
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not
to indicate compatibility or co-adaptability with any Trademark The OSR Compatible logo is a derivative of the OSR
or Registered Trademark in conjunction with a work contain- logo by Stuart Robertson, made available under the terms
ing Open Game Content except as expressly licensed in another, of the Creative Commons Attribution 3.0 Unported License,
independent Agreement with the owner of such Trademark or http://creativecommons.org/licenses/by/3.0/. The OSR Com-
Registered Trademark. The use of any Product Identity in Open patible logo is made available under the terms of the Creative
Game Content does not constitute a challenge to the ownership Commons Attribution 3.0 Unported License by Wayne Rossi
of that Product Identity. The owner of any Product Identity used (http://osrcompatible.org).
in Open Game Content shall retain all rights, title and interest in
and to that Product Identity. Public Domain
8. Identification: If you distribute Open Game Content You must
clearly indicate which portions of the work that you are distribut- Cover: Detail of Tristan and Isolde with the Potion by John William
ing are Open Game Content. Waterhouse, 1916.
Page v: Detail of La Belle Dame Sans Merci by Walter Crane,
9. Updating the License: Wizards or its designated Agents may 1865.
publish updated versions of this License. You may use any autho- Page ix: Detail of Hercules Vanquishing the Hydra of Lerma by
rized version of this License to copy, modify and distribute any Guido Reni, 1620.
Open Game Content originally distributed under any version of Page 6: Bogatyrs by Viktor Vasnetsov, 1898.
this License. Page 9: Detail of La Pia de Tolomei by Dante Gabriel Rossetti,
1868–1880.
10. Copy of this License: You MUST include a copy of this License Page 12: Detail of The Forging of the Sampo by Akseli Gallen-
with every copy of the Open Game Content You Distribute. Kallela, 1893.
Page 12: Detail of Merlin and the Fairy Queen by John Duncan,
11. Use of Contributor Credits: You may not market or adver- circa 1897.
tise the Open Game Content using the name of any Contributor Page 13: Detail of Gnom, Eisenbahn betrachtend by Carl
unless You have written permission from the Contributor to do Spitzweg, 1848.
so. Page 14: Detail of A Nymph in the Forest by Charles-Amable
12. Inability to Comply: If it is impossible for You to comply with Lenoir, date unknown.

366
FOR GOLD & GLORYTM APPENDIX D. LEGAL

Page 14: Detail of The Farmer’s Daughter by John Everett Mil- Page 189: Detail of Hercules on the Pyre by Guido Reni, 1617.
lais, 1863. Page 197: Detail of The Crystal Ball by John William Water-
Page 15: Detail of Portrait of an African Man by Jan Mostaert, house, 1902.
1530. Page 200: Detail of In India. Himalayas Snow by Vasily
Page 17: Valkyrien by Peter Nicolai Arbo, 1869. Vereshchagin, 1874–1876.
Page 18: Detail of The Moorish Warrior by William Merritt Page 205: Detail of The Flying Carpet by Viktor Vasnetsov,
Chase, 1876. 1880.
Page 21: Detail of Morgan le Fay by Frederick Sandys, 1864. Page 207: Die Toteninsel by Arnold Böcklin, 1883.
Page 22: Detail of Priestess of Delphi by John Collier, 1891. Page 209: Detail of Magic Circle by John William Waterhouse,
Page 24: Detail of Der beim Diebstahl ertappte Hausdiener by 1886.
Constant Wauters, 1845. Page 212: Detail of The Love Potion by Evelyn de Morgan, 1903.
Page 28: Detail of Britomart by Walter Crane, 1900. Page 214: Detail of Medea by Evelyn de Morgan, 1889.
Page 30: At the First Touch of Winter, Summer Fades Away by Page 221: Detail of Vanitas Still Life by Edwaert Colyer, 1693.
Valentine Cameron Prinsep, 1897. Page 236: Detail of Victory O Lord! by John Everett Millais,
Page 33: Detail of The Wrestlers by William Etty, 1835–1845. 1871.
Page 35: Detail of God Speed! by Edmund Leighton, 1900. Page 254: Detail of On the Fourth DayComes the Astrologer from
Page 38: Detail of The Missal by John William Waterhouse, His Crumbling Old Tower by N. C. Wyeth, 1916.
1902. Page 259: Detail of Still Life with an Aquamanile, Fruit, and a
Page 43: Detail of The Bard by John Martin, 1817.
Nautilus Cup by Willem Kalf, 1660.
Page 45: Detail of Galileo Galilei che mostra l’utilizzo del cannoc-
Page 284: Detail of Joan of Arc by John Everett Millais, 1865.
chiale al Doge di Venezia by Giuseppe Bertini, 1858.
Page 294: Detail of Three Swordhilts by John Everett Millais,
Page 48: Still Life with Swords by Ross Sterling Turner, 1880. 1838–1839.
Page 53: Detail of A Peddler Selling Ribbons from a Donkey by Page 296: Detail of Ahimelech Giving the Sword of Goliath to
John Young Hunter, 1903. David by Aert de Gelder, circa 1680.
Page 54: In Time of Peril by Edmund Leighton, 1897.
Page 297: Detail of Vodnı̀k v zimě by Jaroslav Špillar, 1899.
Page 60: Detail of Beguiling of Merlin by Edward Burne-
Jones, 1874. Page 301: Detail of Leopard by Jean-Baptiste Oudry, 1741.
Page ??: Vityaz at the Crossroads by Viktor Vasnetsov, 1882. Page 304: Detail of Centauress by John La Farge, circa 1887.
Page 71: Detail of Varusschlacht by Otto Albert Koch, 1909. Page 310: Dragen by Theodor Severin Kittelsen, 1904.
Page 72: Detail of Last Resort by Raden Saleh, 1842. Page 312: Detail of Perseus and Andromeda by Frederic
Page 76: Detail of The Siren by John William Waterhouse, circa Leighton, 1891.
1900. Page 317: Detail of Ophelia by Arthur Hughes, 1852.
Page 80: Detail of Sadak in Search of the Waters of Oblivion by Page 319: Detail of The Fisherman and the Genie by Edmund
John Martin, 1812. Dulac, 1907.
Page 87: Detail of The Accolade by Edmund Leighton, 1901. Page 319: Detail of The Princess Burns the Elfrite to Death by
Page 89: Detail of The Alchemist Discovering Phosphorus by Edmund Dulac, 1914.
Joseph Wright of Derby, 1771. Page 322: Detail of Norandino and Lucina Discovered by the Ogre
Page 111: Detail of Apollo Slaying Python by Eugene Delacroix, by Giovanni Lanfranco, circa 1624.
1851. Page 324: Detail of Snowdrop and the Seven Little Men by John
Page 118: Detail of Circe Invidiosa by John William Water-
Dickson Batten, 1897.
house, 1892. Page 327: Detail of The Birds of Joy and Sorrow by Viktor Vas-
Page 120: Detail of Magic Scene by Andrea Locatelli, circa netsov, 1896.
1741. Page 330: Detail of Rusalki by Witold Pruszkowski, 1877.
Page 125: Detail of The Dream of Ossian by Jean Auguste Do-
minique Ingres, 1813. Page 341: Detail of The Nightmare by John Henry Fuseli, 1781.
Page 126: Detail of The Last Day of Pompeii by Karl Brullov, Page 337: Detail of Näcken by Ernst Josephson, 1882.
1833. Page 345: Detail of Pan and the Nymph by George Percy
Page 132: Detail of Who Knoweth the Spirit of Man by Byam Jacomb-Hood, 1896.
Shaw, 1901. Page 345: Detail of Dark Thoughts by Arthur Hughes, 1899.
Page 133: Detail of Lesbia and Her Sparrow by Edward Poynter, Page 346: Detail of Il trionfo della morte, unknown artist, circa
1907. 1446.
Page 139: Detail of Der Fischer und die Sirene by Frederic Page 347: Take the Fair Face of Woman, and Gently Suspending,
Leighton, 1856–1858. With Butterflies, Flowers, and Jewels Attending, Thus Your Fairy is
Page 145: Detail of Sir Galahad by Joseph Noel Paton, 1888. Made of Most Beautiful Things by Sophie Gengembre Anderson,
Page 158: Detail of The Fairy Court by Robert Huskisson, 1854. 1847.
Page 164: Detail of Pack Clouds Away and Welcome Day by Ed- Page 350: Detail of Grendel by J. R. Skelton, 1908.
ward Robert Hughes, 1890. Page 353: Detail of Will o’ the Wisp by Arthur Hughes, date
Page 166: Detail of Dream Idyll (A Valkyrie) by Edward Robert unknown.
Hughes, 1902. Page 357: Detail of The Fallen Angels Entering Pandemonium,
Page 169: Detail of Beata Beatrix by Dante Gabriel Rossetti, from ‘Paradise Lost’, Book 1, formerly attributed to John Martin,
1863. circa 1841.
Page 172: Detail of Shadrach, Meshach, and Abednego by Simeon Page 365: Detail of Heptu Bids Farewell to the City of Obb by
Solomon, 1863. John Duncan, 1909.
Page 184: Detail of The Will o’ the Wisp and the Snake by Her- Page 370: Detail of The Lady of Shallot by John William Water-
mann Hendrich, 1823. house, 1888.

367
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THACO’S HAMMER™ Splatbook 117
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For Gold & GloryOld School Roleplaying

Character Record Sheet
Character: Class: Level: Alignment:
Race: Sex: Age: Height: Weight:
Hair: Eyes: Skin: Appearance:
Religion: Homeland: Family:

ABILITIES SAVES MOVEMENT


Melee Damage Non Max Force Bend/ Base Rate
STR Attack Mod Mod Encumb. Weight Doors Lift
Paralyzation/
Poison/Death
Light ( )
Surprise Missile AC
DEX Mod Attack Mod Mod Rod/Staff/ Moderate ( )
Wand
HP System Resurrection Poison Regen- Heavy ( )
CON Mod Shock Chance Resist eration
Petrification/
Polymorph
Severe ( )
Languages Max Spell Max Learn Illusion
INT Known Level Number Spell Immunity Run × 2
Breath
Mental Bonus Spell Spell Weapon Run × 3
WIS Defense Mod Spells Failure Immunity
Run × 4
Maximum Loyalty Reaction
CHA Henchmen Mod Mod
Spells
Run × 5

ARMOR CLASS HIT POINTS THACO EXPERIENCE


AC Surprised HP WOUNDS THACO MODIFIERS CURRENT

Shieldless
NEXT LEVEL
Rear

WEAPONS
Damage
Weapon Attack Rate Attack Mod.Dmg. Mod. Small/Man Large Range Weight Size Type Speed

COMBAT SKILLS NON-COMBAT SKILLS/LANGUAGES


Skill Ranks Check Skill Ranks Check
THIEF SKILLS GEAR
Pick Pockets Item Weight Item Weight

Open Locks
Find/Remove Traps
Move Stealthily
Hide in Shadows
Detect Noise
Climb Walls
Read Languages
Backstab

TURNING UNDEAD
Under 1 HD
1 HD
2HD
3 HD
4 HD
5 HD Total Weight Carried
6 HD
7 HD SPELLS
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
8 HD Spells
9 HD per Level

10 HD Spheres/Schools Available:
11+ HD
Special

SPECIAL ABILITIES

TREASURE NOTES
For Gold & Glory Old School Roleplaying

Within these pages lie the keys to open worlds of wonder and
adventure! Whether you are exploring dank dungeons, forging mighty
kingdoms, or questing to save the world, For Gold & Glory™ contains
all that you need to run a complete game. Inside these covers, you will
find rules to:

• Create heroic characters and guide them as they advance in power.


• Equip characters with everything needed to survive the perils of
adventure.
• Guide characters through encounters, whether through wits and skill
or strength of arms.
• Reward characters with glittering wealth and wondrous treasures.
• Challenge all characters, whether novices or veterans, with over 140
creatures both fair and foul.

For players and game masters alike, For Gold & Glory™ is compatible
with the second edition of the “advanced” version of the world’s most
popular role-playing game.

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