Unearthed Arcana
- 0 Level Spells
- Backgrounds and Specialties
- Cleric Options
- Druids
- Half Humans
- Illusionists
- Magic-User Options
- Monks
- New Spells
- Rangers & Paladins
- Sentient Weapons
- Thief Options
0 Level Spells
INTRODUCTION
This supplement to the Basic Fantasy Role-Playing Game rule system provides additional, very low level spells for Clerics, Magic-Users, and other spell casters. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy.
Have you ever thought that your magic-user should be able to sweep a floor without resorting to a fifth-level spell? Or that your cleric should always be able to pray for something, even at first level? This supplement gives you your chance!
Introduction
0 level spells are called cantrips when used by Magic-Users and related classes, and orisons when used by Clerics and related classes. A spell caster may cast a number of 0 level spells per day equal to his or her level plus ability bonus (Intelligence bonus for Magic-Users and related classes; Wisdom for Clerics and related classes). Since these spells take such a short amount of time to cast (due to their abbreviated verbal and somatic components), a character may cast one and take another action in the round at the same time. 0 level spells do not have to be prepared in advance, unlike more powerful magics.
At the GM's option, a non-spellcaster character might be allowed to use cantrips, typically one plus his or her Intelligence modifier per day. Alternately, the number might be zero plus Intelligence modifier, making such characters more rare. Likewise, orisons may be allowed to non-Clerics who are very devout, with similar restrictions (using the Wisdom bonus rather than Intelligence). Such characters must take a whole round to cast one of these spells.
This supplement includes information relevant to supplement (additional) classes found on the Basic Fantasy RPG website; specifically, Druids, Illusionists, Necromancers, and Spellcrafters. Note that these supplements are available only with your GM's agreement, even if he or she has chosen to include this supplement.
Learning 0 Level Spells
A spellcaster learns a number of 0 level spells equal to 1d4 plus his or her relevant ability bonus while in training, and can learn additional cantrips any time a trainer is available. Non-spellcasters may only learn 0 level spells from a trainer.
Using 0 Level Spells
Cantrips typically have a range of 10 feet and a duration of instantaneous. As with standard spells, some 0 level spells may be reversible, signified by an asterisk following the name.
NEW SPELLS
Clerical Orisons
Call to Worship: This orison mentally notifies patrons of the cleric's church (within one mile per level) that services are beginning. The orison does not provide an actual compulsion to come.
Cure Minor Wounds: Heals one hit point.
Guidance: The cleric grants +1 to any subject’s next attack roll. Reversed, this becomes Misguide, which gives the subject -1 to his next attack roll.
Meal Blessing: The cleric says this short prayer before a meal to give the diners a blessing. Anyone who eats the meal within twenty minutes heals 1 hit point. The meal must be normally prepared and obtained in a way that the deity permits.
Mend: Mends breaks, dents, and holes in small objects.
Predict Weather: The cleric may predict the weather up to 24 hours in advance.
Virtue: A subject gains one temporary hit point.
Ward: Grants +1 to the subject’s next saving throw. Reversed, this becomes Curse, which gives the opposite effect.
Water to Wine: The cleric may turn one flask or mug of water to wine.
Druidic Orisons
Druids use the same list of orisons as do Clerics.
Magic-User Cantrips
Animate Tool: A single, small tool (such as a quill pen, spoon, sewing needle, or small hammer) is animated by this cantrip. It will perform a single, repetitive task (such as writing dictated words, stirring a pot of soup, sewing the hem of a dress, or nailing boards into a house) for as long as a turn. The magic user must be able to perform the repeated action by hand himself. Weapons may not be animated by this cantrip, and objects animated may not be used as weapons.
Clean: A mage making use of this cantrip may clean, shine, dust, or polish a small object or surface of up to 1 square foot. Reversed, this becomes Dirty, which can make the same area dirty, tarnished, scuffed, or dusty
Flare: A flash of light, a very small ball of fire, or a puff of colored smoke can be created by this cantrip. They will not typically last longer than a second.
Flavor: This cantrip may either make one dish taste any way the caster wants it to (which is an illusion), or add salt, spice, sweetener, or another flavoring agent (which is real). Reversed, it becomes Putrefy, which makes the food or drink either go bad (which is real) or taste as if it had been prepared wrongly (which is an illusion).
Inscribe: This cantrip engraves up to 1 square foot of writing or drawing on almost any nonliving surface.
Irritate: This cantrip forces another person to involuntarily blink, nod, itch, giggle, or some other small body motion.
Knot: This spell may tightly knot or tangle a rope, string, or similar object in any knot the caster would be able to tie himself. Reversed, the Unknot spell may undo any knot the caster could unknot himself.
Mage Hand: A spectral hand is conjured, which may either move one pound of materials at a speed of 10 feet per round for ten rounds (at a maximum range of 40 feet), or give an object a powerful push about equal to the caster's strength at a range of 10 feet.
Open/Close: A normal, unlocked door, window, or other portal may be opened by this cantrip.
Summon Vermin: This cantrip summons one small, totally ordinary insect (such as a beetle, fly, or spider), a small rodent (such as a field mouse), or a cloud of gnats into a certain area. If targeted intelligently, the spell may be able to disrupt spellcasting, but will never deal any actual damage (including poison) to the target. Reversed, this cantrip becomes Exterminate, which may kill any one creature of similar size as the ones described in the spell.
Transfigure: This cantrip may change a small object (up to 27 cubic inches) into another shape, size, color, or texture. Radical changes (such as creating small living things) are not apt to last more than one turn, but minor changes (such as coloring a head of hair bright pink) may stay as long as a month. "Related" changes, such as creating a baby hedgehog from a pincushion) may last longer than non-related ones (such as changing a book into a lizard).
Illusionist Cantrips
Illusionists use the same list of cantrips as do Magic-Users.
Necromancer Cantrips
Necromancers use the same list of cantrips as do Magic-Users. They also get three additional cantrips for their own use.
Bolster: Undead within 10 feet of caster are harder to turn or command, being one point harder to affect (on Turning Table). The effect lasts one hour or until a Turning (or Command) attempt is made. Reversed, the cantrip makes undead one point easier for the same period.
Embalm: Specially prepares one corpse for burial (or further use). When cast upon recently dead in preparation for re-animation type spells, the newly risen Zombie will have +1 on hit point rolls for each hit die (up to maximum hit points for each hit die).
Negate Stench: Removes stench from one creature (or corpse), including ghouls or ghasts (save vs. Spells to resist effect). Lasts 1 round per level. Reversed, the relevant stench is made more potent, giving all victims of the stench a penalty of -2 on any relevant saving throw.**
Spellcrafter Cantrips
Spellcrafters use the same list of cantrips as Magic-Users.
Backgrounds and Specialties
INTRODUCTION
These rules provide options for fleshing out PCs (& NPCs) beyond their ability scores, race and class abilities. The options here provide some minor benefits in terms of game mechanics, but the main intention is to provide some structure to help players customize their characters.
Each PC (and at the DM's option, each major NPC) can select one background and one specialty from the following lists. Of course the lists can (and should) be expanded or modified to accommodate the needs of the DM's campaign or inventive player ideas.
BACKGROUNDS
Backgrounds provide a means for establishing the past experiences of a character, prior to their joining one of the character classes in the game. Each background is deliberately broad in definition and players are encouraged to fill in the details to add more depth to the character.
In situations where a character makes an ability roll (see page 141 of the BFRPG rules), the GM should assign a bonus of +5 to the roll where it is deemed that the character's background (past experiences) would give them an advantage at the task. In situations where the character's background is only partly relevant, a lesser bonus (e.g. +2) can be used, at the GM's discretion.
Sample backgrounds:
Aristocrat
These characters are from the upper class of their societies. Generally wealthy and well-educated (almost all are literate), aristocrats are well versed in etiquette, dancing, diplomacy and other skills useful in courtly circles
Barbarian
Barbarians are from a culture that is more primitive than the assumed medieval technology level of a typical BFRPG game. Barbarians are self-sufficient, imposing and impressive to those from other cultures. They are proficient at hunting, tracking and outdoor survival.
Farmer
Experience at herding and/or cropping, handling domesticated animals, manual labor, etc. Farmers tend to be very practical and good at solving problems with improvised tools and materials.
Outdoorsman
Experience in tracking, hunting, trapping and survival in the outdoors. Outdoorsmen are good at predicting the weather, assessing natural hazards and blazing the most efficient path through uncharted territory.
Scholar
Whether as an historian, herald, linguist or theologian, this character has highly specialized knowledge in a particular field and a broad knowledge of related fields. All scholars are literate and are generally inept at most physical and practical tasks, although they excel at research, writing and recalling obscure facts.
Seafarer
Whether as a simple sailor, a merchant navigator or a pirate, the character is an experienced seafarer. Depending upon their past role aboard their ship, the character is skilled at manning the sails/rigging, navigating, naval combat or the logistics of sea voyages.
Soldier
Soldiers are those who have received formal military training in some kind of martial organization. This could be an organized militia, a mercenary company or the army of an important ruler. Soldiers are skilled in military tactics, the repair and maintenance of weaponry and the logistics of organizing and moving large numbers of troops.
Tradesman
The character has some kind of experience as a craftsman, tradesman or other similarly specialized role, including various kinds of artists, performers and merchants. Blacksmiths, bowyers, cobblers, leatherworkers and tailors all have specialized skills that they can use to eke out a living between adventures. A tradesman may or may not be literate depending upon the nature of their trade or craft.
SPECIALTIES
Each character class may choose to specialize in certain aspects of their chosen profession. Specialties provide benefits that accrue as the character gains levels. It may be possible for a character to change their specialty, if both the player and GM agree such a change is warranted based on events that have occurred in the game.
Characters may only take one specialty, and it must be from the list associated with their character class (or in the case of a character with multiple character classes, one of their classes). Each specialty lists 3 'levels' of benefit. Characters gain the first level of a specialty at 3rd level, the 2nd listed benefit is gained at 6th level and the third at 9th level.
Sample character specialties are listed below for each character class:
Cleric Specialties
Crusader
These clerics have received more militant training than the typical cleric in order to focus on combating their enemies.
Game effects:
-
The cleric may use a single type of normally prohibited weapon (e.g. sword, axe, bow etc.)
-
Cast a free Striking spell once each day.
-
Cast a free Dispel Evil once each day.
Dwarven Cleric
These clerics serve numerous roles in Dwarven society and are tasked with furthering the interests of dwarves wherever they may be found. In battle, Dwarven clerics focus on spells that aid their comrades.
Game Effects:
-
Use any kind of axe in addition to the weapons normally allowed to clerics
-
Cast a free Bless or Resist Fire spell once each day in addition to their normally prepared spells.
-
Cast a free Neutralize Poison or Protection from Evil 10' Radius spell once each day in addition to their normally prepared spells.
Elven Cleric
Elven Clerics are tasked with the wise guidance and long-term prosperity of elven communities.
Game Effects:
-
May use a long or short bow in addition to the weapons normally allowed to Clerics.
-
Cast a free Speak with Animals or Charm Animal spell once each day in addition to their normally prepared spells.
-
Cast a free Speak with Plants or Commune spell once each day in addition to their normally prepared spells.
Halfling Clerics
These Clerics are highly respected in halfling communities, being responsible for the health and education of their flock.
Game Effects:
-
Cast a free Purify Food and Water or Remove Fear spell once each day in addition to their normally prepared spells.
-
Cast Cure Blindness or Cure Deafness spell once each day in addition to their normally prepared spells.
-
Cast Create Water or Create Food spell once each day in addition to their normally prepared spells.
Healer
These clerics specialize in curing the sick and assisting the wounded.
Game effects:
-
The cleric may re-roll all 1s and 2s for all cure spells.
-
Cast a free Cure Light Wounds once each day.
-
Cast a free Cure Serious Wounds once each day.
Heavily Armored
As the Fighter specialty of the same name, below.
Prophet
Oracles are specialists in divining truths and seeking out the unknown through the power of their faith.
Game effects:
-
Cast a free Detect Evil or Detect Magic once each day.
-
Cast a free Locate Object or Speak with Dead spell once each day.
-
Cast a free Commune or True Seeing spell once each day.
Redeemer
Redeemers are clerics who seek out and destroy the undead and other inherently evil creatures.
Game effects:
-
Cast a free Detect Evil or Protection from Evil spell once each day.
-
The cleric rolls an additional 1d6 when determining the number of hit dice worth of undead affected by a successful turn undead attempt.
-
Cast a free Dispel Evil spell once each day.
Shaman
Many cultures have clerics who work closely with spirits and/or totem animals rather than directly with a deity.
Game effects:
-
Normal animals will not attack the character, provided they remain quiet, calm and do not make any sudden movements.
-
Cast a free Charm Animal or Speak With Animals spell once per day
-
Cast a free Speak With Dead or Commune spell once per day.
Fighter Specialties
Archer
Archers are specialists with some kind of missile weapon (usually a bow, but crossbows and even sling specialties are possible).
Game effects:
-
+1 to hit bonus; automatically surprise opponents if weapon is loaded/ready in anticipation of an encounter.
-
Extra attack per round for a bow or sling; crossbows have their reload time reduced by one round.
-
+2 to hit bonus.
Brawler
These characters are pugilists, martial artists or simply enjoy a good tavern brawl.
Game effects:
-
The character can make two attacks when brawling or wrestling.
-
Brawling damage is improved to 1d4 (punch) or 1d6 (kick).
-
Characters can harm opponents clad in metal armor (and monsters with relatively thin hides) with brawling and wrestling attacks.
Dual Wielding
This character specializes in using a weapon in each hand. Usually, the weapon in the character's off-hand is lighter and smaller than that in the primary hand.
Game effects:
-
Two weapon fighting penalties reduced to 0 (primary)/ -5 (secondary).
-
Two weapon fighting penalties reduced to 0 (primary)/ -3 (secondary).
-
Two weapon fighting penalties reduced to 0 (primary)/ 0 (secondary).
Dwarven Warrior
Dwarven warriors specialize in weapons and tactics that maximise their effectiveness against their traditional foes.
Game Effects:
-
+1 attack and damage bonus when in melee with goblins, hobgoblins, bugbears or orcs.
-
+4 AC bonus when attacked by any giant-type creature (includes ogres and trolls).
-
Extra attack per round when in melee combat.
Elven Warrior
These elves spend decades perfecting the art of battle with bow and blade
Game Effects:
-
+1 attack and damage bonus with either long and short sword OR long and short bow
-
+1 attack and damage bonus with either long and short sword OR long and short bow (whichever was not taken previously)
-
Extra attack per round when using either long/short sword OR long/short bow
Halfling Warrior
While they may not be the most robust combatants, Halfling warriors know how to hold their own in a fight.
Game Effects:
-
+1 to hit with all ranged attacks in addition to their racial +1 bonus with missiles (+2 total).
-
+2 AC bonus when attacked by any giant-type creature (includes ogres and trolls), in addition to their racial +2 bonus (+4 total).
-
Extra attack per round with any ranged weapon. (For crossbows, this reduces the reloading time by one round).
Heavily Armored
At the opposite end of the spectrum from the lightly armored warrior is the tank, who specializes in using armor to deflect blows and reduce damage. To such characters, there is no such thing as too much armor.
Game effects:
-
Shields provide an additional +1 AC bonus.
-
Armor provides an additional +1 AC bonus.
-
Damage from weapons that hit the character is reduced by 1.
Holy Warrior
These warriors are the elite champions of a deity or are closely associated with some kind of clerical order. They must take oaths to abide by strict codes of conduct in order to maintain the benefits of this specialty.
Game effects:
-
Cast Detect Evil at will
-
Cast Striking once per day.
-
Automatically inflict double damage on a successful attack on undead and strongly evil (GM's discretion) creatures.
Horseman
A mounted warrior, who specializes in battle in the saddle. Knights, cavalry and nomadic tribesmen are all examples of expert horsemen.
Game effects:
-
+1 to hit and damage bonus while mounted
-
No AC penalty while charging from the back of a mount
-
+2 to hit and damage bonus while mounted
Lightly Armored
Certain styles of fighting emphasis speed and mobility over being weighed down with cumbersome armor and shield.
Game effects:
-
+2 AC bonus provided non-metal armor (or no armor) is worn.
-
+3 AC bonus provided non-metal armor (or no armor) is worn.
-
+4 AC bonus provided non-metal armor (or no armor) is worn.
Weapon Master
This category of specialist represents characters who are specialists with a particular type of melee or thrown weapon, such as a sword, spear or dagger.
Game effects (when using chosen weapon):
-
+1 to hit and damage bonus.
-
Extra attack per round.
-
+2 to hit and damage bonus.
Magic-user Specialties
Artificer
Theses magic-users focus on imbuing magic into all manner of liquids, scrolls and items.
Game effects:
-
Base chance of creating magic items is 30% (instead of the usual 15%)
-
Cost of creating magical items reduced by 50%
-
Time required to create magical items reduced by 50%
Elven Mage
Most Elven Magic-Users are mages (see the mage specialty, below)
Mage
These magic-users are generalists, interested in all types of spells.
Game effects:
-
Once per day, the magic-user may cast any 1st-level spell in their spellbook in addition to their normally prepared spells, without having to prepare it in advance.
-
Once per day, the magic-user may cast any 2nd(or lower)-level spell in their spellbook in addition to their normally prepared spells, without having to prepare it in advance.
-
Once per day, the magic-user may cast any 3rd (or lower)-level spell in their spellbook in addition to their normally prepared spells, without having to prepare it in advance.
War Wizard
These magic-users supplement their magic use with basic martial training.
Game effects:
-
The magic-user may avoid the -5 attack penalty with one type of weapon that is usually not allowed to them.
-
The magic-user may cast spells in leather armor (but may not use a shield).
-
The magic-user may cast spells in chain mail armor (but may not use a shield).
Witch/Warlock
Magic-users of this specialty use the power of unspeakably evil entities to brew potions and enhance the power of their charms and curses.
Game effects:
-
Can brew potions (rather than having to wait until 7th level to do so); Opponents save with a -4 penalty against Charm Person spells; cast Charm Person once each day, without having to prepare it in advance.
-
Cost of potions reduced by 50%; Opponents save at -4 against Charm Monster; cast Charm Monster once each day without having to prepare it in advance.
-
Time required to brew potions reduced by 50%; Opponents save at -4 against Bestow Curse (reverse of Remove Curse); cast Bestow Curse once each day without having to prepare it in advance.
Thief Specialties
'Box Man'
These thieves are specialists at opening locks and disabling all manner of traps set to deter theft.
Game effects:
-
+5% to Open Locks / Remove Traps; Once per day, the thief may re-roll one Open Locks or Remove Traps attempt at half their normal chance.
-
+10% to Open Locks / Remove Traps; Once per day, the thief may re-roll one Open Locks or Remove Traps attempt at their normal chance.
-
+15 % to Open Locks / Remove Traps; After failing to use the Open Locks skill on a particular lock, the thief may make another attempt every 24 hours.
'Deadeye'
These thieves specialize in using ranged weapons to eliminate their targets.
Game effects:
-
May use missile weapons (at short range) to make sneak attacks.
-
Sneak Attack multiplier increased to x3.
-
May use missile weapons (at short or medium range) to make sneak attacks.
Dual Wielding
As the Fighter specialty of the same name, above.
Dwarven Thief
Most Dwarven Thieves are "Box Men" (see the “Box Man” specialty, above)
Elven Thief
Most Elven Thieves are "Scouts" (see the "Scout" specialty, below)
Halfling Thief
Most Dwarven Thieves are "Scouts" (see the "Scout" specialty, below)
Lightly Armored
As the Fighter specialty of the same name, above.
Scout
Scouts are thieves who specialize in sneaking around unnoticed.
Game effects:
-
+5% to Move Silently / Hide; chance to surprise opponents increased by 1-in-6.
-
+10% to Move Silently / Hide; chance to surprise opponents increased by 2-in-6.
-
+15% to Move Silently / Hide; chance to surprise opponents increased by 3-in-6.
Spy
Spies are thieves who specialize in eavesdropping and gathering information surreptitiously.
Game effects:
-
+5% to Pick Pockets / Listen; A 'Listen' roll can be used to understand the general nature of documents written in unfamiliar languages.
-
+10% to Pick Pockets / Listen; A 'Listen' roll can be used to understand the general nature of conversations in unfamiliar languages.
-
+15% to Pick Pockets / Listen; chance to surprise opponents increased by 3-in-6. A 'Listen' roll can be used to speak simple phrases in any language with which the thief has passing familiarity.
Thug
These thieves specialize in the use of violence against their victims.
Game effects:
-
Ignore the usual (-4) penalty for using weapons to subdue; The thief can wear Chain Mail armor, although this halves their chance of using all Thief Abilities (except Open Locks and Remove Traps).
-
Sneak Attack damage: x3; When struck by subduing attack, the thief may ignore 1 point of damage (a successful attack always deals at least 1 point of damage).
-
Sneak Attack damage: x4; When struck by subduing attack, the thief may ignore 2 points of damage (a successful attack always deals at least 1 point of damage).
Creating New Specialties
The GM is encouraged to modify the specialties above to suit the world or setting in which their game takes place. When creating new specialties, the GM should try and keep the 'power' of the benefits similar to those granted to each of the classes for the existing benefits above. "Bonus" spells should only be of a level that the character would otherwise be able to cast, while bonus 'to hit' should be restricted to specific circumstances.
Option - Multiple Specialties
The GM may decide to allow characters to pursue multiple specialties. This allows for greater variety, but requires more record-keeping on the character sheet. When using this option, characters still wait until reaching 3rd level to select their specialty, but upon reaching 6th level they may select the first "rank" in a new specialty rather than adopting the second "rank" in their first specialty. Hence, it is possible for a 9th level character to have one "rank" in each of three specialties. Of course, the GM is free to make rulings on the appropriateness of different specialty combinations on a case-by-case basis.
Cleric Options
INTRODUCTION
This supplement provides additional options for Cleric-class characters for use with the Basic Fantasy RPG rules, available as a free download at the website.
Where noted some options can also apply to druids.
Turning the Undead
With this option the GM may allow clerics to add their wisdom or charisma modifier to all Turn Undead rolls.
If the GM uses the optional druid class, druids get to do the same for their **Turn or Befriend Animals ** roll.
As a further option the same modifier could be applied to the number of HD affected.
Not all clerics serve good deities or deities with a neutral outlook towards moral issues, some clerics (usually GM handled NPCs) will serve evil deities.
Evil or chaotic clerics may - at the GM's discretion-get a variant of Turn Undead called Command Undead.
Command Undead works exactly as Turn Undead except that undead affected by a T result are either turned or controlled by the cleric for 2d4 turns and Undead affected by a D result are either turned or controlled for 24 hours.
An evil cleric can control a number of HD of undead creatures up to no more than twice his level.
Spell Bonus for wisdom
This variant allows cleric characters to prepare more spells than usual of certain levels due to high wisdom. Characters may not prepare spells above the level they can cast, so even though a character with an 18 wisdom gets a second level spell as a bonus spell, he can't prepare second level spells until he reaches 4th level.
If the GM uses the optional druid class, druids should get bonus spells for wisdom too.
If the GM uses the optional 0-Level Spells supplement, then the orison column can also be used. Use the following table.
| Wisdom | Bonus Spells | Bonus Orisons |
|---|---|---|
| 9 – 11 | No bonus spells | 0 |
| 12 | No bonus spells | +1 |
| 13 – 15 | 1 x 1st level spell | +1 |
| 16 – 17 | 2 x 1st level spells | +2 |
| 18 | 2 x 1st, 1 x 2nd level spells | +3 |
Making Holy Water
Holy water is a staple of old school adventure fantasy gaming, every player has had its character handle it at least once when dealing with the Undead.
But, how does it come to be?
To create holy water a cleric of at least fourth level must be present.
First the water must be collected pure: either at a spring, well or by collecting rain.
Then it must be brought to a temple of the cleric's faith and laid into a specially prepared stoup.
A typical temple stoup for creating holy water is located in the temple's Sancta sanctorum and can hold enough water to create 10 vials.
For the next three days one or more clerics must cast Protection from Evil and Bless on the water (which must never leave the stoup or it is considered wasted).
At least one fourth level cleric of the appropriate faith must be present although the spells may come from scrolls or magic items.
Any interruption in the casting of the required spells will waste the water.
The water will be considered wasted if contaminated while in the stoup, in addition the stoup will then have to be ritually cleansed, this requires one week and the casting of the Bless spell.
It's up to the GM if druids can create holy water in his or her campaign.
If the GM allows druids to create holy water, they do not so in stoups but they collect it from holy springs at the center of druid groves.
Stoups
Stoups may or may not be present in faraway small villages, and when present are probably small (5 vials or so).
On the contrary, stoups of main temples in big important cities can hold up to 20 vials (and more than one stoup may be present).
A stoup for creating holy water is considered a magic item with a permanent effect, small stoups are considered to have a 1st level effect, average ones are 2nd level and large ones are 3rd level.
Thus only clerics of 9th level (or higher) can create a stoup via magical research, the table below is a short reminder of costs and times extrapolated from the BFRPG Rulebook
| Stoup | Vial capacity | Cost to create | Time to create | **Success chance ** | Weight |
|---|---|---|---|---|---|
| Small | 5 | 500 | 7 days | -5% | 125 pounds |
| Average | 10 | 1000 | 9 days | -10% | 250 pounds |
| Large | 20 | 1500 | 11 days | -15% | 500 pounds |
Druids can "make" holy springs via magical research.
Holy springs are always considered Large stoups.
Other Uses of Holy Water
Holy water can be used by clerics to boost their spell-casting and the effect of Turning undead.
A cleric may consume one or more vials of holy water to double the duration of some of his spells.
Only defensive/protective spells can be boosted in this way (namely: Bless, Protection from Evil, Protection from Evil 10' Radius, Resist Cold, Resist Fire).
The cleric must consume a number of vials equal to the spell level of the spell to be boosted.
Otherwise a cleric may consume a vial of holy water, used to sprinkle the undead, while using its Turn Undead ability.
This grants the cleric a +2 bonus to the Turn Undead check, and to the number of affected HD.
If Druids have the ability to create Holy Water, it will affect the Turn or Befriend Animals ability and boost the duration of the following spells: Entangle, Faerie Fire, Pass Without Trace, Speak with Animals, Speak with Plants.
"Unholy" Water?
At the GM's discretion holy water created by these clerics may have slightly different usual effects.
Unholy water heals undead as much as holy water damages them and boosts Command Undead the same way holy water affects Turn Undead.
*Unholy Water boosts the following spells: Bane, Cause Fear, Hold Person, Protection from Good, Protection from Good 10' Radius.
Non-standard holy water
If the GM does not use the standard cleric class in his campaign, druidic Holy Water and Unholy Water can be used as examples of how different religious outlooks/priesthoods can create holy water that has different effects.
Druids
INTRODUCTION
Druid (subclass)
| Exp. | Spells | ||
|---|---|---|---|
| Level | Points | Hit Dice | 1 |
| 1 | 0 | 1d6 | - |
| 2 | 1,500 | 2d6 | 1 |
| 3 | 3,000 | 3d6 | 2 |
| 4 | 6,000 | 4d6 | 2 |
| 5 | 12,000 | 5d6 | 2 |
| 6 | 24,000 | 6d6 | 2 |
| 7 | 48,000 | 7d6 | 3 |
| 8 | 90,000 | 8d6 | 3 |
| 9 | 180,000 | 9d6 | 3 |
| 10 | 270,000 | 9d6+1 | 3 |
| 11 | 360,000 | 9d6+2 | 4 |
| 12 | 450,000 | 9d6+3 | 4 |
| 13 | 540,000 | 9d6+4 | 4 |
| 14 | 630,000 | 9d6+5 | 4 |
| 15 | 720,000 | 9d6+6 | 4 |
| 16 | 810,000 | 9d6+7 | 5 |
| 17 | 900,000 | 9d6+8 | 5 |
| 18 | 990,000 | 9d6+9 | 5 |
| 19 | 1,080,000 | 9d6+10 | 6 |
| 20 | 1,170,000 | 9d6+11 | 6 |
Druids are nature priests, revering the gods of the natural world. Often a Druid uses mistletoe as a holy symbol, but this can vary with specific nature deities. Druids spend their time contemplating nature or in mundane forms of service such as ministering in rural areas. However, there are those who are called to go abroad to serve the natural order in a more direct way by working actively to restore balance.
Druids advance at the same rate as Clerics, and they use the same combat and saving throw tables. Druids can cast spells of divine nature starting at 2nd level, and they have the power of Animal Affinity (detailed at the end), working much like the Clerical ability to Turn Undead. They can identify any natural animal or plant, and can identify clean water.
The Prime Requisite for Druid is Wisdom; a character must have a Wisdom score of 9 or higher to become a Druid. Druids may not utilize metal armor of any type, and they are likewise limited to wooden shields. Druids utilize any one-handed melee weapon, as well as staff, sling, and shortbow.
SPELLS
Below are listed spells available to the Druid subclass described above. Spells in bold are new to this supplement. Spells with a * are reversible.
Druid Spells
First Level Druid Spells
| 1 | Animal Friendship |
|---|---|
| 2 | Create Water |
| 3 | Cure Light Wounds* |
| 4 | Detect Magic |
| 5 | Detect Snares and Pits |
| 6 | Entangle |
| 7 | *Faerie Fire |
| 8 | Pass Without Trace |
Second Level Druid Spells
| 1 | Charm Animal |
|---|---|
| 2 | Find Traps |
| 3 | Heat Metal* |
| 4 | *Obscuring Mists |
| 5 | Produce Flame/Cold |
| 6 | Slow Poison |
| 7 | Speak With Animals |
| 8 | Warp Wood* |
Third Level Druid Spells
| 1 | Assume Animal Form |
|---|---|
| 2 | Call Lightning |
| 3 | Cure Disease* |
| 4 | Hold Animal |
| 5 | Neutralize Poison* |
| 6 | Plant Growth |
| 7 | Protection From Fire |
| 8 | Water Breathing |
Fourth Level Druid Spells
| 1 | Call Woodland Beings |
|---|---|
| 2 | Control Temperature, 10' Radius |
| 3 | Cure Serious Wounds* |
| 4 | Lower Water |
| 5 | Protection From Lightning |
| 6 | Speak With Plants |
| 7 | *Summon Animals I |
| 8 | *Tree Sanctuary |
Fifth Level Druid Spells
| 1 | Commune With Nature |
|---|---|
| 2 | Control Winds |
| 3 | Dispel Evil |
| 4 | Flame Strike |
| 5 | Growth of Animals |
| 6 | Rock to Mud* |
| 7 | *Summon Animals II |
| 8 | Wall of Fire |
Sixth Level Druid Spells
| 1 | *Animate Natural Objects |
|---|---|
| 2 | *Find the Path |
| 3 | Part Water |
| 4 | Pass Tree |
| 5 | Reincarnate |
| 6 | Summon Animals III |
| 7 | Weather Summoning |
| 8 | Word of Recall |
DESCRIPTION OF NEW SPELLS
Animal Friendship Range: 30’
| Druid 1 | Duration: permanent |
|---|
Upon encountering a normal or giant-sized (but not magical) animal, the caster may begin casting this spell, which requires an hour to complete. During this period the animal will remain nearby, and will not attack the caster or his or her allies for the duration of the casting (so long as they do not attack or otherwise disturb it). At the end of the casting, if the animal rolls a successful save vs. Spells, the spell has failed. At this point the animal acts naturally, without bearing the caster any special ill-will.
If the animal fails its save, it becomes an *animal friend *and joins the caster for the rest of its natural life, assisting in any way it can. Both the caster and any other animal friends are treated as treasured partners. There is no arcane mental connection, nor any particular control, but rather a strong fraternal bond which should go both ways. If the animal is treated poorly, or it's love not returned over a period of time, it can attempt another save vs. Spells at the GM's discretion.
A caster may only have, at most, twice his or her level in hit dice of animal friends. If this spell is cast on an animal that would put the total above that number, it has no effect.
Animate Natural Objects
| Druid 6 | Range: 100'+10'/level | Duration: 1 round/level |
|---|
This spell functions identically to the cleric spell animate objects, but it may only be cast on living trees, plants, or fungi, wooden objects, un-worked stone or earth, or naturally-occurring bodies of water or ice. At the GM's option other natural phenomena such as non-magical fires or weather effects might also be subject to this spell.
Assume Animal Form
| Druid 3 | Range: Self | Duration: 1 hour/level |
|---|
This spell allows the caster to change into the form of any natural animal. The assumed animal form cannot have more hit dice than the caster's level. If slain, the caster reverts back to his or her original form.
The caster gains the physical capabilities and statistics of the new form but retains his or her own mental abilities. The caster may remain transformed up to one hour per level, or end the spell earlier if he or she so desires.
Call Lightning
| Range: 100’ + 10'/level | Druid 3 | Duration: 1 round/level |
|---|
Immediately upon completion of the spell, and at most once per round thereafter, the caster may call down a 5 ft wide, 30 ft long vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whichever target point the caster chooses within the spell’s range (measured from the caster's position at the time of casting). Any creature in the target area or in the path of the bolt is affected; a successful save vs. Spells reduces damage taken by half.
The caster needs not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first the caster may choose to call a bolt instead of taking some other normal action. The caster may call a total number of bolts equal to one-third of his or her caster level, rounded down.
If the caster is outdoors and in a stormy area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental) – each bolt deals 3d8 points of damage instead of 3d6.
This spell functions only where the open sky is accessible, generally meaning outdoors; bolts may be summoned through windows or skylights at the GM's discretion.
Call Woodland Beings
| Druid 4 | Range: 120’ | Duration: 1 round/level |
|---|
This spell summons woodland creatures. They appear where the caster designates and act immediately, on his or her turn (they cannot be summoned into an environment that cannot support them). They attack the caster opponents to the best of their ability. If the caster can communicate with the creatures, he or she can direct them not to attack, to attack particular enemies or to perform other actions.
The caster may conjure one type of creature from this list, at his or her option:
-
4 Centaurs,
-
16 Pixies,
-
2 Treants, or
-
4 Unicorns
This spell only works outdoors in a natural location; it will not function in any artificial structure, nor within the boundaries of any village, town, or city.
Commune With Nature
| Druid 5 | Range: see text | Duration: instantaneous |
|---|
The caster becomes one with nature, attaining knowledge of the surrounding territory. After 10 minutes of concentration, the caster instantly gains knowledge of one fact per caster level among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, presence of settlement or structure, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings – caves, caverns, and the like – the radius is limited to 100 ft per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
Control Temperature
| Druid 4 | Range 10' Radius | Duration: 1 hour/level |
|---|
The caster can change automatically the surrounding temperature (10 ft radius sphere) by up to 10 degrees Fahrenheit per caster level. The change can be upward or downward (caster’s choice).
Control Winds
| Druid 5 | Range: 0 (see text) | Duration: 10 minutes/level |
|---|
The caster alters wind force around him or her (40 ft per caster level radius cylinder 40 ft high). The caster can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until the caster chooses to alter it, which requires concentration. The caster may create an “eye” of calm air up to 40 ft radius around him or her and may choose to limit the area of effect to any cylindrical area less than his or her full limit.
The caster may choose wind patterns over the spell’s area. He or she can choose a downdraft blows from the center outward, an updraft blows from the outer edges in toward the center, a rotation that causes the winds to circle the center or a blast that simply causes the winds to blow in one direction across the entire area from one side to the other.
For every three caster levels, the caster can increase or decrease wind condition by one level (as described in the Waterborne Travel section of the Basic Fantasy RPG Core Rules).
Detect Snares and Pits
| Druid 1 | Range: 60’ | Duration: 10 turns |
|---|
By means of this spell, the caster can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.
This spell does detect certain natural hazards, for instance quicksand (detected as a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring), nor mechanically complex ones, nor those that have been rendered safe or inactive.
The amount of information revealed depends on how long the Druid studies a particular area.
-
1st Round: Presence or absence of hazards.
-
2nd Round: Number of hazards and the location of each. If a hazard is outside the Druid's line of sight, then the caster discern its direction but not its exact location.
-
Each Additional Round: The general type and trigger for one particular hazard closely examined by the caster.
Each round, the Druid can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 ft of stone, 1 in of common metal, a thin sheet of lead, or 3 ft of wood or dirt blocks it.
Entangle
| Druid 1 | Range: 200’ | Duration: 3 rounds/level |
|---|
This spell causes existing grasses, trees, bushes, shrubs, or other plants to entwine around creatures in a 40 ft x 40 ft area. At the GM's discretion a Druid underground may use roots of plants or trees if such are present. Most creatures within the area of effect move at ¼ normal speed; very large and/or very strong creatures (at least as big or strong as a giant or dragon) move at ½ normal speed. If the creature affected is running at the time the spell is cast, the creature must make a saving throw vs Spell (with Dexterity bonus applied, if any) or trip and become prone and trapped until the end of spell. Entangled creatures may not attack nor take most actions other than movement due to the interference of the enchanted plants. This spell is only effective in a settings where plants will grow, including wilderness areas, farmland, and earthen-walled tunnels.
Faerie Fire
| Druid 1 | Range: 200’ +10'/level | Duration: 1 minute/level |
|---|
A pale glow surrounds and outlines all objects including individuals within a 20 ft radius from a point chosen by the caster. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, and the spell effectively negates the effects of blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Flame Strike
| Druid 5 | Range: 60’ | Duration: instantaneous |
|---|
A flame strike produces a vertical column of divine fire roaring downward (cylinder of 10 ft radius, 30 ft high). The spell deals 6d8 points of damage to any creatures within the area of effect; a save vs. Spells for half damage is allowed.
Heat Metal
| Druid 2 | Range: 25’ | Duration: 7 rounds |
|---|
This spell causes a single item made of ferrous (iron-based) metal to become hot for a brief period of time. The affected item is warm to the touch immediately, and then becomes progressively hotter each round as indicated on the table below. The damage roll indicated is applied to any creature holding or wearing the affected item; a brief touch does no damage.
| Round | Temperature | Damage |
|---|---|---|
| 1st | Warm | None |
| 2nd-3rd | Hot | 1d4 points |
| 4th-5th | Searing | 2d4 points |
| 6th | Hot | 1d4 points |
| 7th | Warm | None |
Note that this spell can damage items harmed by heat, such as potions for example, and might boil water, wine, or oil stored in vessels within affected metal item, possibly causing an affected vessel to burst. Generally this will happen on the 4th or 5th round, when the effect is at its most powerful.
The reverse of this spell is chill metal. It inflicts damage as outlined in the table above, but the damage is caused by cold instead of heat. Note that this can freeze water, congeal oil, and so on. Frozen water might burst its vessel.
Hold Animal
| Range: 180’ | Druid 3 | Duration: 2d8 turns |
|---|
This spell functions like hold person, except that it affects only animals; specifically, this means non-magical living creatures of animal intelligence, including giant-sized animals. A save vs. Spells is allowed to resist this spell.
Obscuring Mist
| Druid 2 | Range: 20' radius* | Duration: 1 turn/level |
|---|
This spell causes a bank of misty vapor to arise around the caster, remaining stationary once created. The vapor obscures all sight, including darkvision, beyond 2d4 ft. A strong wind can disperse the spell in one-quarter the usual duration
Part Water
| Druid 6 | Range: 60' | Duration: 1 turn/level |
|---|
This spell, when cast on a body of water, causes it to part. This exposes a path that can be traversed as if it where dry land. Note that this spell does not change the topography of the bottom of the body of water, so the terrain my still be difficult to cross. The caster is able to affect a body of water up to 5 ft./caster level. The caster may dismiss this spell at any time.
Pass Tree
| Druid 6 | Range: Touch | Duration: Instantaneous |
|---|
This spell allows the caster and up to two others to teleport between any two living trees on the same plane. The caster chooses a general location or a specific tree. The caster must have personal knowledge of the specific tree or general area of the target destination.
Pass Without Trace
| Druid 1 | Range: Touch | Duration: 1 hour/level |
|---|
This spell permits up to one creature per caster level to move through any type of terrain, leaving neither footprints nor scent. Tracking the subjects by non-magical means is thus rendered impossible.
Plant Growth
| Druid 3 | Range: special | Duration: permanent |
|---|
This spell causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within 400 ft. + 40 ft./caster level to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Movement rate is reduced to a maximum of 5 ft./round, or 10 ft for Large creatures. The area must have brush and trees in it for this spell to take effect. An area up to 100 ft radius may thus be altered. Also, the caster may specify an area (a path, a clearing, etc.) within the given area of effect which is not so affected.
This spell has no effect on plant creatures, that is, any self-willed and/or animated plant.
Produce Flame/Cold
| Druid 2 | Range: 0 | Duration: 1 min./level |
|---|
Flames as bright as a torch appear in the caster’s open hand. The flames don’t harm the caster or his or her equipment. Alternatively, a bluish, cold aura may be produced, which also sheds light as bright as torch-light.
In addition to providing illumination, the flames or cold aura can be hurled or used to touch enemies. The caster can strike an opponent with a melee touch attack, dealing fire or cold damage respectively equal to 1d6, +1 points per caster level (maximum +5). Alternatively, the caster can hurl the flames or cold aura up to 50 ft as a thrown weapon. When doing so, the caster must make an attack roll (with no range penalty), and on a successful hit deals the same damage as the melee attack. As soon as the caster hurls the flames or cold aura, a new one appears in his or her hand. Each attack made reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends with that attack.
Neither variation of this spell functions underwater.
Protection From Fire
| Druid 3 | Range: Touch | Duration: special |
|---|
If the caster touches himself or herself, this spell grants temporary immunity to fire (normal and magic). When the spell absorbs 12 points per caster level of magical fire damage, it is discharged. Otherwise the spell lasts for 1 turn per caster level.
*If the spell is cast upon another creature than the caster, protection from fire grants temporary immunity against normal fire. The spell also offers a +4 bonus to saving throws against magical fire and if the save is successful, the creature suffers no damage (and only 25% if the save fails). This version of the spell lasts for 1 turn per caster level.
Protection From Lightning
| Druid 4 | Range: Touch | Duration: special |
|---|
This spell functions exactly like *protection from fire, except that that it protects against any sort of electrical or lightning damage.
Rock to Mud
| Druid 5 | Range: 150’ | Duration: permanent |
|---|
This spell turns natural, uncut or un-worked rock of any sort into an equal volume of mud; up to two 10 ft cubes per caster level may be so transformed. Magical stone is not affected by this spell. The depth of the mud created cannot exceed 10 ft. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 ft and causing it to suffer a ‑2 penalty to attack rolls, saving throws, and armor class. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 ft., suffering none of the other penalties given.
If rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool to a depth of 5 ft. The falling mud and the ensuing cave-in deal 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed a save vs. Death Ray.
Castles and large stone buildings are generally immune to the effect of the spell, since rock to mud cannot affect worked stone and doesn’t reach deep enough to undermine such a buildings’ foundation. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially-toppled by this spell.
The mud remains until a successful dispel magic or mud to rock spell restores its substance (though not necessarily its form). Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
When using the reverse, mud to rock, the spell converts the same volume of mud into relatively soft stone (such as limestone or sandstone) permanently. Any creature in the mud must save vs. Death Ray to escape before the area transforms into rock (assuming it has enough movement to do so).
Slow Poison
| Druid 2 | Range: Touch | Duration: 1 hour/level
The creature touched by the caster becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Slow poison does not cure any damage that poison may have already done, with exception of the following circumstances.
If cast on a character who received lethal damage from poison the previous round, the spell will remove that round's poison damage only, and delay it for the duration of the spell. Prior poison damage will remain unaffected, but, as noted above, no further damage is accrued until the spell lapses, and will never accrue if the poison is neutralized while this spell is in effect. This will give the poisoned victim an opportunity to seek a cure to neutralize the poison before it is fatal.
Summon Animals I
| Druid 4 | Range: 40'/level | Duration: One hour |
|---|
This spell summons 1d8 ordinary animals (including giant ones) of no more than 4 HD each if they are within range. The Druid must name the type of animal summoned, and can have up to three choices. If none of the three species are found within range, the spell fails. The animals will be friendly when summoned and aid the Druid's current task, including combat, in whatever way they can (to the best of their understanding). The Druid may dismiss any animals called by this spell at any time.
Summon Animals II
| Druid 5 | Range: 60'/level | Duration: One day |
|---|
This spell is a more powerful version of *Summon Animals I. Up to 3d4 animals of 4 HD or less can be summoned, or 1d6 animals of 8 HD or less.
Summon Animals III
| Druid 6 | Range: 80'/level | Duration: One day |
|---|
This spell is a more powerful version of Summon Animals II. Up to 4d6 animals of 4 HD or less can be summoned, or 3d4 animals of 8 HD or less, or 1d4 animals of 12 HD or less.
Tree Sanctuary
| Druid 4 | Range: Touch | Duration: 1 turn/level |
|---|
This spell enables a Druid to create an invisible door in the trunk of a tree that is visible only to dryads and other Druids. The tree must be at least 10 ft tall and planted into the earth for this spell to work. Once the spell is complete, the Druid may enter the tree, effectively disappearing from sight. Only one tree may be effected by tree sanctuary at a time. Furthermore, this spell may only be cast on a tree occupied by a dryad if the dryad allows it.
The Druid is completely aware of his or her surroundings while in the tree, gaining the bonus of 360-degree vision and hearing, as well as being able to detect changes in the immediate temperature surrounding the tree. The Druid may meditate to memorize spells in the tree. Another benefit of this spell is that each turn the Druid sleeps inside the tree counts as a full hour of sleep. Also, if the tree is an oak, the Druid heals 1d4 HP per turn spent inside the tree.
The Druid however loses the senses of taste, smell, and touch, and may not speak or cast spells while inside the tree. The Druid takes half of any damage the tree suffers, and if the tree is destroyed or cut down, the Druid is cast out into the nearest available space.
Warp Wood
| Druid 2 | Range: 50’ | Duration: instantaneous |
|---|
The caster causes non-magical wood in a 20 ft radius to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open or becomes stuck; a boat or ship springs a leak; warped weapons (like bows and arrows) are useless. The caster may warp wood object(s) up to 1 ft on all sides per caster level.
Alternatively, the caster can “un-warp” non-magical wood (effectively warping it back to normal), straightening wood that has been warped by this spell or by other means. The caster can combine multiple consecutive warp wood spells to warp (or un-warp) an object that is too large to warp with a single spell.
Weather Summoning
| Druid 6 | Range: 10 miles | Duration: 5 turns/level |
|---|
The caster is able to summon nearby weather conditions. The caster must be aware of the weather condition to summon it. This spell does not grant control of the weather to the caster.
NEW COMBAT RULES
Animal Affinity
Druids have the Animal Affinity ability, that is the ability to calm or befriend normal animals. The Druid attempts to communicate a benign intent, and through his or her connection to the natural world, the animals affected may be either calmed or befriended. The player rolls 1d20 and tells the GM the result. Note that the player should always roll, even if the GM knows the character can't succeed (or can't fail), as telling the player whether or not to roll may reveal too much.
The GM looks up the Druid's level on the Druids Animal Affinity Table, below, and cross references it with the animal's hit dice. Tame or normally domesticated animals such as livestock, family pets, or normal beasts of burden are treated as half their actual HD, reflecting their relative easy manageability. Monstrous animals such as griffins, owlbears, pegasi, or other such “near-natural” creatures are treated as they are 1 HD more than listed to reflect their unique natures. If the table indicates “No” for that combination, it is not possible for the Druid to affect that type of animal. If the table gives a number, that is the minimum number needed on the 1d20 to Calm that sort of animal. If the table says “C” for that combination, that type of animal is automatically affected. If the result shown is a “B” for that combination, that type of animal is automatically befriended.
If the roll is a success, 2d6 HD of animals are affected. Surplus hit dice are lost, but at least one animal is always affected if the first roll is a success.
If a mixed group of animals (say, a boar and a black bear) is to be affected, the player still rolls just once. The result is checked against the weakest sort first (the boar), and if they are successfully Calmed or Befriended, the same result is checked against the next higher type of animal. Likewise, the 2d6 HD are rolled only once. For example, if the group described above is to be affected by a 2nd level Druid, he or she would first need to have rolled a 15 or higher to Calm the boar. If this is a success, 2d6 are rolled; assuming the 2d6 roll is a 6, this would Calm the boar and leave a remainder of 4 HD of effect. Black bears are in fact 4 HD animals, so assuming the original 1d20 roll was a 20, the black bear is Calmed as well. Obviously, were it a group of 2 boars and a black bear, the 2d6 roll would have to be a total of 8 or higher to affect them all.
If a Druid succeeds at Calming or Befriending the animals, but not all animals present are affected, he or she may try again in the next round to affect those which remain. If any roll to Calm or Befriend the Animals fails, that Druid may not attempt to use his or her Animal Affinity ability again for one full turn. A partial failure (possible against a mixed group) counts as a failure for this purpose.
Calm animals will not interact with the Druid (or others accompanying the Druid) in any manner, unless approached by the Druid. The Druid can calmly get them to leave an area, or the Druid can try to befriend the animals. In this case, the GM should roll a reaction roll with any result below favorable meaning the animals flee. If the result on the table results in automatically befriending the animals, the GM should treat the animals as if a “Very Favorable” result was rolled on the Reaction Roll Table. A Befriended animal will follow the Druid, guarding and assisting within its capabilities so long as the Druid remains in the general vicinity of its normal lair or range. However, it will not “fight to the death” or sacrifice itself indiscriminately. When substantially wounded, an animal will flee the area immediately. Check morale as necessary when the situation seems appropriate.
NEW MAGIC ITEMS
The items listed below are magic items made by and for Druids. Unless otherwise noted in the item description, these items may be used by any class.
Ring of the Green: This ring made of what appears to be a tight collection of tiny green vines. When worn, the vines will writhe and (painless) grow into the wearer’s finger. It takes a full week for the ring to fully bond with the wearer. Once bonded, the ring provides two benefits. The first is that as long as the wearer is outdoors for a full hour of sunlight (or two full hours of overcast weather), the wearer doesn’t need to eat or drink anything for the day. The second is that each hour of complete rest in the outdoors is the equivalent of four hours of sleep.
Ring of the Dryad: This ring is made of highly polished wood. When worn the user is able to manifest the effects of a tree sanctuary spell once per day. The duration is for up to an hour, though the wearer can exist at any time.
Slippers of the Dryad: When wearing these light slippers (or sandals; their appearance can vary), the wearer is under the continual effects of the pass without trace spell, and is able to pass through any naturally overgrown area unimpeded.
Staff of the Woodlands: This staff operates as a +2 staff and provides its user with the continual effects of pass without trace spell. These abilities require no charges and continue to work even if the staff is exhausted of all charges. In addition it has several other abilities that do cost charges. The following powers cost one charge per use: charm animal, speak with animals, and hold animal. The following powers cost two charges per use: summon animals II, animate natural object. This item may only be used by Druids.
Sword of the Sylvan: This slightly curved single-edged sword (counts as a longsword/scimitar) is a +1 magic weapon under normal circumstance, but when used outdoors in a temperate climate it becomes a +3 magic weapon.
Torc of Protection: This ornamental neck ring functions as a ring of protection, but its power is passively activated by the wearer. If the wearer is level 1 through 8, the protection is +1; if the wearer is level 9 through 14, the protection is +2; if the wearer is level 15 or above, the protection is +3. As the protection is drawn from the wearer, this may only be used by Druids.
Vestment of the Druid: This is a light covering that can be worn over other clothing or armor. It is typically green (though sometimes brown) in color with natural scenes embroidered across the front and back panels. The wearer may manifest the effects of the animal shape spell once a day. The duration is for up to one hour, though the wearer may end the effect early. This item may only be used by Druids.
Making Magic Items
Druids follow the rules for cleric for making spell scrolls; they cannot make non-spell (i.e. protection) scrolls.
Druids of 7th level and higher make potions as a Cleric, and Druids of 9th level and higher may make the magic items listed here (plus any others that the GM feels are appropriate) as a Cleric.
Half Humans
NEW CHARACTER RACES
Half-Elf
Description: Half-Elves are the result of crossbreeding between Elves and Humans. An average Half-Elf male stands around 5'5” in height, with females averaging an inch shorter. They have pointed ears, but their features tend to favor the Human parent a bit more than the Elf. Half-Elves are well tolerated by Humans in most cases, but are often shunned (or at best, ignored) by Elven society.
Restrictions: Half-Elves may become members of any class or combination allowed to Elves. They are required to have a minimum Intelligence of 9, and like Elves they may not have Constitution scores higher than 17. They do not suffer from the Elven hit dice limit.
Special Abilities: Half-Elves have Darkvision with a 30' range. They are able to find secret doors on a 1-2 on 1d6, but do not find secret doors on a cursory examination as Elves do. Half-Elves gain a bonus of +5% on all earned experience, except if the Half-Elf is a member of a combination class.
Saving Throws: Half-Elves save at +1 vs. Magic Wands and Spells.
Half-Ogre
Description: Half-Ogres are the result of crossbreeding between Humans and Ogres. Such creatures tend to be outcasts within both Human and Ogrish communities, but they may often be found as leaders in communities of orcs or goblins. Half-Ogres are big, averaging around 7' in height, broad shouldered and rangy. Their features tend to favor the Ogrish parent, with dark coarse hair, tan or brown skin and dark eyes.
Restrictions: Half-Ogres may become Clerics or Fighters only. A Half-Ogre must have a minimum of 13 in both Strength and Constitution, and may not have either Intelligence or Wisdom higher than 15.
Special Abilities: Half-Ogres roll hit dice one size larger than normal; so a Half-Ogre Fighter rolls d10's for hit points, while a Half-Ogre Cleric rolls d8's. Half-Ogres gain a bonus of +5% on all earned experience. Due to their great size, they gain a bonus of +1 on the roll when opening doors or performing other feats of Strength. Finally, they have Darkvision with a 30' range.
Saving Throws: Half-Ogres gain no special bonuses to their saving throw rolls.
Half-Orc
Description: Half-Orcs are the result of crossbreeding between Humans and Orcs. Such creatures tend to be outcasts within Human communities, but sometimes rise to positions of leadership within Orcish communities. Half-Orcs are a bit shorter than Humans. Their features tend to favor the Orcish parent.
Restrictions: Half-Orcs may become members of any class. A Half-Orc must have a minimum Constitution of 9, and are limited to a maximum Intelligence of 17.
Special Abilities: Half-Orcs gain a bonus of +5% on all earned experience. They have Darkvision with a 60' range. When dealing with humanoids of Human-size or smaller, a Half-Orc gains an additional +1 on any reaction die roll, in addition to his or her Charisma bonus.
Saving Throws: Half-Orcs save at +1 vs. Death Ray or Poison.
Illusionists
NEW CHARACTER CLASS
Illusionist
| Exp. | Spells | ||
|---|---|---|---|
| Level | Points | Hit Dice | 1 |
| 1 | 0 | 1d4 | 1 |
| 2 | 2,500 | 2d4 | 2 |
| 3 | 5,000 | 3d4 | 2 |
| 4 | 10,000 | 4d4 | 2 |
| 5 | 20,000 | 5d4 | 2 |
| 6 | 40,000 | 6d4 | 3 |
| 7 | 80,000 | 7d4 | 3 |
| 8 | 150,000 | 8d4 | 3 |
| 9 | 300,000 | 9d4 | 3 |
| 10 | 450,000 | 9d4+1 | 4 |
| 11 | 600,000 | 9d4+2 | 4 |
| 12 | 750,000 | 9d4+3 | 4 |
| 13 | 900,000 | 9d4+4 | 4 |
| 14 | 1,050,000 | 9d4+5 | 4 |
| 15 | 1,200,000 | 9d4+6 | 5 |
| 16 | 1,350,000 | 9d4+7 | 5 |
| 17 | 1,500,000 | 9d4+8 | 5 |
| 18 | 1,650,000 | 9d4+9 | 6 |
| 19 | 1,800,000 | 9d4+10 | 6 |
| 20 | 1,950,000 | 9d4+11 | 6 |
Illusionists** are “specialist” Magic-Users who focus on the creation and manipulation of illusions, whether visual, auditory, or mental, and at higher levels quasi-real things made of tangible shadow. Though “normal” Magic-Users can create illusions, those created by a true Illusionist are superior in quality and realism. **
The Prime Requisite for an Illusionist is Intelligence. The Illusionist is required to have an Intelligence score of 13 or higher. Illusionists are poor fighters, with fighting ability equivalent to normal Magic-Users. Likewise they are no more hardy than standard Magic-Users (d4 hit die). They may not wear any armor of any sort or use shields. Like other Magic-Users, they can utilize a walking staff (or cudgel) or dagger, and of course they may use magical weapons of those types. Otherwise, Illusionists can generally be treated as equivalent to Magic-Users for any situation not covered here.
Because of their expertise at creating and understanding illusions, Illusionists always gain an additional +2 on saves vs. any sort of illusion or phantasm.
Illusionists produce magic much like other types of Magic-Users, but have different spell choices. They can learn spells from each other so long as the spells are available to both classes. Like other Magic-Users, a first level Illusionist begins play knowing read magic and one other spell of first level, recorded within a spell book. The GM may roll for the spell, assign it as he or she sees fit, or allow the player to choose it, at his or her option. See the Illusionist Spells section below for more details.
ILLUSIONIST SPELLS
Illusionists cast spells through the exercise of knowledge and will, exactly as normal Magic-Users. They prepare spells by study of their spellbooks; each Illusionist has his or her own spellbook, containing the magical formulae for each spell the Illusionist has learned, written in a magical script that can only be read by the Illusionist who wrote it, or through the use of a special first-level spell: read magic. All Illusionists begin play with read magic as their first spell, and it is so ingrained that an Illusionist can prepare it without a spellbook. Read magic has a range of “touch” and is permanent with respect to any given magical work (spellbook or scroll).
Illusionists may learn spells by being taught directly by another Illusionist or by studying another Illusionist's spellbook. The Illusionist may also learn appropriate spells from standard Magic-Users (or other arcane casters, if used); the spell always being at the level as it appears on the Illusionist Spell List. Likewise, a Magic-User may learn spells shared by the classes from an Illusionist. If being taught, a spell can be learned in a single day; researching another Illusionist's spellbook takes one day per spell level. Either way, the spell learned must be transcribed into the Illusionist's own spellbook, at a cost of 500 gp per spell level transcribed. A beginning Illusionist starts with a spellbook containing read magic and at least one other first-level spell, as determined by the Game Master, at no cost.
Spells in bold are new to this supplement. Spells with an asterisk (*) following the name are reversible.
First Level Illusionist Spells
| 1 | Audible Glamer |
|---|---|
| 2 | Detect Invisibility |
| 3 | Change Self |
| 4 | Color Spray |
| 5 | Dancing Lights |
| 6 | Detect Illusion |
| 7 | Gaze Reflection |
| 8 | Light* |
| 9 | Magic Mouth |
| 10 | Mirror Image |
| 11 | Phantasmal Image |
| 12 | Ventriloquism |
Second Level Illusionist Spells
| 1 | Alter Self |
|---|---|
| 2 | Blur |
| 3 | Continual Light* |
| 4 | Detect Magic |
| 5 | Dispel Illusion |
| 6 | Hypnotic Pattern |
| 7 | Invisibility |
| 8 | Obscurement |
| 9 | Phantasmal Force |
| 10 | Phantom Trap |
| 11 | Read Languages |
| 12 | Rope Trick |
Third Level Illusionist Spells
| 1 | Clairvoyance |
|---|---|
| 2 | Color Cloud |
| 3 | Darkvision |
| 4 | Displacement |
| 5 | Illusory Script |
| 6 | Illusory Wall |
| 7 | Invisibility, 10' Radius |
| 8 | Phantom Messenger |
| 9 | Phantom Steed |
| 10 | Shadow Door |
| 11 | Spectral Force |
| 12 | Stinking Cloud |
Fourth Level Illusionist Spells
| 1 | Advanced Illusion |
|---|---|
| 2 | Confusion |
| 3 | Dispel Magic |
| 4 | Hallucinatory Terrain |
| 5 | Hold Person |
| 6 | Improved Invisibility |
| 7 | Massmorph |
| 8 | Phantasmal Killer |
| 9 | Rainbow Pattern |
| 10 | Silence, 15' Radius |
| 11 | Solid Fog |
| 12 | Suggestion |
Fifth Level Illusionist Spells
| 1 | Cloudkill |
|---|---|
| 2 | Dream |
| 3 | Feeblemind |
| 4 | Mirage Arcana |
| 5 | Mislead |
| 6 | Nightmare |
| 7 | Programmed Illusion |
| 8 | Projected Image |
| 9 | Seeming |
| 10 | Wizard Eye |
Sixth Level Illusionist Spells
| 1 | False Vision |
|---|---|
| 2 | Invisible Stalker |
| 3 | Mass Invisibility |
| 4 | Mass Suggestion |
| 5 | Permanent Illusion |
| 6 | Shadow Walk |
| 7 | True Seeing |
| 8 | Maze |
| 9 | Phase Door |
| 10 | Veil |
DESCRIPTION OF NEW SPELLS
Advanced Illusion Range: 180’
*Illusionist 4 Duration: 1 minute / level
*This spell functions like the spell spectral force except that the illusion follows a script determined by the caster. The illusion follows the script without requiring the caster to concentrate on it. If the illusion includes intelligible speech, however, such speech is likewise scripted, so the illusion will not respond if spoken to.
Alter Self Range: self
*Illusionist 2 Duration: 10 minutes / level
*This spell allows the caster to assume the form of a creature of the same body type (i.e. humanoid). The new form must be within 50% of his or her normal size. The assumed form can’t have more hit dice than the caster's level, nor more than 5 HD at most. The caster can change into a member of his or her own kind or even into him- or herself.
*The caster retains his or her own ability scores, class, level, hit points, attack bonus and saving throws. If the new form is capable of speech, he or she can communicate normally and cast spells. The caster acquires the physical qualities of the new form, including armor class, movement capabilities (such as climbing, swimming and flight, but not including magical movement abilities such as levitation), natural weapons (such as claws, bite, and so on), racial abilities, and any gross physical qualities (wings, additional extremities, etc).
*Using alter self does not permit additional attacks, and the caster does not gain any special, supernatural, or spell-like abilities of the new form.
Audible Glamer Range: 60’ + 10' / level
*Illusionist 1 Duration: 2 rounds / level
*Audible glamer allows the caster to creates a volume of sound that rises, recedes, approaches, or remains at a fixed location. The caster chooses what type of sound he or she creates when casting the spell, and cannot thereafter change the sound’s basic character.
*The volume of sound created is equivalent to the noise of two normal Humans per caster level. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise an audible glamer spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as six Humans running and shouting. A roaring lion is equal to the noise from twelve humans, while a roaring dragon is equal to the noise from twenty Humans.
*Note that this spell is particularly effective when cast in conjunction with phantasmal force.
*If a character states that he or she does not believe the sound, a save vs. Spells is made; if the save succeeds, the character hears the sound as distant and obviously fake.
Blur Range: touch
*Illusionist 2 Duration: 1 minute / level
*When a blur spell is cast, the caster causes the outline of the creature touched to appear blurred, shifting and wavering. This distortion causes all missile and melee combat attacks to be made at -4 on the first attempt and ‑2 on all successive attacks. It also grants a +1 on the saving throw die roll against any direct magical attack.
*A detect invisible spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
Change Self Range: self
*Illusionist 1 Duration: 1 turn / level
*This spell allows the caster to alter his or her appearance. This includes not only body shape and facial features, but also clothing, armor, weapons, and equipment. The caster can seem up to one foot shorter or taller, and may appear thin, fat, or any size in between. This spell cannot change the overall body shape of the caster (to look like a dog, for example). Otherwise, the extent of the apparent change is up to the caster.
*The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of the caster or his equipment.
*A creature that interacts with the caster may, at the discretion of the GM, be allowed a save vs. Spells to recognize the illusion.
Color Cloud Range: 40’ (see text)
*Illusionist 3 Duration: 1 round/level
*This spell is similar to color spray. It causes a vivid cloud of clashing colors which cause living creatures in the area of effect (or who enter the area of effect) to become blinded or possibly even unconscious. The cloud covers an area up to 20 feet square or 20 feet in diameter, as chosen by the caster. Each creature within the cloud is affected according to its hit dice:
-
*4 HD or less: The creature becomes unconscious for 2d4 rounds, then is blinded for 1d4 rounds.
-
*5 to 8 HD: The creature is blinded for 1d4 rounds.
-
*9 or more HD: The creature is blinded for 1 round.
*All creatures having more levels or hit dice than the spell caster, or having 10 or more levels or hit dice in any case, are entitled to a save vs. Spells to negate the effect. Sightless creatures are not affected by this spell.
Color Spray Range: 20’ (see text)
*Illusionist 1 Duration: instantaneous
*This spell causes a vivid cone of clashing colors to be projected from the caster’s hands, causing living creatures in the area of effect to become blinded or possibly unconscious. The cone has a 5-foot diameter at the base, 20-foot diameter at the end, and is 20 feet long. Each creature within the cone is affected according to its hit dice:
-
*2 HD or less: The creature is unconscious for 2d4 rounds, then blinded for 1d4 rounds.
-
*3 or 4 HD: The creature is blinded for 1d4 rounds.
-
*5 or more HD: The creature is blinded for 1 round.
*All creatures having more levels or hit dice than the spell caster, or having 6 or more levels or hit dice in any case, are entitled to a save vs. Spells to negate the effect. Sightless creatures are not affected by color spray.
Dancing Lights Range: 40’ + 10' / level
*Illusionist 1 Duration: 2 rounds / level
*Depending on the version of the spell selected, the caster creates up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape.
*The dancing lights must stay within a 10-foot radius area in relation to each other but otherwise move as the caster desires, up to 100 feet per round. Note that concentration is not required; if ignored, the lights continue to move as they were moving when the caster last directed them. If the lights pass beyond the maximum range, the spell ends immediately.
Detect Illusion Range: 60’
*Illusionist 2 Duration: 2 turns
*This spell allows the caster to recognize illusions by sight. To the caster, all illusions within the given range appear slightly translucent and obviously fake. Detect illusion allows detection of visual illusions only; it does not detect auditory illusions such as audible glamer.
Dispel Illusion Range: 120’
*Illusionist 2 Duration: instantaneous
*The caster can use this spell to end all ongoing “illusion spells” within a 20-foot cubic area. Dispel illusion affects spells such as audible glamer, phantasmal image, phantasmal force, spectral force, advanced illusion, and so on. If there is any question as to whether or not a spell is an illusion, the GM's discretion will apply.
*Any illusion spell cast by a character of a level equal to or less than the dispel illusion caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance of failure for each level the illusion's caster level exceeds the dispel illusion caster level. For example, a 10th-level caster dispelling an illusion created by a 14th level caster has a 20% chance of failure.
*When an Illusionist attempts to dispel an illusion cast by a non-Illusionist, the Illusionist is treated as if he or she were two levels higher; if it is not obvious whether the illusion was created by an Illusionist or not, the GM should assume it was.
*Non-illusion spells cannot be ended by this spell.
Displacement Range: touch
*Illusionist 3 Duration: 2 rounds / level
*When a displacement spell is cast, the caster causes the creature touched to appear 2 feet away from its actual position. This distortion causes all missile and melee combat attacks to be made at -4 on all attacks. It also grants a +2 on the saving throw die roll against any direct magical attack.
*A detect invisible spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own)..
Dream Range: see text
*Illusionist 5 Duration: special
*This spell allows the caster, or a messenger touched by the caster, to send a recipient a message through the recipient’s dreams. When the spell is cast, the caster must identify the recipient in an unambiguous way. The messenger (whether the caster or someone else) then appears in the recipient’s dream and then delivers the message. The message is purely one-way, and there is no opportunity for questions or interaction. When the recipient wakes up, they will remember the message perfectly.
*After casting the spell, the messenger is helpless and completely unaware of their surroundings until the spell ends. If the recipient is awake when the spell is cast, the messenger can either end the spell immediately or wait until the recipient goes to sleep. Once the recipient goes to sleep, the message can be delivered. Whether the messenger has to wait or not, the messenger immediately becomes fully aware again once the message is delivered. Creatures who do not sleep cannot be a recipient of this spell.
False Vision Range: touch
*Illusionist 6 Duration: 1 hour / level
*Any attempt to observe anything within the area of this spell from most kinds of scrutiny will fail. Those looking into the area see a false image (as the spell advanced illusion), as defined by the caster at the time of the casting. As long as the duration lasts, the caster can concentrate to change the image as desired. While not concentrating, the image remains static. Those inside the affected area can see and hear outside the affected area normally. Anyone inside the affected area are immune to ESP spells.
*Divination spells like magic mirror, clairvoyance, and clariaudience cannot perceive anything within the area. False vision does not stop creatures or objects from moving into and out of the area, but they will likely need to disbelieve the illusion before they try.
Gaze Reflection Range: 0
*Illusionist 1 Duration: 1 round / level
*The spell creates a mirror like image in the air in front of the caster’s face. Any gaze attack, such as that from a basilisk or a medusa, will be reflected back upon the attacker when it looks at the caster.
Hypnotic Pattern Range: 120’
*Illusionist 2 Duration: concentration
*A shifting pattern of light moves through the air mesmerizing those who look at it. Roll 2d6 plus the caster level to determine how many HD are affected by the spell. Creatures with the smallest hit dice are affected first, and among those with the same HD, those closest to the effect are affected first. HD of effect that are not sufficient to affect the next creature are wasted. Affected creatures will stop and watch the effect until the duration expires or they are threatened. Sightless creatures cannot be affected by this spell.
*The effect continues for 2 rounds after the caster stops concentrating on the spell.
Illusory Script Range: touch
*Illusionist 3 Duration: permanent
This spell allows the caster to write whatever they want on whatever they want. The caster specifies who they want to read it. (This can be an individual, class of individuals, a group, etc.) For anyone else this appears to be an unintelligible magical writing of some kind, though an Illusionist will recognize it as an Illusory Script.
Illusory Wall Range: 60’
*Illusionist 3 Duration: permanent
*This spell creates the illusion of a wall, floor, ceiling, or similar surface, covering up to a 10-foot square area, up to 1 foot thick. The section of wall created appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search may reveal the true nature of the surface; the GM may either allow a save vs. Spells to detect the illusion, or if the probing attempt is well devised the GM may allow it to automatically succeed. In either case, such measures do not cause the illusion to disappear.
Improved Invisibility Range: touch
*Illusionist 4 Duration: 1 round / level
*This spell works exactly like invisibility, except that it does not end if the subject attacks or casts a spell.
Mass Invisibility Range: 240’
Illusionist 6 Duration: special
Magic-User 7
*This spell bestows the effect of an invisibility spell on all creatures within a 30-foot by 30-foot area. Each subject will remain invisible until he or she attacks or casts a spell. A subject that leaves the original area of effect remains invisible.
Mass Suggestion Range: 30’
*Illusionist 6 Duration: up to 1 hour / level
*This spell bestows the effect of a suggestion spell on all creatures within a 30-foot by 30-foot area. The single suggestion applies to all of the targets. Each target gets its own saving throw.
Maze Range: 60’
*Illusionist 6 Duration: 1 turn (see text)
*By means of this spell, the caster banishes the target creature into an extra-dimensional labyrinth. Once per round, the victim of this spell may attempt a save vs. Spells to escape the labyrinth. If the victim does not escape, the maze disappears after 10 minutes, freeing the victim at that time.
*On escaping or leaving the maze, the target creature reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport or dimension door, do not help a creature escape a maze spell.
*Minotaurs are not affected by this spell.
Mirage Arcana Range: 120’
*Illusionist 5 Duration: instantaneous
*This spell works as hallucinatory terrain, except that any kind of terrain may be re-imaged, including terrain, structures, and equipment. This allows buildings to be hidden or added, and other equipment to be hidden or shown. Creatures, however, cannot be disguised or concealed, though they may always hide themselves within the illusion just as they could hide were the illusory terrain real. This spell requires a full turn to cast.
Mislead Range: 100’
*Illusionist 5 Duration: special
*The caster becomes invisible (as if by means of improved invisibility) and at the same time an illusory double of him or her appears (as if by means of spectral force). The caster is then free to go elsewhere while his or her double moves away. The double appears within the given range, but thereafter moves as the caster directs it (which requires concentration). The double may be controlled at any distance from the caster, so long as the caster remains able to see it.
*The caster can make the double appear superimposed perfectly over his or her body so that observers don’t notice an image appearing when the caster turns invisible. The caster and the double can then move in different directions. The double moves at the caster's speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.
*The illusory double lasts as long as the caster concentrates upon it, plus 3 additional rounds. After the caster ceases concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per caster level, regardless of concentration.
Nightmare Range: see text
*Illusionist 5 Duration: instantaneous
***This spell allows the caster to send a horrific phantasmal vision through the recipient’s dreams. When the spell is the caster must identify the recipient in an unambiguous way. The nightmare prevents restful sleep and causes 1d10 points of damage to the recipient. They are then unable regain spells again for 24 hours. The recipient is allowed a saving through vs. Spells, which can be modified by how well the caster knows the recipient and if the caster has some token connected to the recipient. **
*If dispel evil is cast on the recipient while this spell is being cast, the nightmare is dismissed with no effect and the caster is paralyzed for 1 turn per level of the caster performing the dispel evil.
*If the recipient is awake when the spell is cast, the caster can either end the spell immediately or wait in a trance until the recipient goes to sleep. Once the recipient goes to sleep, the message can be delivered. Whether the caster has to wait or not, the caster immediately becomes fully aware again once the message is delivered. The caster is completely helpless physically and mentally while in the trance. Creatures who do not sleep cannot be a recipient of this spell..
Obscurement Range: 100’ + 10' / level
*Illusionist 2 Duration: 10 minutes / level
*A bank of fog up to a 20' cube in volume billows out from the point the caster designates. The cloud moves at a rate of 10 feet per round under the control of the caster (so long as he or she concentrates on it). The fog obscures all sight, including darkvision, beyond 5 feet; beyond that all creatures will be effectively blind.
*The cloud persists for the entire duration even if the caster ceases to concentrate upon it, but a moderate wind (11+ mph) disperses the fog in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. This spell does not function underwater.
Permanent Illusion Range: 180’
*Illusionist 6 Duration: permanent
*This spell functions much like advanced illusion except that the spell is permanent. The “script” for this spell simply repeats endlessly.
Phantasmal Image Range: 180’
*Illusionist 1 Duration: concentration
*This spell is often the first spell an Illusionist will learn. The spell creates the visual illusion of an object, creature, or other effect, as visualized by the caster up to a maximum size of a 20-foot cube. The illusion does not create sound, smell, texture, temperature, or movement. The image persists so long as the caster concentrates upon it.
*A save vs. Spells may be granted by the GM any time he or she feels the illusion is likely to be seen through, especially if the player describes an illusion which seems improbable or otherwise poorly conceived.
Phantasmal Killer Range: 100’ + 10’ / level
*Illusionist 4 Duration: instantaneous
*When this spell is cast, it creates a quasi-real creature that is the target’s worst possible fear. It is literally the worst possible creature to fight that the target can imagine. Only the target can see the phantasmal killer; the caster sees a rough shape.
*The target must make a save vs. Spells to disbelieve the phantasmal killer. If the saving throw is failed, the killer then touches the target, who must then save vs. Petrify or die from fear. Even if the target makes the second saving throw, they still take 3d6 of damage.
Phantom Messenger Range: special
*Illusionist 3 Duration: special
*When this spell is cast, it creates a quasi-real, birdlike creature. It may appear as a small hawk/falcon or as a large dove, and may be any shade of gray from nearly white to nearly black. It does not fight, but all normal animals shun it and only monstrous ones will attack. The messenger has an Armor Class of 18 and 2 hit points, plus 1 per level of the caster. If it loses all of its hit points, the messenger disappears.
*The messenger flies at a movement rate of 120 feet per round. It can bear up to one ounce per five full levels of the caster (one ounce up to level 9, two ounces up to level 14, three ounces up to level 19, and four ounces at level 20).
*When created, the messenger must be given a specific destination, which can be any location on the same plane of existence to which the caster has been at least once (even if he or she was lost at the time). After the caster attaches any message or small item(s) to the legs of the bird, he or she releases it and it flies without error to the specified location.
*The caster may additionally visualize a specific person whom the messenger will seek out near the target location. Note that this does not allow location of a person; the messenger will fly around the target area looking for the designated creature.
*The messenger will travel at its maximum movement from the caster to the target location. Distance is no object; the messenger will continue indefinitely until the target area is reached. If a target creature was specified, the messenger will then fly around up to one day per level of the caster looking, until the target creature is found; otherwise the messenger will immediately land in the target area. After it lands the messenger will wait patiently for the message or item(s) to be removed, and then will disappear in a faint puff of smoke or mist. If the item(s) or message are not removed immediately the messenger will disappear anyway after waiting one round per level of the caster, dropping the items on the spot; this will also happen if a target creature is specified and cannot be found (the messenger will land first before this happens so as not to drop any carried objects a great distance).
Phantom Steed Range: touch
*Illusionist 3 Duration: 1 hour / level
*The caster conjures a quasi-real horse-like creature. The steed can be ridden only by the caster or by the one person for whom he or she specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.
*The mount has an AC of 18 and 12 hit points. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 40 feet per caster level. It can bear its rider’s weight and what he or she carries (the steed cannot carry saddlebags or the like).
*These mounts gain additional powers according to the caster's level:
*8th level: Ability to ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
*10th level: Ability to pass over water as if it were firm, dry ground.
*12th level: Ability to travel in the air as if it were firm land instead, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount can not casually take off and fly.
*14th level: Ability to fly as if it were a pegasus.
*A phantom steed’s abilities include those of mounts of lower caster levels; for example, one created by a 13th level caster can pass over water, sand, or mud as well as crossing chasms.
Phantom Trap Range: touch
*Illusionist 2 Duration: permanent
*The spell makes a lock or other small mechanism appear to be trapped. Anyone that can detect traps, or any spell that can detect traps will show the item to be trapped, and the person checking will be convinced that the trap is present. Nothing happens if the trap is sprung, as there is no trap. The purpose is to dissuade thieves or make the thieves waste time.
Phase Door** Range: touch**
Illusionist 6 Duration: 1 usage / 2 levels
**This spell creates a magical passage through a wall, the floor, the ceiling, or even through a section of ground. The phase door is invisible and inaccessible to all creatures except the caster, who is the only one that can use the passage. The passage is 10 feet deep plus another 5 feet for every three caster levels. The caster disappears when entering the phase door and appears when he or she exits. If desired, the caster can take one other creature through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor it is possible to see through it without using it. **
**A phase door is subject to dispel magic, but only from someone who is of higher level than the caster. If anyone is within the passage when it is dispelled, he or she is harmlessly ejected (determine randomly in which direction). **
*It is possible to allow other creatures to use the phase door by setting a triggering condition for the door. This condition can be as simple or elaborate as desired. It can be based on a creature’s name or identity, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
Programmed Illusion Range: 180’
*Illusionist 5 Duration: special
*This spell functions like advanced illusion, except that this spell activates when a specific condition occurs. The caster sets the triggering condition when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired, but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as religious belief or magical ability. For example, the spell could be set to trigger when a character wearing robes and a pointed hat enters an area, but not when a Magic-User enters the area.
*The spell remains ready indefinitely. When triggered, the spell will last at most 1 round per caster level.
Rainbow Pattern Range: 180’
*Illusionist 4 Duration: concentration
*This spell functions as hypnotic pattern, except that it affects up to 24 HD of creatures and the caster may move the pattern by up to 30 feet per round. If moved, all creatures under its effects will follow the flowing lights, trying to keep as close to it as possible. If any affected creatures move into a dangerous area, they get a new saving throw. If the view is moved out of sight of an affected creature, they are not longer affected.
*This spell will continue for 2 rounds after the caster stops concentrating on it.
Rope Trick Range: touch
*Illusionist 2 Duration: 1 hour / level
*When this spell is cast upon a piece of normal, non-magical rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space, similar to a Bag of Holding. Creatures in the space are hidden, beyond the reach of divination spells, unless those spells work across planes.
*The space holds as many as eight creatures of man-size or smaller (larger creatures cannot fit through the invisible opening at the top of the rope). Creatures in the space can pull the rope up into the space, making the rope “disappear.” Otherwise, the rope simply hangs in air.
*Spells cannot be cast through the extra-dimensional opening, nor can area effects cross it. Those in the extra-dimensional space can see out of it as if a 3' square window were centered on the rope. The window is present, but is invisible, and even creatures that can see the window can’t see through it.
*The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extra-dimensional space.
*When the spell ends, creatures or objects within the extra-dimensional space are ejected through the window. The rope, if still attached, drops free at the same moment.
Seeming Range: 30’
*Illusionist 5 Duration: 1 turn / level
*This spell works as change self, but instead can affect up to one person per two levels of the caster. All creatures to be affected must be willing and within the given range. The caster may choose which creatures are affected and may include themselves.
Shadow Door Range: 10’
*Illusionist 3 Duration: 1 round / level
*The caster creates the illusion of a door, which he or she will appear to pass through and close. In reality, the caster becomes invisible (as the spell) when the spell is cast. Any creatures opening the “door” will see an empty 10-foot square room, of similar style to the surrounding area. The caster remains invisible for the duration of the spell, unless, as with an invisibility spell, he or she attacks any creature or casts a spell.
Shadow Walk Range: touch (see text)
*Illusionist 6 Duration: 1 hour / level
*Shadow Walk can only be cast in an area of heavy shadows. The caster and up to one willing creature per level are transported to the shadowy edge of reality. In this region of shadow, the caster (and all the creatures that accompany him or her) moves at an effective rate of 50 miles per hour.
*Because of the blurring of reality, the caster can’t make out details of the terrain or areas he or she passes over during transit, nor can he or she predict perfectly where the travel will end. When the spell effect ends, the caster and any creatures accompanying him or her arrives 1d10 × 100 feet in a random horizontal direction from the desired endpoint. The caster and his or her companions always arrive at ground level, except if the landing area is in a body of water (in which case they arrive at the water level) or underground. If arriving underground, the altitude of arrival should be as close as possible to the same altitude as the intended endpoint location.
Solid Fog Range: 100’ + 10’ / level
*Illusionist 4 Duration: 1 minute / level
*This spell functions like obscurement, but in addition it is so thick that any creature trying to move through it is slowed to a speed of 5 feet, irrespective of its normal movement. It also takes a -2 penalty to all attack and damage rolls made in the fog. The solid fog also stops any physical projectiles, making ranged weapon attacks ineffective. The reduction of movement also applies to falling, so any distance that falls through the fog doesn’t count toward falling damage.
*This fog is more difficult to disperse than obscurement. It takes a severe wind (31+ mph) to disperse it, doing so in 1 round.
Spectral Force Range: 180’
*Illusionist 3 Duration: special
*This spell functions like phantasmal force, except for the following: sound, smell, and thermal effects are included; creatures created do not necessarily disappear when touched, assuming the caster causes the illusion to react appropriately. For instance the caster displays illusory wounds when the image is attacked. The spell will last for 3 rounds after concentration ceases.
Stinking Cloud Range: 100’ +10' / level
*Illusionist 3 Duration: 10 rounds / level
*The spell functions like obscurement, but any living creature in the cloud becomes nauseated such that they may not attack, concentrate, cast spells, or do anything other than move. A creature remains nauseated as long as the creature is in the cloud and for 1d4 + 1 rounds after leaving the cloud. A creature may save vs. Spells to avoid the effect of the cloud, but must save every round they remain in the cloud.
Suggestion Range: 30’
*Illusionist 4 Duration: up to 1 hour / level
*The caster influences a target creature by suggesting a course of activity limited to a sentence or two. The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
*The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes the activity. The caster can specify conditions that will trigger an activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
*If the recipient creature makes its saving throw, the spell has no effect. A very reasonable suggestion causes the save to be made with a penalty (-1 or -2 is recommended).
*The creature to be influenced must, of course, be able to understand the suggestion, i.e., it must be spoken in a language which the spell recipient understands. Undead are not subject to suggestion.
Veil Range: 400’ radius
*Illusionist 6 Duration: 1 hour / level
*This spell works as change self, but instead can affect any number of willing creatures within the given range. The caster may choose which creatures are affected and may include themselves.
ILLUSIONS, SAVING THROWS AND DISBELIEF
*The victim of an illusion does not automatically get to save vs. Spells to resist the effects of the illusion. Rather, the victim must have a good reason to believe that a creature, object, or situation is an illusion. The Game Master must base his or her decision on the quality and the credibility of the illusion.
*A high-quality illusion is one created by a caster who has a clear “mental image” of the creature, an object, or situation being simulated. For example, the quality of an illusion of a dragon cannot be high if the caster has never seen a real dragon.
*An illusion can be credible only if the creature, the object, or the situation is realistic. For example, the illusion of a door on a wall is credible, but not a door floating in the air. Illusions created by higher-level spells are generally more credible since several senses are affected.
*If an illusion is of low quality and/or is not credible, the GM may decide to allow an automatic save vs. Spells.
*In addition, a player can announce to the Game Master that his or her character does not "believe" in the existence of a creature, an object, or a situation. The GM must then make a secret save vs. Spells for that character. Note that the GM should always make a roll, even if the creature, object, or situation is not an illusion, as omitting the roll would give this fact away to the player.
*If a saving throw vs. an illusion is successful, the Game Master must announce this fact to the player; if the character then tells his or her comrades, they in turn receive a save vs. Spells with a +4 bonus.
NEW MAGIC ITEMS
*The items listed below are magic items made by and for Illusionists. Unless otherwise noted in the item description, these items may be used by any class.
*Dust of Appearance: This is a very find metallic looking powder. When a handful is scattered into the air, everything in a 10-foot radius is coated with the powder, negating the effects of invisibility, blur, or displacement. The dust’s effects last for 1 turn and cannot be blown away or effectively removed. A container will typically have 1d4+4 handfuls.
*Dust of Disappearance: This dust looks exactly like dust of appearance and is stored the same way (with the same quantities). When a handful is sprinkled on a creature or object, it becomes invisible as if from improved invisibility. This invisibility cannot be dispelled, but will wear off quickly in 2d6 rounds. Anyone under the effects of the dust does not know when the invisibility will end.
*Dust of Illusion: This dust resembles powered chalk, but if stared at, it will shift in color and texture. When a handful is sprinkled on a creature or object, its form can be changed as if by a change self spell. (Unlike the spell, the dust affects objects in a similar manner, subject to the GM’s discretion.) The effects last for 2 hours.
*Gem of Seeing: This gem is of exceeding high quality, but otherwise appears to be a simple gem. When peered through, however, it allows the user to see as if under the effects of true seeing. This may be used for up to 30 minutes in any given day, but its use may be broken up into separate minute uses.
*Hat of Disguise: This very ordinary looking hat allows the user to use the change self spell whenever desired. As part of the disguise, the hat may be changed to look like anything, but it must be some kind of headgear.
*Ring of Blur: This metal ring has a smoky texture that seems to have unclear edges and a very slowly shifting pattern that can only really be seen if looked at for a while. On command, this ring gives the user the effect of the blur spell.
*Ring of Chameleon Power: This thin metal ring will automatically match the skin color of the wearer’s finger and become nearly invisible. The user can create a subtle illusion around him or her that will allow the user to hide. The effectiveness is influenced by the circumstances (doing this in plain sight isn’t likely to succeed, doing it while no one is looking is guaranteed to work), subject to the GM’s decision. The effect is an illusion, so the user is still there and can always be accidentally found. In addition, it can provide the benefit of change self whenever desired.
*Robe of Scintillating Colors: The robe appears to be a non-described neutral gray color. When activated by the wearer, however, the robe displays a shifting pattering of indescribable colors, constantly shifting and cascading from the top of the robe to the bottom hem, casting off scintillating light. It takes 1 round after the wearer activates the effect for the colors to fully start flowing. This affects everyone within 30 feet of the robe. Those looking at the robe must save vs. Petrify or be dazed for 1d4+1 rounds, unable to take action until the effect ends.
*In addition, the scintillating colors give the wearer concealment. The concealment starts at a -1 modifier, increasing by another -1 per round until it reaches a full -4 modifier.
*While activated everything in a 30-foot radius is illuminated.
*The effect can be used no more than a total of 30 rounds per day.
*Staff of Illusion: This staff is made of dark wood, with detailed carvings of spiral and fractal patterns for its entire length. This staff allows the user to cast detect illusion. This requires no charges and continues to work even if the staff is exhausted of all charges. In addition is has several other abilities that do cost charges. The following powers cost one charge per use: alter self, mirror image, and phantasmal force. The following powers cost two charges per use: programmed illusion and rainbow pattern. This item may only be used by Illusionists.
Making Magic Items
*Illusionists follow the rules for magic-users for making magic items. Illusionists may make spell scrolls and any magic items on this page, as well as any other items the GM feels are appropriate.
Magic-User Options
| Magic-User Options | Release 4 Copyright © 2012-2014 Tom Hoyt and Chris Gonnerman* All Rights Reserved Distributed under the terms of the Open Game License version 1.0a |
|---|---|
| A Basic Fantasy RPG Supplement |
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
These optional rules are presented buffet-style for the GM to pick and choose among based on the needs and flavor of the campaign. Six different ways of combining options based on campaign style (close to core rules, dark fantasy, heroic fantasy, high magic, military fantasy, and Old School) are given in Appendix A. This supplement specifically avoids options which are the focus of other supplements such as 0-level spells (AKA cantrips) or Magic-User subclasses, though those supplements are listed in Appendix C. The terms 'Magic-User' and 'magician' are used interchangeably throughout this supplement for the sake of variety.
The changes in the third release mainly include reorganizing the material, editing for clarity, eliminating errors, and updating the equipment, armor, and related supplements lists. Thanks to everyone who offered advice on this revision at the BFRPG Forums, and especially to R. Kevin Smoot for Arcane Bolt #1, Luigi Castellani for Armor Option #1, and Chris Gonnerman for Cast at Will with Demotion.
This supplement was designed for use with the Basic Fantasy RPG Core Rules, 2nd Edition, available as a free download at the website.
Contents
Alternate Experience Table
Added Spell Variety
Arcane Bolt
Armor Options
Bonus Spells
Cast at Will with Demotion
Cheap Spell Transcription
Flavor
Free Cantrip Use
Inherent Detect Magic
Inherent Read Magic
Playing without Optional Rules
Saving Throw Bonus
Weapons Options
Appendix A: Example Rule Sets
-
Close to Core
-
Dark Fantasy
-
Heroic Fantasy
-
High Magic
-
Military Fantasy
-
Old School
Appendix B: Additional Gear Table
Alternate Experience Table
To shorten the time a Magic-User spends at low levels, the following alternate experience table can be used. It makes second through fourth levels easier to gain, but from fifth level on the experience points required are the same as in the Core Rules.
| Exp. | Spells | ||
|---|---|---|---|
| Level | Points | Hit Dice | 1 |
| 1 | 0 | 1d4 | 1 |
| 2 | 1,500 | 2d4 | 2 |
| 3 | 4,000 | 3d4 | 2 |
| 4 | 9,000 | 4d4 | 2 |
| 5 | 20,000 | 5d4 | 2 |
Added Spell Variety
The GM may want to create a grimoire of spells for the campaign that incorporates the Core Rules spells and spells from the supplements in Appendix C which seem appropriate. If beginning magicians roll for spells, the GM will need to make lists to roll on.
Arcane Bolt
The Magic-User can magically attack once per round. There are three different game mechanics for this, and the GM should pick one.
Arcane Bolt #1. In this version, the Arcane Bolt is treated as a normal missile weapon. The player makes a normal combat roll against the target's AC, adding any Intelligence bonus and taking into account the range (10/20/30). The damage is d3. The origin is magic, but the effect is a form of mundane concussion, so it will not affect creatures who are only affected by magic. However, it will affect inanimate objects.
Arcane Bolt #2. This is a bolt of raw magic. The Magic-User doesn't roll anything, but the target gets a save vs. magic to avoid all damage. The bolt has a range of 30 feet and does d3 damage. Since it is pure magic, it will affect creatures which are only affected by magical weapons, but does not affect inanimate objects.
Arcane Bolt #3. This version is also a bolt of raw magic, but is more like sorcery than normal magic. The magician must make an ability roll on Intelligence (see the table below) to succeed. If the roll succeeds, the bolt hits. Range is 30 feet, damage is d3; it affects creatures only affected by magical weapons, but not inanimate objects.
Ability Rolls (From the Core Rules, p. 141)
The player rolls 1d20 and adds his or her Ability Bonus for the score the GM thinks is most appropriate, as well as any situational bonus or penalty the GM assigns. Consult the following table. If the total rolled is equal to or higher than the given Target number, the roll is a success.
| Level | Target |
|---|---|
| NM or 1 | 17 |
| 2-3 | 16 |
| 4-5 | 15 |
| 6-7 | 14 |
| 8-9 | 13 |
| 10-11 | 12 |
| 12-13 | 11 |
| 14-15 | 10 |
| 16-17 | 9 |
| 18-19 | 8 |
| 20 | 7 |
Armor Options
Core Rules Reminder: The Core Rules already allow Magic-Users to wear armor, but they cannot cast spells while doing so (See p. 140). It might be a good idea for a magician to carry a suit of armor in some way and put it on after the day's spells are exhausted. (This isn't technically a rules option, of course, but it is an option.)
Option #1. Magic-users can cast magic spells while wearing armor, however spell-casting in armor may cause the spell to fizzle. Whenever a Magic-User casts a spell in armor, roll 1d20. If the roll is equal to or higher than the armor's base AC, the spell is successful. Otherwise, the spell fails and the spell slot is expended.
Option #2: Magic-Users can cast spells normally while wearing leather or lighter armor.
Option #3: Magic-Users can cast spells normally while wearing any light or medium armor, up to and including chainmail. However, the armor must be specially made to allow them a full range of motion. See Appendix B for a list.
Bonus Spells
With this rule, Magic-Users gain bonus spells for high Intelligence. This allows the character to prepare more spells of certain levels than usual. Characters may not prepare spells above the level they can cast, so even though a character with an 18 intelligence gets a second level spell as a bonus spell, he or she can't prepare second level spells until reaching third level. If the GM uses the optional 0-Level Spells supplement, then the cantrip column can also be used. Use the following table.
| Intelligence | Bonus Spells | Bonus Cantrips |
|---|---|---|
| 9 – 11 | No bonus spells | 0 |
| 12 | No bonus spells | +1 |
| 13 – 15 | 1 x 1st level spell | +1 |
| 16 – 17 | 2 x 1st level spells | +2 |
| 18 | 2 x 1st, 1 x 2nd level spells | +3 |
Optional Spell Casting Rules
Many Game Masters wish to allow player character magic-users (and possibly clerics, as well) to cast a broader variety of spells. It is possible to increase the variety of spells a spellcaster can use per day in a variety of ways, as follows:
Liberal Casting
In this system, spellcasters must memorize spells in order to use them. This should not be confused with preparing a spell, as is done in the standard rules; in this system, a memorized spell is not lost when it is cast.
The number of spells the caster may use per day is used in this system as both the number of spells that can be memorized, and the number that can be cast. However, the two functions are separated.
An example is probably the easiest way to explain this system. Consider a second level magic-user with sleep, charm person, and shield in his or her spellbook. A second level magic-user can memorize two spells per day; let's say he or she chooses to memorize sleep and shield. The magic-user may then cast sleep twice, or shield twice, or each spell one time per day.*
If this rule is used, memorized spells are retained from day to day automatically, with the power to cast them being restored at the usual time (after the spellcaster has slept at least the minimum required time). If the spellcaster is reduced to zero hit points but lives (i.e. the GM is using one of the optional death rules as given in the Core Rules), the power to cast spells (sometimes called the "available slots") is lost for the day, but memorized spells remain memorized.
Changing memorized spells requires the use of the magic-user's spell book, or the cleric's holy symbol, as appropriate to the class. The character must also spend one turn per level of the spell to be changed to impress the knowledge into his or her mind, whether by study or by prayer.
If the Bonus Spells rule, above, is in use, it adds to the number of available slots but not to the number of memorized spells available.
This rule makes the spellcaster more powerful, but only moderately, and is particularly helpful in getting clerics to cast something other than cure light wounds.
Free Casting
This system is simpler, and more powerful. Under this rule, a spellcaster may employ any spell he or she knows (i.e. has in his or her spellbook), so long as the caster has an available slot of the correct level. Free casting is sometimes called "cast at will."
This rule makes the spell caster much more powerful than usual, and should be applied with care.
Slot Demotion
This rule may be applied to either the Liberal Casting or Free Casting rules given above as an additional enhancement. Slot demotion allows a spell caster to use a higher level available slot to cast a lower level spell. This grants no particular bonus; casting magic missile with a 3rd level slot, for instance, neither makes the spell more powerful nor gives the caster any "change" back.
However, even with this limitation, this rule makes spell casters more powerful. A fifth level magic-user casting magic missile five times is quite a bit more powerful than one who can only cast it twice. Addition of bonus slots only compounds this increase in power.
Cheap Spell Transcription
The GM may wish to eliminate the 500gp per spell level cost to transcribe a spell into a spellbook. In a low-treasure game, this can be a serious aid to a magic-user. They would still have to find these spells, of course, possibly paying a hefty sum to another magician for access to the spell.
Flavor
Magic should reflect the magician's personality. The player chooses visual, auditory, and / or odiferous effects for his spells, though this has no effect on the spell's actual effect in the game. So, one magician's spells might all have a purple aura while another's might all crackle when cast. This option has no effect in terms of the rules, but it's a good dramatic effect that can make playing a magician more fun. It can also be used as a form of signature.
Free Cantrip Use
For GMs who also use the 0-Level Spells supplement, this allows magicians free, unlimited use of cantrips. These are minor spells with very little real effect in game terms, but they add a magical flavor to the Magic-User and the game. This could also be done on a limited basis, allowing a magician free use of only one or two cantrips, for example.
Inherent Detect Magic
Magicians can detect magic in anything they touch. Magical items or creatures feel warm, cause a tingling sensation, or have some other unusual tactile effect.
Inherent Read Magic
Allow magicians to read magic without a spell. Then, let the first-level magician have another spell in its place, giving the starting Magic-User two spells to choose from when preparing for an adventure.
Playing without Optional Rules
**The Magic-User can be a very challenging character to play at low levels. Use one, or at most two, of the following suggestions to improve their odds of survival without changing the rules. **
-
Start magicians (and only magicians) at second level. The other classes catch up around fourth level, which balances things out nicely.
-
Give the beginning Magic-User a weak or limited use magic item, or several magical scrolls.
-
Give the beginning magician a +1 Ring of Protection.
-
Give a starting Magic-User a guardian of some sort, such as a loyal guard dog that was raised and trained by the magician.
Saving Throw Bonus
This option gives Magic-Users a bonus on saving throws vs. magic equal to their intelligence bonus. This represents their greater understanding of magic and ability to predict and therefore avoid spells cast at them. Because it represents the effects of a high level of training in magic, other character classes should not get this bonus, though Magic-User subclasses may be allowed to use it as well.
Weapon Options
Core Rules Reminder: In addition to the cudgel and dagger, the Core Rules allow a Magic-User to use any other weapon with a -5 penalty. It wouldn't hurt for them to carry a crossbow or other, longer range missile weapon and take potshots when they can. (Technically, this isn't an option, but it's a rule that is often ignored. See p. 140.)
Weapons Option #1: Magic-Users may use some light weapons, including clubs, quarter staves, and slings, in addition to daggers and cudgels.
Weapons Option #2: Magic-Users may use all easily-learned weapons, including clubs, quarter staves, spears, and crossbows, in addition to daggers and cudgels.
Appendix A: Example Option Sets
The following are just a few of the possible combinations of options. In any of them, the GM may want to include the Added Spell Variety option, one or more Magic-User subclasses, and additional gear from the Equipment Emporium and other supplements.
Close to Core
These changes do not contradict anything in the Core Rules; they merely add new rules on top of the Core.
Give Magic-Users Bonus Spells for Intelligence and use the Saving Throw Bonus option to increase the magician's power and survivability. Use the 0-Level Spells supplement and the Flavor option to add some fun. Finally, look at Playing without Options above and pick one of the four options there.
Dark Fantasy
For GMs and players who enjoy dark fantasy, the magician will need a little beefing up in a brawl and added flavor for the aesthetic.
Have all player characters regardless of class start at maximum HP. Use the Alternate Experience Table to help get the magician out of the lower levels quicker. Dark fantasy often uses themes of vulnerability and the need to sacrifice one value for another, and it tends to be more visceral than other kinds of fiction. Magic-Users can wear armor while casting spells, but there is a chance of spell failure (Armor Option #1). They can use Cast at Will with Demotion and have Inherent Detect Magic. Dark fantasy is less picky about mundane weapons, so they can use clubs, staves, spears and crossbows (Weapons Option #2).
Give them the Saving Throw Bonus to help them resist the forces of darkness as long as possible. Add in Free Cantrip Use and the Flavor option to complement the aesthetics of these darker campaigns.
Heroic Fantasy
If all of the character classes are made more powerful, let magicians begin with maximum HP at first level, Bonus Spells for Intelligence, and the Saving Throw Bonus. Use Arcane Bolt #1 (the dagger-like bolt), allow them to freely cast in leather and lighter armors (Armor Option #2), and add clubs, staves, and slings to their weapons list (Weapons Option #1). Throw in Flavor for style.
High Magic
In a campaign with a lot of magic, the 'Magic' in Magic-User needs some emphasis. In these campaigns, magicians should not be made more like Fighters. Bonus Spells, Inherent Detect Magic, Inherent Read Magic and the Saving Throw Bonus options all emphasize the magical nature of the character. Add in the Flavor and Free Cantrips options to help set the tone. Finally, Arcane Bolt #2 (target saves vs. magic) should become the magician's weapon of choice.
Military Fantasy
Magicians in a military fantasy campaign need basic military skills – everyone in an army is a soldier, no matter what their specialty is. GMs should give all player characters the maximum hit points at first level. Use the Alternate Experience Table to help get the magician out of the lower levels quicker; youngsters grow up fast in war. Use Bonus Spells, and the 0-Level Spells supplement. All magicians should use the Flavor option as well.
Magic-Users should be able to wear any light and medium armor, up to chain, specially fitted for them (Armor Option #3). They would also be able to use any easily-learned weapons, including clubs, staves, spears, and crossbows (Weapons Option #2).
The Saving Throw Bonus should be included because fighting doctrine would probably be to use one's own Magic-Users to take out enemy Magic-Users, leading to more direct magician vs. magician combat, which in turn would lead to better defensive capabilities against magic.
Old School
Essentially, the Old School way is to bend and tweak the Core Rules while staying within the spirit of the original game.
Magicians get Arcane Bolt #1 (dagger-like bolt), Armor Option #1 (chance of failure), Bonus Spells, Cast at Will with Demotion, Flavor, and Weapons Option #1 (clubs, staves, and slings).
Appendix B: Additional Gear Tables
| *Item | *Cost | *Weight |
|---|---|---|
| *Belt pouch (holds up to 2 lbs.) | *1 g.p. | ** |
| *Cloak | *2 gp | *1 |
| *Oilskin satchel (water resistant, holds up to 10 lbs.) | *6 gp | ** |
| *Quill | *1 sp | *** |
| *Quill knife (for sharpening quills) | *1 gp | ** |
| *Ink pot, hard ceramic | *2 gp | *½ |
| *Spellbook, traveling (10”x6.5”, leather bound, 64 pages, 1 lvl / page) | *25 gp | *½ |
| *Spellbook, reference (12.5”x10”, hard bound, 128 pages, 2 lvls / page) | *100 gp | *2 |
| *Vellum, sheet (25” x 20”) | *4 gp | *** |
* Ten of these items weigh one pound.
** These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
The following table is for use with Armor Option #3. Additional armor types from the Equipment Emporium have been included in case the GM is using that supplement as well.
| *Armor Type | *Cost | *Weight | *AC |
|---|---|---|---|
| *Magician's padded or quilted | *30 gp | *10 | *12 |
| *Magician's hide | *20 gp | *30 | *13 |
| *Magician's leather | *40 gp | *15 | *13 |
| *Magician's studded leather | *60 gp | *25 | *14 |
| *Magician's ringmail | *50 gp | *30 | *14 |
| *Magician's brigandine | *160 gp | *30 | *15 |
| *Magician's chainmail | *120 gp | *40 | *15 |
This list is up to date as of February 19, 2013.
0-Level Spells provides interesting but minor spells that add color to the Magic-User class.
Equipment Emporium provides costs and descriptions for a wide variety of goods and services for all classes, but it also includes a somewhat expanded version of the above equipment list and some additional discussion of gear for magicians.
Familiars offers rules for Magic-User familiars, an animal with a unique bond with a magician ...
Fey-Mage provides an alternate Sorcerer sub-class (see below) that draws power from the fey world.
Illusionists provides an optional sub-class that specializes in magical illusion.
Libram Magica is a compendium of supplemental spells. Some are new and some are found in other supplements.
**Necromancers provides an optional sub-class that specializes in the dead and undead. **
New Spells adds rules for seventh level spells and offers a number of optional spells that a GM may want to consider for his or her campaign.
Pyromancers provides an optional sub-class that specializes in fire magic.
Sentient Weapons provides rules for intelligent magical items.
Sorcerers provides an optional sub-class that uses magic spontaneously instead of requiring spells to be memorized.
Spell Channeling Items offers magical items that enhance a Magic-User's power.
Spellcrafters provides an optional sub-class that specializes in crafting magical items.
Monks
| Monk | Release 2 Copyright © 2020 Mike West All Rights Reserved Distributed under the terms of the Open Game License version 1.0a |
|---|---|
| A Basic Fantasy RPG Supplement |
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
This supplement provides rules for playing Monks under the Basic Fantasy Role-Playing Game rules. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy.
NEW CHARACTER CLASS
The new class described in this supplement is a new Core Class. The Monk uses the attack bonus of Fighters of the same level and the saving throws of Thieves of the same level. Monks are an ascetic order the emphasizes mental and physical self-discipline, and therefore use a d6 for hit dice.
Monk
| Level | Exp. Points | Hit Dice | Unarmed Damage | AC Bonus | Speed Bonus | Ki Powers |
|---|---|---|---|---|---|---|
| 1 | 0 | 1d6 | 1d4 | 0 | 0 | 0 |
| 2 | 2,500 | 2d6 | 1d4 | 0 | 0 | 0 |
| 3 | 5,000 | 3d6 | 1d4 | 0 | 0 | 2 |
| 4 | 10,000 | 4d6 | 1d6 | +1 | +10 | 2 |
| 5 | 20,000 | 5d6 | 1d6 | +1 | +10 | 3 |
| 6 | 40,000 | 6d6 | 1d6 | +1 | +10 | 3 |
| 7 | 80,000 | 7d6 | 1d6 | +1 | +10 | 4 |
| 8 | 150,000 | 8d6 | 1d8 | +2 | +20 | 4 |
| 9 | 300,000 | 9d6 | 1d8 | +2 | +20 | 5 |
| 10 | 450,000 | 9d6+2 | 1d8 | +2 | +20 | 5 |
| 11 | 600,000 | 9d6+4 | 1d8 | +2 | +20 | 6 |
| 12 | 750,000 | 9d6+6 | 1d10 | +3 | +30 | 6 |
| 13 | 900,000 | 9d6+8 | 1d10 | +3 | +30 | 7 |
| 14 | 1,050,000 | 9d6+10 | 1d10 | +3 | +30 | 7 |
| 15 | 1,200,000 | 9d6+12 | 1d10 | +3 | +30 | 8 |
| 16 | 1,350,000 | 9d6+14 | 2d6 | +4 | +40 | 8 |
| 17 | 1,500,000 | 9d6+16 | 2d6 | +4 | +40 | 9 |
| 18 | 1,650,000 | 9d6+18 | 2d6 | +4 | +40 | 9 |
| 19 | 1,800,000 | 9d6+20 | 2d6 | +4 | +40 | 10 |
| 20 | 1,950,000 | 9d6+22 | 2d8 | +5 | +50 | 10 |
Monks are ascetic students of self-discipline and spiritual knowledge. This knowledge does not have to be religious in any way, nor does it mean they must abstain from all pleasures (though some do). Each order has its own means of operating and expectations of its adherents, so each individual monk encountered can be quite different from each other or from any others.
Requirements: To become a Monk, a character must have Strength, Dexterity, and Wisdom scores of 13 or higher, and a Constitution of 9 or higher. A Monk may not wear any armor as it interferes with special abilities, nor may he or she use shields of any sort. Any sort of weapon may be used, though the GM may limit weapon selection if it seems appropriate for the monk’s order. There are no racial limitations to becoming a monk, though some specific orders may discriminate.
Special Abilities: Monks can Move Silently, Hide, Listen, and Climb Walls using the table below. Monks gain no other Thief abilities.
Monks also gain some other special abilities as a result of their arduous training. These abilities support their capability to engage in combat using no armor or weapons and not only survive, but excel.
Monks’ unarmed attacks do lethal damage as shown in the chart. (They may always choose to inflict non-lethal damage with their unarmed attacks, if so desired.) As monks progress in levels, they progressively do more damage with their unarmed attacks, to the point they become more effective than any weapon.
Monks are able to use a flurry of blows, giving an increased number of attacks each round starting at fifth level. At 5th level they gain the ability to make three attacks every two rounds. At 10th level they can make two attacks per round. At 15th level they can make five attacks every two rounds. Finally, at 20th level they can make three attacks per round. Monks must not be wearing any armor to use their flurry of blows, but can use any combination of unarmed attacks or weapon attacks.
**Monks are difficult to hit, even though they do not use armor. Monks are able to add their wisdom bonus to their armor class, along with their dexterity bonus. In addition, starting at the fourth level, and every four levels after that, they get an additional +1 to their armor class, to a maximum of +5 at 20th level. The wisdom bonus and extra bonus to armor class only apply if the Monk is not wearing any armor and is not under a heavy load. **
Monks are able to move exceptionally quickly, too. At fourth level Monks increase their base speed by 10 feet. Every fourth level after that, their speed increases by another 10 feet, to a maximum of +50 feet at 20th level. The increased speed is only available if the Monk is not wearing any armor and is not under a heavy load.
Finally, Monks are able to harness their spiritual training in the form of ki powers. These ki powers allow the Monk to perform amazing abilities that normal mortals should be able to do. At third level, a Monk may choose two ki powers, and then may choose another every odd level after that. Some ki powers have prerequisites (usually a different ki power that must be chosen first) and may require the Monk to be a certain level to choose it. Each power may only be chosen once.
Monk Abilities
| Monk Level | Move Silently | Climb Walls | Hide | Listen |
|---|---|---|---|---|
| 1 | 25 | 80 | 10 | 30 |
| 2 | 30 | 81 | 15 | 34 |
| 3 | 35 | 82 | 20 | 38 |
| 4 | 40 | 83 | 25 | 42 |
| 5 | 45 | 84 | 30 | 46 |
| 6 | 50 | 85 | 35 | 50 |
| 7 | 55 | 86 | 40 | 54 |
| 8 | 60 | 87 | 45 | 58 |
| 9 | 65 | 88 | 50 | 62 |
| 10 | 68 | 89 | 53 | 65 |
| 11 | 71 | 90 | 56 | 68 |
| 12 | 74 | 91 | 59 | 71 |
| 13 | 77 | 92 | 62 | 74 |
| 14 | 80 | 93 | 65 | 77 |
| 15 | 83 | 94 | 68 | 80 |
| 16 | 85 | 95 | 69 | 83 |
| 17 | 87 | 96 | 70 | 86 |
| 18 | 89 | 97 | 71 | 89 |
| 19 | 91 | 98 | 72 | 92 |
| 20 | 93 | 99 | 73 | 95 |
Note: If the GM allows Thief characters to allocate their ability percentages, as given on page 153 of the Basic Fantasy RPG Core Rules, then the Monk may also be allowed to do so. Monks gain 15 points per level from 2nd to 9th levels, 10 points per level from 10th to 15th levels, and 7 points per level thereafter.
KI POWERS
Below are the ki powers available to the Monk class. All of these powers are unique to the Monk and not available to any other class. None of these are spells, however some have time limits, some can only used some number of times in a time period, and some have both limits. Once chosen, they are always available for use by the Monk (subject to any usage limits). All powers, unless noted with an *, expect the Monk to be wearing no armor and not **carrying **a heavy load. If the Monk is wearing armor or carrying a heavy load, the powers will stop working until such point as the Monk is again not wearing any armor or carrying a heavy load.
Abundant Step
*The Monk can magically step between spaces. The Monk gets the benefit of a dimension door spell once per day. He or she gains a second use at 15th level. Must be at least 7th level.
Bursting Fist
*Once per day a Monk may slam their palms together creating a wave of force projecting forward for 50 feet. Anyone caught in the burst takes 1d6 per monk level, but may save vs. Dragon Breath for half damage. Must be at least 15th level and already have diamond fist.
Deflect Arrows
*Once per round, the Monk may deflect incoming ranged attacks that would have otherwise hit with a flick of their wrist. This does not reduce the number of attacks the Monk may make in the same round.
Diamond Body*
*The Monk may flush any and all poison from their system once a day. The Monk gains an additional use at 15th level and a third use at 19th level. Must be at least 11th level.
Diamond Fist
*The Monk’s unarmed attacks ignore any hardness of the target. Must be at least 11th level and have stunning fist.
Evasion
*When a Monk makes a saving throw to avoid physical damage where he or she would normally take half damage, no damage is take instead.
Feather Balance
*For one turn, the Monk cannot lose their balance. Any time they would be forced to make an ability check against their dexterity, they are considered to have rolled a 20. A Monk may use this once per day. An additional use is gained at 7th level and every four levels after that, to a maximum of five uses at 19th level.
Feather Step
*While using feather balance, the Monk is able to move lightly across any surface even if it would not normally support his or her weight, ignoring any sort of difficult terrain. This does not allow the Monk to walk on water. Must be at least 11th level and already have feather balance.
Flawless Mind*
The Monk gains a +4 bonus on all saving throws against magical effects targeting the mind (e.g. charms or illusions). Must be at least 15th level.
Improved Evasion
*When a Monk makes a saving throw to avoid physical damage, not only is no damage taken if the saving throw succeeds, but only half damage is taken if the saving throw is failed. Must be at least 7th level and already have evasion.
Ki Strike
*The Monk’s unarmed attacks are treated as if they were magical weapons. They do not have an attack modifier, but the Monk can strike creatures that can normally only be hit by magical weapons. Must be at least 7th level.
Punishing Strike
Once per day a Monk may deliver a particularly punishing blow. If the blow hits, it does another 1d6 of damage. An additional use is gained at 15th level and a third use at 19th level. Must be at least 11th level and have stunning fist.
Purity of Body*
*The Monk may remove any diseases from his or her body, whether natural or magical, once a day. A second use is gained at 11th level and a third use at 15th level. Must be at least 7th level.
Quivering Palm
*Once a week the Monk may designate they are using the quivering palm. If the attack hits, the Monk is able impart vibrations in the target. For the next week, at any time the Monk may simply will it and the target will instantly die. The target does get a save vs. Death Ray to avoid death. If the target makes the save or the week passes, the vibrations cease and the target is no longer in danger, though the target could be affected later by a separate attack. This ability only affects living creatures. Must be at least 15th level.
Silver Fist
*The Monk’s unarmed attacks may count as any kind of special material (e.g. silver).
Slow Fall
*As long as a Monk is within 10’ of a vertical surface while falling, they are treated as if under the effects of a feather fall spell.
Stunning Fist
*Once per day, the Monk may declare an unarmed attack to be a stunning fist. If the attack succeeds, in addition to doing damage, the target must save vs. Petrify or be stunned. If the target is stunned, then for one round he or she can make no action, must drop whatever he or she is holding, take a -2 AC bonus, and lose their dexterity bonus to AC. This only affects living creatures. The Monk gains an additional use at 7th level and every four levels after that, to a maximum of five uses at 19th level.
Timeless Body*
The Monk gains harmony between their mind and body and stops aging. At some point the mind will still give out, but the body no longer shows the effects of further aging. Must be at least 15th level.
Tongue of the Stars*
*The Monk may speak with any living creature for one turn. This may be used twice a day. At 19th level a third use is gained. Must be at least 11th level.
Wholeness of Body*
*The Monk may heal twice his or her level in hit points per day. This can be done once, or spread out over multiple applications. Must be at least 7th level.
NEW MAGIC ITEMS
The items listed below are magic items made for Monks. All of these items may only be used by Monks. In addition to the items below, Monks may use any items available to fighters and thieves.
*Monk’s Belt: This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a Monk four levels higher. This item may only be used by Monks.
*Monk’s Hand Wrap: These simple linen cloth strips are inscribed with inspirational runes along their length. When worn wrapped around the Monk’s hands, an additional use of the stunning fist ki power is gained. If the Monk doesn’t have the stunning fist ki power, one use per day is gained. This item may only be used by Monks.
*Monk’s Robe: This is a short simple brown sleeveless robe. When worn, the wearer gains one extra ki power. Once picked, the it is fixed for this wearer and only usable while the robe is worn. If the wearer picks this ki power later while gaining a level, he or she may choose a new ki power, which is then again fixed. When choosing a ki power, the wearer must otherwise qualify for it. This item may only be used by Monks.
New Spells
| New Spells | Release 9 Copyright © 2007-2017, 2020 Chris Gonnerman,Ola Berg, Angelo Bertolli, Jeff Querner, Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, Scott Abraham, Stuart Marshall, and Mike West All Rights Reserved Distributed under the terms of the Open Game License version 1.0a |
|---|---|
| A Basic Fantasy RPG Supplement |
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
This supplement includes a number of new spells, as well as rules for spells of the 7th level. The spells in this document have been provided by a number of people; please read Section 15 of the OGL (on the last page of this document) for a full list. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy.
CHARACTER CLASSES, Supplement
Cleric, revised table
The following table adds 7th level spells.
| Exp. | Spells | ||
|---|---|---|---|
| Level | Points | Hit Dice | 1 |
| 1 | 0 | 1d6 | - |
| 2 | 1,500 | 2d6 | 1 |
| 3 | 3,000 | 3d6 | 2 |
| 4 | 6,000 | 4d6 | 2 |
| 5 | 12,000 | 5d6 | 2 |
| 6 | 24,000 | 6d6 | 2 |
| 7 | 48,000 | 7d6 | 3 |
| 8 | 90,000 | 8d6 | 3 |
| 9 | 180,000 | 9d6 | 3 |
| 10 | 270,000 | 9d6+1 | 3 |
| 11 | 360,000 | 9d6+2 | 4 |
| 12 | 450,000 | 9d6+3 | 4 |
| 13 | 540,000 | 9d6+4 | 4 |
| 14 | 630,000 | 9d6+5 | 4 |
| 15 | 720,000 | 9d6+6 | 4 |
| 16 | 810,000 | 9d6+7 | 5 |
| 17 | 900,000 | 9d6+8 | 5 |
| 18 | 990,000 | 9d6+9 | 5 |
| 19 | 1,080,000 | 9d6+10 | 6 |
| 20 | 1,170,000 | 9d6+11 | 6 |
This table is also used by Druids.
Magic-User, revised table
The following table adds 7th level spells.
| Exp. | Spells | ||
|---|---|---|---|
| Level | Points | Hit Dice | 1 |
| 1 | 0 | 1d4 | 1 |
| 2 | 2,500 | 2d4 | 2 |
| 3 | 5,000 | 3d4 | 2 |
| 4 | 10,000 | 4d4 | 2 |
| 5 | 20,000 | 5d4 | 2 |
| 6 | 40,000 | 6d4 | 3 |
| 7 | 80,000 | 7d4 | 3 |
| 8 | 150,000 | 8d4 | 3 |
| 9 | 300,000 | 9d4 | 3 |
| 10 | 450,000 | 9d4+1 | 4 |
| 11 | 600,000 | 9d4+2 | 4 |
| 12 | 750,000 | 9d4+3 | 4 |
| 13 | 900,000 | 9d4+4 | 4 |
| 14 | 1,050,000 | 9d4+5 | 4 |
| 15 | 1,200,000 | 9d4+6 | 5 |
| 16 | 1,350,000 | 9d4+7 | 5 |
| 17 | 1,500,000 | 9d4+8 | 5 |
| 18 | 1,650,000 | 9d4+9 | 6 |
| 19 | 1,800,000 | 9d4+10 | 6 |
| 20 | 1,950,000 | 9d4+11 | 6 |
This table is also used by Illusionists, Necromancers, and Spellcrafters.
SPELLS
This supplement adds a number of spells for various classes. With the exception of the 7th level spells listed below, no tables are provided for randomly selecting these new spells. The tables instead show the spell level followed by the spell name. It is up to the GM as to whether any of them are available, and if so, how a player character goes about learning them; the GM should feel free to use any, all, or none of the material in this supplement.
The new Magic-User, Illusionist, Necromancer, and Spellcrafter spells can be learned from NPCs as determined by the Game Master, or developed by means of magical research, or possibly found in spell books in special treasure hoards.
The Game Master must decide how the Clerical and Druidic spells in this work will be made available. Some Clerics and Druids might simply be allowed to pray for any of these spells; or, the GM may decide that only certain deities can provide specific spells. It is even possible that special prayers must be discovered in ancient religious texts in order to acquire certain spells.
Spells in** bold are new to this supplement. Spells with a * are reversible.**
Seventh Level Spells
These are the lists of seventh level spells that can be made available to characters of sufficiently high class level.
Seventh Level Cleric Spells
| 1 | Anti-Magic Shell |
|---|---|
| 2 | Control Weather |
| 3 | Earthquake |
| 4 | Fire Storm |
| 5 | Holy Word |
| 6 | Resurrection |
| 7 | Ring of Greater Healing* |
| 8 | Wind Walk |
Seventh Level Druid Spells
| 1 | Changestaff |
|---|---|
| 2 | Conjure Elemental |
| 3 | Control Weather |
| 4 | Creeping Doom |
| 5 | Earthquake |
| 6 | Regeneration |
| 7 | Ring of Greater Healing* |
| 8 | Transmute Metal to Wood |
Seventh Level Magic-User Spells
| 1 | Delayed Blast Fireball |
|---|---|
| 2 | Greater Teleport |
| 3 | Longevity |
| 4 | Mass Invisibility |
| 5 | Phase Door |
| 6 | Power Word Stun |
| 7 | Sword |
| 8 | Wychlamp Aura |
Seventh Level Illusionist Spells
| 1 | Demand |
|---|---|
| 2 | Insanity |
| 3 | Prismatic Spray |
| 4 | Scintillating Pattern |
| 5 | Screen |
| 6 | Shades |
| 7 | Vision |
| 8 | Weird |
Seventh Level Necromancer Spells
| 1 | Call Horseman |
|---|---|
| 2 | Finger of Death |
| 3 | Longevity |
| 4 | Mass Invisibility |
| 5 | Phase Door |
| 6 | Power Word Stun |
| 7 | Symbol of Death |
| 8 | Wychlamp Aura |
Seventh Level Spellcrafter Spells
| 1 | Disjunction |
|---|---|
| 2 | Dominate Construct |
| 3 | Longevity |
| 4 | Major Creation |
| 5 | Phase Door |
| 6 | Sword |
| 7 | Word of Recall |
| 8 | Wychlamp Aura |
New Lower Level Spells
Various spells of less than the seventh level are also available for many of the classes. The following tables show the spell level in the first column, and the name of the spell in the second column. All of the spells in this list are in addition to the base set of spells the class is introduced with.
Any spell that is included in the Basic Fantasy RPG Core Rules (for example, water breathing and resist cold) is not listed in the New Spells section below. Otherwise, all spells listed here are included in the New Spells section.
New Cleric Spells
| 1 | Censure |
|---|---|
| 1 | Command |
| 1 | Sanctuary |
| 2 | Gentle Repose |
| 2 | Remove Paralysis |
| 2 | Restore Health |
| 3 | Cure Deafness |
| 3 | Tongues |
| 3 | Water Breathing |
| 4 | Hold Monster |
| 4 | Magic Mirror |
| 4 | Stone Shape |
| 5 | Plane Shift |
| 5 | Ring of Lesser Healing* |
| 5 | Wall of Stone |
| 6 | Control Undead |
| 6 | Undeath to Death |
| 7 | Astral Projection |
| 7 | Gate |
New Druid Spells
| 1 | Goodberry |
|---|---|
| 1 | Light* |
| 1 | Resist Cold |
| 1 | Shillelagh |
| 2 | Barkskin |
| 2 | Resist Fire |
| 2 | Restore Health |
| 2 | Tree |
| 3 | Quench |
| 4 | Dispel Magic |
| 4 | Insect Plague |
| 4 | Magic Mirror |
| 5 | Blight |
| 5 | Ring of Lesser Healing* |
| 5 | Stoneskin |
| 6 | Repel Wood |
New Magic-User Spells
| 1 | Alarm |
|---|---|
| 1 | Mage Armor |
| 1 | Mount |
| 1 | Unseen Servant |
| 2 | Analyze Magic |
| 2 | Familiar |
| 3 | Clairaudience |
| 3 | Gaseous Form |
| 3 | Immunity to Normal Weapons |
| 3 | Tongues |
| 4 | Improved Invisibility |
| 4 | Magic Mirror |
| 5 | Private Sanctum |
| 5 | Stoneskin |
| 6 | Permanency |
| 6 | Reveal Magic |
| 7 | Astral Projection |
| 7 | Gate |
New Illusionist Spells
| 1 | Alarm |
|---|---|
| 1 | Charm Person |
| 1 | Remove Fear* |
| 1 | Unseen Servant |
| 2 | Analyze Magic |
| 2 | ESP |
| 2 | Familiar |
| 3 | Clairaudience |
| 3 | Tongues |
| 4 | Charm Monster |
| 4 | Dimension Door |
| 4 | Magic Mirror |
| 5 | Greater Fear |
| 5 | Magic Jar |
| 6 | Geas* |
| 6 | Hold Monster |
| 7 | Astral Projection |
New Necromancer Spells
| 1 | Alarm |
|---|---|
| 1 | Floating Disc |
| 1 | Hold Portal |
| 1 | Magic Mouth |
| 2 | Analyze Magic |
| 2 | Protection from Evil* |
| 2 | Remove Paralysis |
| 3 | Gentle Repose |
| 3 | Immunity to Normal Weapons |
| 3 | Tongues |
| 4 | Magic Mirror |
| 4 | Massmorph |
| 4 | Protection from Evil 10’ radius* |
| 5 | Insect Plague |
| 5 | Private Sanctum |
| 6 | Permanency |
New Spellcrafter Spells
| 1 | Floating Disc |
|---|---|
| 1 | Mage Armor |
| 1 | Unseen Servant |
| 2 | Continual Light* |
| 2 | Levitate |
| 2 | Silence 15’ radius |
| 3 | Gaseous Form |
| 3 | Haste* |
| 3 | Tongues |
| 4 | Dimension Door |
| 4 | Remove Curse* |
| 4 | Water Breathing |
| 5 | Stoneskin |
| 5 | Telekinesis |
| 6 | Reveal Magic |
| 6 | True Seeing |
| 7 | Gate |
Spells for Interplanar Travel
There are three new spells provide that allow for travel to other planes of existence: plane shift, gate, and astral projection. What this means must be defined the Game Master and no assumptions are made about any given campaign's cosmology. The inclusion of these spells is optional; players should assume they are not available until told otherwise.
Each of the spells fills a particular role in planar travel.
Plane Shift is lower level, so it can be available in settings where seventh level spells are not used. It is inexact, but if it is the only means of planar travel, the Game Master should feel free to make it more exact (reducing the maximum distance by which the destination may be missed, or eliminating it entirely) and make it available to other classes as needed.
Gate is to allow for the physical transportation of the participants to the destination. They **directly **move from one location to the other. Since it is their actual, ordinary forms, this means the characters must make preparations to survive hostile environments if such exist on the other side of the gate. Likewise, they need to be prepared for the consequences of an opening between the two planes. For example, it might be hard to cross over to the Plane of Water if water is gushing out of the gate. Note that gate can be used within the same plane, so it is possible for the Game Master to allow the spell even if planar travel isn’t allowed as a “super teleport” alternative.
Astral Projection is a different way to travel the planes. Rather than directly going, as with the other two spells, the participants’ souls/spirits are projected to the other plane, and a brand new body is formed for them. An advantage of this approach is that since the body is formed from the material of the destination, it is already adapted to the environment. The main disadvantage is that the participants’ original, unoccupied bodies are very vulnerable.
NEW SPELLS
Alarm
**Magic-User 1 ** Range: 20’+10’/level
**Illusionist 1 ** Duration: 2 hours/level
Necromancer 1
Spellcrafter 1
Alarm sounds a mental or audible alarm each time any creature larger than a rat enters the warded area or touches it. A creature that speaks the password (determined by the caster at the time of casting) does not set off the alarm. The caster decides at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts the caster (and only the caster) so long as he or she remains within 1 mile of the warded area. The caster will hear a single mental “ping” sufficient to awaken the caster from normal sleep, but which does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 ft of the warded area can hear it clearly. Interposing doors or walls may reduce the distance by 10 ft or 20 ft. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Incorporeal creatures do not trigger the alarm.
**Analyze **Magic
**Magic-User 2 ** Range: 5’
**Illusionist 2 ** Duration: special
Necromancer 2
Spellcrafter 2
This spell permits the caster to discover information about a magic item or a permanently enchanted area. For each turn spent studying the enchanted item or area, the caster may learn one feature of the enchantment. Features include spell effects, bonuses, and command words or activating conditions. The GM will choose the order in which the features are revealed, but command words or activating conditions should be last. Note that the number of charges remaining for a charged item is not revealed by this spell.
Each turn of study requires the caster to make a d20 roll, adding his or her Intelligence bonus and level. The total result must be 16 or higher to succeed; any failure ends the spell. A natural 1 is always a failure.
The item or area to be studied must be within 5' of the caster for the full duration of scrutiny, and he or she must maintain moderate concentration.
Even with the best rolls, the caster can only learn about one feature per level of ability. The caster does not initially know how many features an item has, but he or she knows when the last feature is discovered (if the caster makes it that far).
With respect to bonuses (for magic weapons, etc.) use the following table:
| Bonus | |
|---|---|
| *Description | +1 |
| *Weak | 1-18 |
| *Moderate | 19-20 |
| *Strong | -- |
| *Very Strong | -- |
So, for a Sword +1, +3 vs. Dragons, if the caster makes his or her first roll (learning about the first feature, the base +1), the GM rolls 1d20 secretly. If the GM gets 1-18, he or she describes the basic enchantment as "weak;" if he gets 19 or 20, it's "moderate." If the second roll is made (for the +3 vs. Dragons), the GM rolls again, but this time the most likely result is "strong" (or more precisely, "strongly enchanted against Dragons"). The caster will know at this point (but not before) that there are no further features to discover.
Astral Projection
**Cleric 7 ** Range: self
**Magic-User 7 ** Duration: special
Illusionist 7
This spell frees the caster’s spirit (or soul) from his or her body, allowing it to travel to another plane. The caster may bring along up to one other creature per two caster levels as long as all participants are linked in a circle when the spell is cast.
The participants’ spirits are immediately transported to the destination plane where they form a new body. This new body will appear to be exactly the same as their original body, but will be acclimated to survive on this new plane. They will also have clothing and equipment identical to they were wearing when the spell was cast, though only exceptional magic items will be duplicated; most magic items will be replaced with normal items. This spell leaves the participants’ original bodies in suspended animation.
This spell will last indefinitely. It will end when the caster chooses to end the spell or the caster's new body dies. In either case, all of the new bodies pop out of existence, and the participants’ spirits return to their original bodies. If a participant other than the caster wills it, or their new body dies, they return on their own, leaving the others behind. If the original body of anyone who is still under the effects of the spell is killed, the character is killed and their new body pops out of existence.
Unlike gate, the destination cannot be the same plane as the plane of origin. Also, astral projection cannot be cast while still in the new body. To go to a different plane, the caster must end the spell, bringing everyone back to their original bodies and cast a new spell from their original bodies.
Barkskin Range: self
Druid 2 Duration: 1 turn/level
Protects the caster. The caster’s skin turns hard and bark-like, giving the caster a +4 bonus to AC. No actual bulk is added to the caster, so it doesn’t affect other spell casting..
Blight
**Druid 5 ** Range: touch
Necromancer 5 Duration: instantaneous
This spell withers a single plant of any size. It causes 1d6 of damage per level of the caster to the touched plant creature. The creature is allowed a save vs. Spells for half damage. If the plant is not a creature, it immediately withers and dies with no saving throw.
Only the touched plant is affected; the spell has no effect on anything else in the area.
Call Horseman Range: 20'
Necromancer 7 Duration: special
*This spell calls forth a headless horseman which is subsequently given a task to accomplish, such as the slaying of one individual. The skull of an appropriately leveled warrior (of the mounted variety) is required to complete the summoning. The maximum level of the summoned headless horseman is equal to the caster's level or the actual level of the horseman at the time of his or her death (whichever is lowest). Thus the aspiring summoner usually works to get the most powerful warrior available, often by arranging the death of the warrior.
*Each horseman is an individual and usually appears in knightly garb similar to what they wore in life, only darker and more grim (albeit all non-magical). Of course, as their name indicates, they are headless, but may appear with jack-o-lanterns in lieu of their actual head, ghost-like vestiges, vacant helmets and hoods, or other variations on this theme. The mount of the horseman is always summoned alongside its master. See the headless horseman monster entry in the Basic Fantasy Field Guide Volume 1 for additional details and statistics.
*The summoner must have possession of the actual skull of the horseman in order to maintain control over him. If possession of the skull is lost, the horseman will attempt to gain possession of the skull with all the same fervor of his appointed task. If successful, the horseman may become free-willed or simply vanish (GM's discretion). The spell can only be cast during the night (even if summoned underground), and the horseman (and mount) remains until the task is complete or the sun rises. The spell must be recast the following night if the task was left unfinished or the horseman is slain while on task.
*The GM might allow other classes access to this spell. The spell remains seventh level, but the maximum level of the horseman is half the level of the caster (instead of equal to the Necromancer's level).
Censure Range: 30'
Cleric 1 Duration: instantaneous
The cleric casting this spell utters a condemnation of the target's behavior or conduct; the spell then creates a point of divine energy, which the cleric directs at the target. The cleric must roll to hit, and if he or she misses then the spell has no effect. If the target is hit, then roll on the following table to determine the spell's effect on the target:
| 1d6 | Outcome |
|---|---|
| 1 | Stunned for 1d4+1 rounds |
| 2-3 | Paralyzed for 1d4+1 rounds |
| 4-5 | Move slowed by half for 1d4+1 rounds |
| 6 | Number of attacks reduced by half for 1d4+1 rounds |
This spell affects only living creatures, and is ineffective against opponents having 7 or more hit dice or levels.
Changestaff Range: touch
Druid 7 Duration: 1 hour/level
This spell transforms a specially prepared staff into a treant-like creature. The creature looks and fights just like a treant, and will follow all directions given by the caster. The creature is not an actual treant, and so cannot talk to other treants or animate trees. If the creature is reduced to 0 hit points, it disintegrates and the staff is destroyed. If the duration expires, or the caster ends the spell early, the creatures transforms back into the staff.
The staff used must be a specially prepared quarterstaff made from ask, oak, or yew. It must be finished using a special process requiring a full week. No adventuring can take place while preparing the staff.
Clairaudience
**Magic-User 3 ** Range: 60’
Illusionist 3 Duration: 12 turns
This spell enables the caster to hear sounds in another area through the ears of a living creature in that area. The caster must specify the direction and approximate distance, up to a maximum of 60' away. If there is no appropriate creature in that area, the spell fails. No saving throw is allowed, and the target creature is unaware that it is being so used. The caster may choose another subject creature after at least a turn has passed, enabling multiple locations to be viewed. If the subject creature moves out of range, contact is lost, though the caster may be able to choose another target in this case.
**Command Range: 10' **
**Cleric 1 Duration: 1 round **
**The caster speaks a single-word command which will be obeyed by a single creature within the given range. The command must be given in a language the recipient understands. The recipient will do its best to obey, as long as the command is a clear, imperative verb. "Suicide" isn't a verb. "Die" would cause the recipient to fake death for the duration of the spell (believing it was dead). Typical commands are back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. **
Undead are not affected. Creatures with Intelligence of 13 or more and creatures with 6 or more hit dice may save vs. Spells to resist.
Control Undead
**Cleric 6 ** Range: 60’
Necromancer 6 Duration: 6 rounds/level
This spell allows for complete control of up to 3 HD/caster level of undead for a short period of time. Verbal control is required, but they will understand regardless of the language used. If communication is not possible, they will still not attack. Intelligent undead creatures may save vs. Spells to resist and will remember if they are controlled. Unintelligent undead do not get a saving throw and the control is permanent. Any unintelligent undead controlled using this spell count against the caster’s total control limit.
Control Weather
**Cleric 7 ** Range: 2 miles
Druid 7 Duration: 4d12 hours
The caster can change the weather in the local area. Any kind of weather appropriate to the climate and season of the area may be invoked. It takes 10 minutes for the weather to change to the desired conditions. For the duration of the spell, the caster may again change the conditions, but any such change will take another 10 minutes for the new conditions to arrive.
The caster has control over the general conditions of the weather, such as the direction and force of the winds, whether lightning is occurring, whether there is a tornado, and other directives. But, there is no specific control, so lightning cannot be forced to hit a particular spot and the path of a tornado cannot be dictated.
The spell allows the caster to remove conditions as well as bring them. (For example, an existing tornado can be replaced with calm weather.) At the end of the spell, the current conditions will continue, the caster just won’t be able to control them anymore.
Creeping Doom Range: 300’+30’/level
Druid 7 Duration: 1 minute/level
This is a more powerful form of insect plague. It summons one swarm of centipedes per two caster levels, to a maximum of ten swarms at 20th level. The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one continuous area). The caster may summon the centipede swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms may be directed to move after being summoned.
Centipede swarms act as insect swarms, but have 8 HD, do 2d6 points of damage, have a movement rate of 20 feet, and cannot fly.
Cure Deafness Range: touch
Cleric 3** Duration: instantaneous **
With this spell the caster can cure a creature suffering **deafness, whether caused by injury or by magic. Deafness **caused by a curse cannot be cured by this spell. The cure is permanent but does nothing to prevent subsequent events leading to deafness again.
Delayed Blast Fireball
**Magic-User 7 ** Range: 100'+10'/level
** Duration: special**
This spell creates a small glowing bead at any location chosen by the caster, up to the listed range. This bead will explode in an improved form of fireball at a time chosen by the caster; when it explodes, it will do 1d6+1 points of damage per caster level to all within a spherical volume with a 20' radius, just as with the standard fireball spell. The bead may explode immediately if the caster so desires, or may be delayed up to 10 rounds; the caster chooses the time when the spell is cast, and cannot subsequently be changed.
If a delay is chosen, the glowing bead lies at its destination until it detonates. A creature can pick up and hurl the bead (with the same range as a dagger); if the bead is handled within 1 round of its scheduled detonation, there is a 25% chance that the bead detonates instantly, i.e. before it can be thrown.
Demand Range: 50’
Illusionist 7 Duration: up to 1 day / level
*The caster imposes on a target creature by issuing a demand for a course of activity limited to a sentence or two. The demand may be phrased in any way desired, though wording it in such a manner as to make the activity sound reasonable increases the chance of success. The demand may be for something risky or dangerous, but a demand to directly kill themselves automatically negates the effect of the spell.
*The demanded course of activity can continue for the entire duration. If the demanded activity can be completed in a shorter time, the spell ends when the subject finishes the activity. The caster can specify conditions that will trigger an activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
*If the recipient creature makes its saving throw vs. Spells, the spell has no effect. A reasonable suggestion causes the save to be made with a penalty (up to -4 depending on how persuasive) and a dangerous activity causes the save to be made with a bonus (up to +4 for something suicidal or hopeless).
*The creature to be influenced must, of course, be able to understand the demand, i.e., it must be spoken in a language which the spell recipient understands. Undead are not subject to demand.
Disjunction Range: 25’
Spellcrafter 7 Duration: instantaneous
The caster chooses an item or creature within the spells range and it is disjoined. All spells and spell-like affects are stripped from the item or creature, and any magic items will be changed back into a normal item. Any item or creature is entitle to a saving throw vs. Spells to negate the effect of the spell.
This spell can also be used to dismiss an anti-magic shell as long as the caster level of disjunction is greater than the caster level of the anti-magic shell.
An artifact can be affected by disjunction, though there is only a 1% chance per caster level of the spell succeeding (this percentage is used in place of a saving throw). If successful, there is a further 25% chance that the caster will lose all magical ability. If the caster loses all magical ability, no mortal power can restore it, not even a wish. Destroying an artifact is a dangerous business, and it is almost guaranteed that a very powerful being associated with the artifact will take notice of its distruction.
Dominate Construct Range: 30’
Spellcrafter 7 Duration: special
This is a more powerful form of the charm constructs spell. The spell allows the caster to take control of a construct, such as a golem. Control is absolute and the construct can be ordered to perform even self-destructive actions. An unintelligent construct gets no saving throw, and the duration is permanent. An intelligent construct gets a saving throw vs. Spells to avoid control. The intelligent construct is allowed a new saving throw each day to break free of the caster’s control. Once control is released, an unintelligent construct will return to its programming as best as possible. When control is lost on an intelligent construct, it will know it has been controlled against its will.
Only one construct can be controlled at a time. If the caster already has a construct under control when this spell is cast again, control is immediately released on the prior construct in order to establish control on the new construct.
Earthquake
**Cleric 7 ** Range: 400’+40’/level
Druid 7 Duration: 1 round
When cast, this spell causes a powerful, but localized, earthquake that is 10 feet in diameter per caster level. The shock of the quake will knock down creatures, topple plants, collapse structures, open cracks in the earth, and more. The effect lasts for one round, during which creatures in the affected area cannot move or act. The earthquake affects everything touching the ground in the affected area. The specific effect depends on the type of terrain where the spell is cast:
-
Cave, cavern, tunnel: Causes the roof to collapse causing 8d6 damage to everyone in the affected area (save vs. Petrify for half damage), pinning all creatures beneath the rubble. Small rooms and tunnels become completely filled.
-
Cliff: Causes a landslide. Any creatures in the path take 8d6 damage (save vs. Petrify for half damage), pinning all creatures beneath the rubble.
-
Open ground: All creatures in the area must save vs. Petrify or fall to the ground. Fissures open up and all creatures in the area have a 1 in 4 chance of falling in (save vs. Death Ray to avoid). After the end of the spell, the fissures close up, killing anything that fell in.
-
Structures: Any structures directly touching the affected ground take 100 points of damage, ignoring hardness. If this causes the structure to collapse, anyone trapped inside takes 8d6 damage (save vs. Petrify for half damage) and is pinned beneath the rubble.
-
River, lake, marsh: Fissures in the bottom drain the water away, resulting in a muddy quicksand-like surface to remain. All creatures in the affected area must save vs. Death Ray or be stuck. After the end of the spell, the surrounding water rushes back in, potentially drowning any creatures stuck in the mud.
Any creature pinned by rubble takes 1d6 points of non-lethal damage per minute until rescued or they fall unconscious. Once unconscious, they take 1d6 points of lethal damage per minute until they are rescued or die.
Familiar
**Magic-User 2 ** Range: touch
**Illusionist 2 ** Duration: special
Spellcrafter 2
With this spell, the caster binds a single animal into his service as a familiar. The creature must be present, and the caster must touch it to cast the spell. Only normal (non-magical) creatures of 1-1 hit die or lower and having animal intelligence may be made into familiars. Further, each spellcaster may have only one familiar at a time. If a familiar dies, the caster will not be able to successfully cast this spell again for 2d6 months (the period to be rolled by the GM and not revealed to the player). A saving throw vs. Spells is allowed to resist, and if this roll succeeds, the animal chosen is not compatible with the caster and cannot become his or her familiar.
The familiar will behave as if permanently charmed by its master, and will perform any task assigned to it to the best of its ability. The creature's morale is increased by 2 points (to a maximum of 11), and it receives improved intelligence equal to 3+1d4 points. Familiars normally capable of speech (such as parrots) or sign language (such as monkeys) can even carry on conversations. Familiars also age at half the normal rate for their kind, so a cat familiar (for instance) might easily live forty years.
The familiar and its master are linked telepathically, allowing normal communication in both directions. The caster can see through the eyes of the familiar with moderate concentration. He or she can also sense the direction and approximate distance to the familiar (in general terms, such as "northeast more than a mile away" or "south more than a hundred miles and underground") by concentrating fully upon it for 1d6 rounds.
The connection between the master and familiar will extend any distance on the same plane, but if they are on different planes, the familiar saves vs. Spells once per week with success meaning it has been freed from the master. The freed familiar loses all benefits gained from this spell and becomes a normal animal. The master is affected as if his familiar has died. If the familiar was well treated by its former master it will be friendly toward him or her should they meet again, and the master may cast this spell (even if the normal time limit has not expired) to re-bind the animal as his or her familiar again.
Finger of Death Range: 60’
Necromancer 7 Duration: instanteous
The caster points their finger at one creature, who must then save vs. Death Ray or instantly die. If they make their saving throw, they still take 3d6 + 1 point per caster level of damage.
This spell only affects living creatures and does not affect non-living creatures like constructs or undead.
Fire Storm Range: 100’+10’/level
Cleric 7 Duration: instanteous
This spell causes an area 20’x10’x10’ per caster level to be filled with holy fire. The caster can determine the shape of the area, but the entire area must be contiguous. Any creature in the designated area takes 1d6 points of damage that bypasses any immunity or resistance to fire. Any creature that dies from the damage (or was already dead when the fire storm is cast) is completely consumed by the fire. The fire only harms creatures and does not affect the surrounding environment.
Gaseous Form
**Magic-User 3 ** Range: touch
Spellcrafter 3 Duration: 1 turn/level
The subject of this spell and all of their gear become insubstantial, misty, and translucent. He or she becomes immune to non-magical weapons, and has an Armor Class of 22 vs. magical weapons. The subject can’t attack or cast spells while in gaseous form. The subject also loses supernatural abilities while in gaseous form. A gaseous creature can fly at a speed of 10', and can pass through small holes or narrow openings, even mere cracks, as long as the spell persists. The gaseous creature is subject to the effects of wind, and can’t enter water or other liquid. Objects cannot be manipulated in this form, even those brought along when the spell was cast. The subject can resume material form at will, but that will end the spell.
Gate
**Cleric 7 ** Range: 120’
**Magic-User 7 ** Duration: special
Spellcrafter 7
This spell creates an inter-dimensional connection between the caster’s location and another plane. This allows for travel between the two locations in either direction. The gate stays open as long as the caster concentrates on it, up to 1 round/caster level plus one additional round.
The gate appears as a flat circle with a diameter of 5 to 20 feet (caster's choice). It can be situated at any angle, but will usually be vertical. The back (the side facing away from the caster) is filled with an insubstantial opaque haze and passing through does nothing. The front shows where the gate is connected. This is full opening between locations with complete visibility (subject to the conditions on the other side; from a place in the air to a place in the water will get expected results) and accessibility. The gate is full two-way, and anyone on either side can pass back and forth either way, including going one way and back the other as long as the gate stays open. Any number of people or things can use the gate, subject to the spell's duration and normal physical constraints. When the spell expires (or if the caster ends or loses concentration) it goes away, but can always be recreated by casting the spell again.
Note that the spell will allow both sides to be on the same plane if so desired, and that means it can also work as a very powerful alternative to teleportation.
As long as the destination is known and exists as known, the gate will open where desired. If not, the gate will open in a random location on the plane (i.e. wherever the GM wants it to). Some extraordinary creatures, at the GM’s discretion, are powerful enough to detect that a gate is about to open and prevent it from opening, thereby immediately canceling the spell.
Gentle Repose
**Cleric 2 ** Range: touch
Necromancer 3 Duration: 1 day/level
This spell preserves the remains of a dead creature (including a zombie, if so desired). This prevents any decay of the remains for the duration of the spell. This extends the time limit imposed by raise dead, allowing for a longer time to cast the spells.
Goodberry Range: touch
Druid 1 Duration: 1 day/level
This spell, when cast on a bush or tree, causes it to sprout a handful of berries, 2d4 of which are magical. The caster (and any Druid of 3rd level or greater) can immediately recognize which are magical. Eating a magical berry provides the equivalent of a full meal to a human (or similar creature) and heals 1 point of damage. No one can heal more than 8 points of damage using these berries in a single day.
Greater Fear
**Illusionist 5 ** Range: 30’
Necromancer 4 Duration: 1 round/level
This spell sends an invisible wave of fear out forward of the caster to a range of 30 feet. Anyone in the area must save vs. Spells or be panicked. A panicked creature will drop whatever it is holding and flee using any means necessary. If cornered, the creature will cower in fear. The victim will also suffer a -2 to all saving throws. The creature will do this for the duration of the spell. If a save is made, the victim will suffer -2 to attack rolls and saving throws for 1 round.
Greater Teleport Range: self
Magic-User 7 Duration: instantaneous
This spell functions in a similar fashion to the normal teleport spell, except that there is no limit to the range that can be spanned, nor is there any chance of arriving off target. In addition, the caster need not have seen the destination, if he or she has at least a reliable description of it. If the caster attempts to teleport with insufficient information (or with misleading information), he or she disappears and then reappears in the original location. This spell cannot transport the caster to another plane of existence.
Holy Word Range: 30' radius
Cleric 7 Duration: instantaneous
This spell represents the single most powerful word of any cleric's purest faith. When uttered, the cleric pulses with a blinding radiance and all enemies of the cleric within a 30' radius that can hear him suffer 1d6 points of damage per level of the cleric. Because of the searing light emanating from him, each enemy within range that can see the cleric must make a save vs. Spells or be blinded. Creatures struck dead by this spell burst into fierce flames and burn down to a fine ash within a single round.
Immunity to Normal Weapons
**Magic-User 3 ** Range: touch
Spellcrafter 3 Duration: 5 rounds+1/level
This spell temporarily makes the target immune to non-magical weapons. Anyone affected by this spell is treated as an enchanted creature for the purpose of magic which specifically affects them (for instance, a **sword +1, +3 vs. enchanted creatures **applies its special bonus to a
creature protected by this magic).
Improved Invisibility
**Magic-User 4 ** Range: touch
Illusionist 4 Duration: 1 round/level
*This spell works exactly like invisibility, except that it does not end if the subject attacks or casts a spell.
Insanity Range: 100’+10’/level
Illusionist 7 Duration: instantaneous
The target of this spell must save vs. Spells or be permanently under the effects of the confusion spell. The only way to remove this condition is through the use of heal, restoration, or a wish. (Remove curse or dispel magic will not remove this condition.) If the save is made, the confusion still lasts for 2 rounds + 1 round per caster level.
Longevity
**Magic-User 7 ** Range: self
**Necromancer 7 ** Duration: permanent
Spellcrafter 7
This spell will halt the aging process in the caster for 1d4+1 years. During this period, the caster's physical appearance and general health remain as they were at the time of the casting, as if he or she has not aged a day. Aging attacks, such as those from a ghost, subtract from the Longevity years first before actually aging the victim. Because of the tremendous magical strain of this spell on the body and soul, a caster can only benefit from it once every 5 years. Casting this spell requires a bloodstone gem of at least 2,000 gp in value, which is consumed in the casting.
Mage Armor
**Magic-User 1 ** Range: self
Spellcrafter 1 Duration: 1 turn
Protects the caster. The caster's skin becomes hard and stone-like, giving the caster a +2 bonus to armor class vs. melee attacks and hand-thrown missiles such as daggers or spears, and a +4 bonus to armor class vs. normal sized projectiles such as arrows, bolts, sling stones, and sling bullets.
Magic Mirror Range: 10’
Everyone 4 Duration: 1 round/level
Turns a reflective surface within range into a magic mirror through which the caster can view other creatures. The caster must know and name the creature. The caster and any other creatures viewing the mirror will be able to see the images, but only the caster will hear sound from the viewing. Detection and vision spells can be cast into it with a 3% chance per caster level of success. If successful, this allows the caster to cast detect magic, see invisible, etc. through the mirror.
Major Creation Range: 10’
Spellcrafter 7 Duration: instantaneous
This spell creates a non-magical object of non-living matter. The volume of the creation cannot exceed 1 cubic yard per caster level. The object can be a complex, composite object, as long as the caster knows how to build the object using mundane means. A simple object (e.g. a sword or staff) can be of high quality. Multiple simple objects of average quality can be created with one casting as long as they all easily fit within the stated volume.
Mass Invisibility
**Magic-User 7 ** Range: 240’
**Illusionist 6 ** Duration: special
Necromancer 7
This spell bestows the effect of an invisibility spell on all creatures within a 30' by 30' area, exactly as if each such creature had received its own spell; thus, each subject will remain invisible until he or she attacks or casts a spell, and will remain invisible after leaving the area of effect. As with the normal invisibility spell, this spell lasts at most 24 hours.
Mount Range: 30’
Magic-User 1 Duration: 2 hours/level
This spell summons a riding horse or pony (caster’s choice) to serve as a mount. The mount comes with bit, bridle, and saddle.
Permanency
**Magic-User 6 ** Range: 10’
**Necromancer 6 ** Duration: permanent
Spellcrafter 6
This spell is used to make another spell of 6th or lower level permanent. Only arcane magic can be affected: Clerical, Druidic, and other spells of divine nature can not be made permanent. No spell with a permanent or instantaneous duration can be made permanent.
A permanency spell lasts until dispelled. When it is dispelled, the other spell effect vanishes immediately. Casting a permanency spell causes the loss of 1 point of Constitution. Lost Constitution is recovered using the Constitution Point Losses rules from the Basic Fantasy RPG Core Rule Book.
No more than two spells can be made permanent on a single person, item or place. If a third permanency spell is cast it automatically fails, and there is a 50% that each of the two other permanency spells fails too.
A permanency spell is not necessary to make any magical item; using permanency to bind a spell to an object, person, or place is not the same as crafting a magic item.
Spells that are commonly made permanent on a creature: detect magic, protection from evil, read languages, read magic, tongues, detect invisible, and fly.
Spells commonly made permanent on items or locations include: alarm, animate objects, confusion, dancing lights, guards and wards, invisibility, phantasmal force, private sanctum, magic mouth, symbol, wall of fire, and web.
Phase Door
**Magic-User 7 ** Range: touch
**Illusionist 6 ** Duration: 1 usage / 2 levels
Necromancer 7
Spellcrafter 7
This spell creates a magical passage through a wall, the floor, the ceiling, or even through a section of ground. The phase door is invisible and inaccessible to all creatures except the caster, who is the only one that can use the passage. The passage is 10 feet deep plus another 5 feet for every three caster levels. The caster disappears when entering the phase door and appears when he or she exits. If desired, the caster can take one other creature through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor it is possible to see through it without using it.
A phase door is subject to dispel magic, but only from someone who is of higher level than the caster. If anyone is within the passage when it is dispelled, he or she is harmlessly ejected (determine randomly in which direction).
*It is possible to allow other creatures to use the phase door by setting a triggering condition for the door. This condition can be as simple or elaborate as desired. It can be based on a creature’s name or identity, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
Plane Shift Range: touch
Cleric 5 Duration: instantaneous
When cast, the caster or the creature touched is sent to another plane or dimension. If multiple creatures link hands in a circle, up to eight may plane shift. All participants must be willing. If any intended participant is unwilling, the spell fails with no effect. Plane shift is highly inaccurate and while the desired plane or dimension will always be reached, arrival will be 1-100 (d100) miles from the intended destination.
Power Word Stun
**Magic-User 7 ** Range: 120’
Necromancer 7 Duration: variable
The caster utters a single word of power that instantly causes one creature of his or her choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 71 or more hit points is unaffected by power word stun. If the target has between 36 and 70 hit points, the duration is 1d6 rounds. If the target has 35 hit points or less, the duration is 2d6 turns.
Prismatic Spray Range: 60’
Illusionist 7 Duration: instantaneous
This spell causes seven beams of brilliant, intertwined beams of colored light to shoot from the caster’s hands covering a cone shaped area. All creatures in the area of effect will be struck by one or two beams. (A given beam may strike more than one creature or potentially no creatures.) A saving throw vs. Spells will negate the effect of a beam for the struck creature. (A creature struck by two beams must make two saving throws.) Any creatures in the affected area that are 8 HD or less are blinded for 2d4 rounds with no saving throw.
The following table shows the effects of each colored beam. The comment in parentheses indicates the saving throw to use for either half damage or to negate.
| 1d8 | Color | Effect |
|---|---|---|
| 1 | Red | 20 points of fire damage (Death Ray for half) |
| 2 | Orange | 40 points of acid damage (Death Ray for half) |
| 3 | Yellow | 80 points of electricity damage (Death Ray for half) |
| 4 | Green | Poison (Poison or die) |
| 5 | Blue | Turned to stone (Petrify) |
| 6 | Indigo | Insanity, as the insanity spell (Spells) |
| 7 | Violet | Teleport 5d100 miles **away **(Spells) |
| 8 | Struck by two rays; roll two more times, ignoring “8”. |
Private Sanctum
**Magic-User 5 ** Range: 30’
**Necromancer 5 ** Duration: 24 hours
Spellcrafter 5
This spell creates a field impenetrable to most kinds of scrutiny. Those looking into the area from outside see only a dark, foggy mass. Darkvision cannot penetrate it. Eavesdroppers do not perceive any sound, no matter how loud, emanating from the area. Those inside the affected area can see and hear outside the affected area normally. Anyone inside the affected area are immune to ESP spells.
Divination spells like magic mirror, clairvoyance, and clairaudiance cannot perceive anything within the area.
No speech is possible between those inside and those outside the sanctum. The spell does not prevent other means of communication, such as telepathic communication, or such as that between a Magic-User and a familiar.
Private sanctum does not stop creatures or objects from moving into and out of the area.
Quench Range: 200’
Druid 3 Duration: instantaneous
This spell covers on cube 20’ per side, per caster level. Within this area, all non-magical fires are immediately extinguished. Any magical fires are extinguished, but must be dispelled as if this was dispel magic.
If cast on a fire elemental, the fire elemental takes 1d6 of damage per caster level with no save.
If cast on a single magic item that creates or controls fire, the item loses its fire-related abilities for 1d4 hours.
Remove Paralysis
**Cleric 2 ** Range: touch
Necromancer 2 Duration: instantaneous
This spell permits the caster to free the creature touched from paralysis induced either by magical means or by monster attack (e.g. venom or ghouls).
Repel Wood Range: 60’
Druid 6 Duration: 1 minute/level
This spell creates a flow of energy in a direction the caster sets when the spell is cast. All wooden objects are then pushed away in that direction for the duration of the spell. Any wooden object greater than three inches in diameter that is fully anchored in place will resist the spell. Any wooden object three inches in diameter or less that is anchored will shatter, and its pieces will be pushed away. All affected objects are pushed at a speed of 40 feet per round.
Any objects that are carried will push their bearer unless dropped or released. Any spear braced against the spell will shatter. Even magic items with wooden components are pushed away.
Once the spell is cast, the path of the flow of energy is set and the caster does not need to do anything to maintain it.
Restore Health
**Cleric 2 ** Range: touch
Druid 2 Duration: instantaneous
This spell removes unnatural weakness, mental or physical debilitation or exhaustion from the touched individual. This spell is useful for restoring temporary ability score draining, such as the strength-draining touch of a shadow. The caster chooses which ability score the spell will restore when casting. It has no effect on permanent ability score loss or energy drain.
Resurrection Range: touch
Cleric 7 Duration: instantaneous
This spell restores life to a deceased creature. The caster can raise a creature that has been dead for no longer than ten years per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work.
This spell operates similarly to raise dead, but is more powerful. The full body is not required; only a small portion is required, but that portion must have been part of the subject’s body at the time of death. (The dust left from a disintegrate spell counts as the required small portion.) A whole new body is created, so it will be at the peak of health, with full hit points, and all spells prepared at the time of death.
This is still an ordeal, however. The subject of the spell loses one level (or 1 hit die) when it is resurrected, permanently (i.e. it does not accrue a negative level, but rather loses an actual level, being reduced to the minimum number of experience points required for the previous level). If the subject is 1st level, it loses 1 point of Constitution instead (if this would reduce its Constitution to 0 or less, it can’t be raised). This level, hit dice, or Constitution loss cannot be repaired by any means, though of course the character may gain levels and hit dice in the normal fashion.
A creature which has become undead can be resurrected as long as the undead creature has been destroyed. Constructs and elementals cannot be resurrected.
The spell cannot bring back a creature that has died of old age.
Reveal Magic
Magic-User 6 Range: 5’
Spellcrafter 6 Duration: 1 minute
This spell reveals all spell and magical properties of an object, creature, or permanently enchanted area examined with this spell. The caster must examine the object, creature, or location for an entire minute. In the case of a magic item, the caster will learn all of its functions, how to activate it (if required), and any charges left (if it has charges). If it is an object or creature with spells cast on it, or an enchanted area, the caster will learn what spells, their effects, and the caster level of those spells.
Any object or magic item that is held by someone who does not want the object or magic item examine may negate the spell with a successful saving throw vs. Spells. Likewise a creature that does not want to be examined may also negate the spell with a successful saving throw vs. Spells.
Ring of Greater Healing*
Cleric 7 Range: 15 ft. radius
Druid 7 Duration: instantaneous
This spell allows the caster to create an effect equivalent to the spell cure serious wounds affecting multiple creatures within a 15' radius. This spell thus cures 3d6+3 points of damage for the caster plus one living creature per 3 caster levels. If more creatures are within the area of effect than the caster may heal, then the caster must choose which creatures receive the healing. Undead affected by this spell suffer damage rather than receiving healing; such a monster is allowed a saving throw vs. Spells to resist this damage fully.
The reverse of this spell, Ring of Greater Infliction, allows the caster to cast cause serious wounds on multiple creatures within a 15' radius. This form of the spell causes 3d6+3 points of damage to one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may damage, then the caster must choose which creatures are affected. Those targeted are allowed a saving throw vs. Spells to resist this damage fully. Undead creatures affected by this spell receive healing rather than suffering damage.
Ring of Lesser Healing*
Cleric 5 Range: 15 ft. radius
Druid 5 Duration: instantaneous
This spell allows the caster to create an effect equivalent to the spell cure light wounds affecting multiple creatures within a 15' radius. This spell thus cures 1d6+1 points of damage for the caster plus one living creature per 3 caster levels. If more creatures are within the area of effect than the caster may heal, then the caster must choose which creatures receive the healing. Undead affected by this spell suffer damage rather than receiving healing; such a monster is allowed a saving throw vs. Spells to resist this damage fully.
The reverse of this spell, Ring of Greater Infliction, allows the caster to cast cause light wounds on multiple creatures within a 15' radius. This form of the spell causes 1d6+1 points of damage to one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may damage, then the caster must choose which creatures are affected. Those targeted are allowed a saving throw vs. Spells to resist this damage fully. Undead creatures affected by this spell receive healing rather than suffering damage.
Sanctuary Range: self
Cleric 1 Duration: 2 rounds + 1/level
This spell causes opponents to ignore the caster. Any opponent who might otherwise wish to attack or harm the caster must make a successful saving throw vs. Spells in order to do so; if this save fails, that opponent will behave as if the caster is not important and move on to whatever activity it would normally do if he or she were not present. This spell does not prevent area effect attacks (fireball, ice storm, etc.) from harming the caster. While under protection from the spell, the caster is unable to perform any offensive acts, but may take any other action desired.
Scintillating Pattern Range: 60’
Illusionist 7 Duration: special
*This spell is similar to color cloud. It causes an area of vivid, twisting, discordant colors, causing creatures in the area of effect to become blinded or possibly unconscious. The area covers 20 feet on each side. Each creature within the cone is affected according to its hit dice:
-
*6 HD or less: The creature is unconscious for 2d4 rounds, then blinded for 1d4 rounds, then confused for 1d4 rounds.
-
*7 to 9 HD: The creature is blinded for 1d4 rounds, then confused for 1d4 rounds.
-
*10 or more HD: The creature is blinded for 1 round and confused for 1 round.
*Confused creatures act as if under the effects of the confusion spell.
*All creatures having more levels or hit dice than the spell caster are entitled to a save vs. Spells to negate the effect. Sightless creatures are not affected by scintillating pattern.
Screen Range: touch
Illusionist 7 Duration: 24 hours
This spell combines elements of several other illusion spells to protect against both divination and direct observation. The caster dictates what the illusion is and what will and will not be seen by any observers. The illusion is described in general terms and once set cannot be changed. The illusion is not static and the general terms must describe how the illusion changes over time. The area covered is a 30’ cube per caster level.
Any divination attempts of the area will see the illusion described. There is no save throw to prevent this.
Any direct observation can allow for a saving throw vs. Spells to disbelieve. Entering the area does not cancel the illusion, or even allow a save, as long as the observer does not run into anything that is incongruous and hidden creatures stay out of the observer’s way.
Shades Range: 30’
Illusionist 7 Duration: 1 turn/level
This spell summons a shade creature. A shade creature is the same as a shadow monster from the Basic Fantasy RPG Core Rules, except that it has 9 HD and does 1d8 damage (cold), plus drains 1 point of strength. An opponent killed by strength damage will not rise as a new shade creature or shadow, but will merely be dead. A shade creature obeys the caster’s orders without question and can understand the caster’s language.
Shillelagh Range: touch
Druid 1 Duration: 1 minute/level
This turns any club or staff wielded by the caster into a magical weapon with a +1 bonus to hit and to damage. The club or staff also does 1d8 points of damage instead of its normal damage. This spell only affects a weapon held by the caster. If the caster releases the weapon, the benefits no longer apply, but, if the caster retrieves the weapon prior to the end of the spell, the benefits result until the spell ends.
Stone Shape
**Cleric 4 ** Range: touch
**Spellcrafter **3 Duration: instantaneous
This spell allows the caster to shape, bend, and form an existing piece of stone (of up to 10 cubic ft + 1 cubic ft per level) into any shape he or she wishes.
Fine detail is not possible but primitive doors, walls, bridges, or similar items can be created with this spell. Stone shaped in the form of moving or mechanical parts will not work on a roll of 1-2 on 1d6.
Stoneskin
Druid 5 Range: touch
Magic-User 5 Duration: 1 turn/level
Spellcrafter 5
Protects the caster. The caster's skin becomes hard and stone-like, protecting the caster by absorbing the first 10 points of damage from all attacks. (This operates like hardness.) Once the spell has absorbed 10 points of damage per caster level, the spell is discharged.
Sword Range: 30'
Magic-User 7 Range: 30’
Spellcrafter 7 Duration: 1 round/level
This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as the caster desires, beginning in the round that the spell is cast. The sword attacks its designated target once each round on the caster's normal initiative turn. The sword attacks as a fighter of the same level as the caster, and the attack roll is modified by the caster's Intelligence bonus. The sword inflicts 3d4 points of damage on a successful hit, and can hit even creatures immune to non-magical weapons. On a natural roll of 19 or 20, it will automatically hit its target, no matter its armor class. The sword can only be destroyed by a successful application of dispel magic.
Symbol of Death Range: see text
Necromancer 7 Duration: see text
This spell functions like symbol of pain, except that all creatures within 60 ft of the symbol of death instead must save vs. Spells or die. If the saving throw is made, the creature need not save again unless they leave the area of affect and then reenter while the symbol is still active.
Tongues
**Cleric 3 ** Range: touch
**Magic-User 3 ** Duration: 1 turn/level
**Illusionist 3 **
**Necromancer 3 **
Spellcrafter 3
This spell allows the creature touched to speak and understand any language or dialect. Only one language can be spoken at a time, but any number can be understood. This spell does not alter other creatures’ dispositions and does not allow the affected creature to speak to creatures that cannot understand language.
Transmute Metal to Wood
**Druid 7 ** Range: 200’+20’/level
** Duration: instantaneous**
The spell affects a circular area with a diameter of 10’ per caster level. All metal objects within this area is changed to wood. This applies to all metal items, whether worn (including weapons and armor), laying around, used as building materials, or anywhere. Magic items made of metal may save vs. Spells to avoid the transmutation. Artifacts are not affected. Ordinary items (whether held or worn or not) do not get a saving throw.
Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor class of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor class every time it is struck with a natural attack roll of 19 or 20.
Only a wish can restore a transmuted object to its metallic state.
Tree Range: self
Druid 2 Duration: 1 hour/level
This spell allows the caster to assume the form of a tree. The tree may be either a small living tree or shrub, or a large dead tree with few limbs. All inspection of the tree will show it to only be a tree, and even detect magic will return inconclusive results. While in the form of a tree, the caster can see and hear all around them and is fully aware of their environment. The caster’s hit points and saving throws are unchanged, and a +10 bonus to armor class is gained. All clothing and gear worn is transformed with the caster. The spell may be dismissed at any time prior to the end of the spell.
Undeath to Death
**Cleric 6 ** Range: 240’
Necromancer 6 Duration: instantaneous
This spell functions exactly as death spell, except that it affects undead creatures rather than living creatures.
Unseen Servant
**Magic-User 1 ** Range: 50’
**Illusionist 1 ** Duration: 1 hour/level
Spellcrafter 1
An unseen servant is an invisible servant that is shapeless and mindless. It can be used to fetch things, return things, open doors, hold chairs, clean things, and mend things. It is not strong, having an effective strength of 3. It can only open normal doors, chests, lids, containers, and such subject to its minimal strength. The servant cannot fight, nor can it be destroyed, but it can always be dismissed at any time prior to the spell’s end.
Vision Range: see text
Illusionist 7 Duration: 1 round
*This spell allows the caster to send a recipient a message through a vision. This works similar to the dream spell, but the recipient does not need to be asleep. When the spell is cast, the caster must identify the recipient in an unambiguous way. An image of whatever the caster desires then appears to the recipient in a vision only he or she can see then delivers the message. The message is purely one-way, and there is no opportunity for questions or interaction. The recipient does not need to be asleep when the message is delivered, and he or she will be overwhelmed by the message when they receive it (assuming they are awake). When the message is finished, the recipient will remember the message perfectly.
*For the duration of the spell, both the caster and the recipient are helpless and completely unaware of their surroundings.
Weird Range: 100’ + 10’/level
Illusionist 7 Duration: instantaneous
This spell functions as phantasmal killer, except that it can have multiple targets. The spell can target as many creatures as desired as long as no two of them are further than 30 feet from each other.
Each target must save vs. Spells to disbelieve the phantasmal killer. If the saving throw is failed, the killer then touches the target, who must then save vs. Petrify or die from fear. Even if the target makes the second saving throw, they still take 3d6 points of damage.
Wind Walk Range: touch
Cleric 7 Duration: 1 hour/level
This spell alters the substance of the caster’s body to a cloud-like vapor (as the gaseous form spell) and he or she can move through the air, potentially at great speed. Other creatures can be touched by the caster, which causes them to be affected by the spell, too, each of whom acts independently. Up to one additional person per three caster levels my be included in the spell.
While under the spell, a wind walker flies at a speed of 10 feet, able to move any direction at any time. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round, but maneuverability becomes very poor. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are likely to be mistaken for clouds, fog, vapors, or the like.
For the duration of the spell, each participant may freely switch between its physical form and its vaporous form as desired, but each change takes five rounds. The caster can dismiss the spell at any time, either individually or for everyone at once.
For the last minute of the spell’s duration, a wind walker in vaporous form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.
Wychlamp Aura
Magic-User 7 Range: self
**Necromancer 7 ** Duration: 1 turn/level
Spellcrafter 7
The caster of this spell will be sheathed in a pale, glowing aura which confers the effect of an anti-magic shell (as the spell). In addition, any magic cast upon or including the caster in its area of effect is affected as follows:
Spells directly targeting the caster (like magic missile) will be deflected. Roll 1d6; on 1-2, the magic is reflected back at the offending caster. Otherwise, it is deflected at a random target.
Area effect magic is altered as follows (roll 1d10):
| 1-2 | Area of effect is doubled and damage is halved (if applicable). |
|---|---|
| 3-4 | Target point of the spell may be redetermined by the protected magic-user. |
| 5 | Complete nullification of the incoming spell. |
| 6 | The incoming spell is unaffected. |
| 7-8 | Spell is randomly targeted as a grenade-like missile using the target point as the center. |
| 9-10 | Area of effect is halved and damage is doubled (if applicable). |
Magical attacks delivered by touch are always reflected back on the attacker.
Open Game License
INTRODUCTION
New Spells: A Basic Fantasy Supplement (hereinafter “the Supplement”) is based on the System Reference Document v3.5 ("SRD"), which is Open Game Content. The text of the Open Game License itself is not Open Game Content. Instructions on using the License are provided within the License itself.
Designation of Open Game Content: The entire text of the Supplement (except the Open Game License, as noted above) is Open Game Content, released under the Open Game License, Version 1.0a (reproduced below) as described in Section 1(d) of the License. Artwork incorporated in this document is not Open Game Content, and remains the property of the copyright holder.
Designation of Product Identity: Product identity is not Open Game Content. The following is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A) product and product line names, including Basic Fantasy Role-Playing Game, Basic Fantasy RPG, and BFRPG, as well as the phrase “make mine Basic”; (B) all artwork, logos, symbols, graphic designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual representations, including the “eye” logo, which is the personal mark of Chris Gonnerman for his various products, and which is Copyright © 2002 Chris Gonnerman, and the “Scribbled Dragon,” which is Copyright © 2005 Erik Wilson; (C) logos and trademarks, including any trademark or registered trademark clearly identified as product identity by the owner of the product identity, and which specifically excludes the open game content.
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OPEN GAME LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Basic Fantasy Role-Playing Game Copyright © 2006-2015 Chris Gonnerman.
New Spells: A Basic Fantasy Supplement Copyright © 2007-2017, 2020 Chris Gonnerman, Ola Berg, Angelo Bertolli, Jeff Querner, Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, Scott Abraham, Stuart Marshall, and Mike West.
END OF LICENSE
Rangers & Paladins
| Rangers and Paladins | Release 4 Copyright © 2011-2012, 2018-2021 Chris Gonnerman and Wynter Sturtevant III All Rights Reserved Distributed under the terms of the Open Game License version 1.0a |
|---|---|
| A Basic Fantasy RPG Supplement |
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
This supplement provides rules for playing Rangers and Paladins under the Basic Fantasy Role-Playing Game rules. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy.
NEW CHARACTER CLASSES
The new classes described in this supplement are considered subclasses of the Fighter. As such, they have the same attack bonus and saving throws as Fighters of the same level. They should be treated as Fighters for all purposes, unless otherwise noted.
Ranger
| Exp. | ||
|---|---|---|
| Level | Points | Hit Dice |
| 1 | 0 | 1d8 |
| 2 | 2,200 | 2d8 |
| 3 | 4,400 | 3d8 |
| 4 | 8,800 | 4d8 |
| 5 | 17,600 | 5d8 |
| 6 | 35,200 | 6d8 |
| 7 | 70,400 | 7d8 |
| 8 | 132,000 | 8d8 |
| 9 | 264,000 | 9d8 |
| 10 | 396,000 | 9d8+2 |
| 11 | 528,000 | 9d8+4 |
| 12 | 660,000 | 9d8+6 |
| 13 | 792,000 | 9d8+8 |
| 14 | 924,000 | 9d8+10 |
| 15 | 1,056,000 | 9d8+12 |
| 16 | 1,188,000 | 9d8+14 |
| 17 | 1,320,000 | 9d8+16 |
| 18 | 1,452,000 | 9d8+18 |
| 19 | 1,584,000 | 9d8+20 |
| 20 | 1,716,000 | 9d8+22 |
Rangers are specialized warriors who roam the borderlands, where their mission is to keep the beasts and monsters of the untamed lands at bay. They generally operate alone or in small groups, and rely on stealth and surprise to meet their objectives.
Requirements: To become a Ranger, a character must have a Strength score of 9 or higher (just as with any Fighter), a Wisdom of 11 or higher, and a Dexterity of 11 or higher. They may use any weapon and may wear any armor, but note that some of the Ranger’s special talents and abilities are unavailable when wearing heavier than leather armor. Humans, Elves, and Halflings may become Rangers. If the Half-Humans supplement is used, Half-Elves and Half-Orcs may also become Rangers.
Special Abilities: Rangers can Move Silently, Hide, and Track when in wilderness areas, at percentages given in the table below. Apply a -20% penalty when attempting these abilities in urban areas. Move Silently and Hide may not be used in armor heavier than leather (unless the Thief Options supplement is in use, in which case the adjustments in that supplement should be applied).
| Level | Move Silently | Hide | Tracking |
|---|---|---|---|
| 1 | 25 | 10 | 40 |
| 2 | 30 | 15 | 44 |
| 3 | 35 | 20 | 48 |
| 4 | 40 | 25 | 52 |
| 5 | 45 | 30 | 56 |
| 6 | 50 | 35 | 60 |
| 7 | 55 | 40 | 64 |
| 8 | 60 | 45 | 68 |
| 9 | 65 | 50 | 72 |
| 10 | 68 | 53 | 75 |
| 11 | 71 | 56 | 78 |
| 12 | 74 | 59 | 81 |
| 13 | 77 | 62 | 84 |
| 14 | 80 | 65 | 87 |
| 15 | 83 | 68 | 90 |
| 16 | 85 | 69 | 91 |
| 17 | 87 | 70 | 92 |
| 18 | 89 | 71 | 93 |
| 19 | 91 | 72 | 94 |
| 20 | 93 | 73 | 95 |
Note: If the GM allows Thief characters to allocate their ability percentages, as given on page 153 of the Basic Fantasy RPG Core Rules, then the Ranger may also be allowed to do so. Rangers gain 14 points per level from 2nd to 9th levels, 9 points per level from 10th to 15th levels, and 4 points per level thereafter.
**When tracking, the Ranger must roll once per hour traveled or lose the trail. **
A Ranger must declare a chosen enemy. Against this chosen enemy, the Ranger gets a bonus of +3 to damage. This enemy might be a certain category of creature such as giants, humanoids, or dragons. With the GM's permission, the list might include rival organizations, nations, or similar agencies.
Rangers are always expert bowmen. When using any regular bow (shortbow or longbow, but not crossbow), a Ranger adds +2 to his or her Attack Bonus. At 5th level, a Ranger may fire three arrows every two rounds (a 3/2 rate of fire). This means one attack on every odd round, two on every even round, with the second attack coming at the end of the round. At 9th level, the Ranger may fire two arrows every round, with the second attack coming at the end of the round.
Paladin
| Spells | |||
|---|---|---|---|
| Level | Exp. Points | Hit Dice | 1 |
| 1 | 0 | 1d8 | - |
| 2 | 2,500 | 2d8 | - |
| 3 | 5,000 | 3d8 | - |
| 4 | 10,000 | 4d8 | - |
| 5 | 20,000 | 5d8 | - |
| 6 | 40,000 | 6d8 | - |
| 7 | 80,000 | 7d8 | - |
| 8 | 150,000 | 8d8 | - |
| 9 | 300,000 | 9d8 | - |
| 10 | 450,000 | 9d8+2 | 1 |
| 11 | 600,000 | 9d8+4 | 2 |
| 12 | 750,000 | 9d8+6 | 2 |
| 13 | 900,000 | 9d8+8 | 2 |
| 14 | 1,050,000 | 9d8+10 | 3 |
| 15 | 1,200,000 | 9d8+12 | 3 |
| 16 | 1,350,000 | 9d8+14 | 4 |
| 17 | 1,500,000 | 9d8+16 | 4 |
| 18 | 1,650,000 | 9d8+18 | 5 |
| 19 | 1,800,000 | 9d8+20 | 5 |
| 20 | 1,950,000 | 9d8+22 | 6 |
Requirements: To become a Paladin, a character must have at least a Strength score of 9, a Wisdom score of 11, and a Charisma score of 11. There are no racial restrictions for the Paladin. They may use any weapon and may wear any armor or shield. If your GM is using the nine alignments option/supplement, you must either be Lawful Good or Chaotic Evil.
Special Abilities: Paladins emanate an aura equivalent to the spell protection from evil (or good, depending on the Paladin's particular faith) in a 10' radius. The Paladin can also detect evil (or good, as above) at will, as the spell.
Once per day, per level, a Paladin can make his or her non-magical melee weapon or attack form equivalent to a magic weapon for purposes of hitting creatures only able to be struck with a silver or magical weapon. This effect lasts for a turn.
Once per day, the paladin can Lay on Hands to any wounded character and heal 2 points of damage; add the Paladin's Charisma bonus to this figure. On each odd-numbered level (3rd, 5th, etc.) the Paladin may do this one additional time per day (so, twice per day at 3rd level, three times per day at 5th level, etc.) Starting at 7th level, the Paladin may choose to cure disease (as the spell) instead of providing healing as above. At 11th level, the Paladin may also substitute neutralize poison.
A Paladin can Turn (or command) undead as if a Cleric of a level equal to half his or her own, rounded down, starting at 2nd level.
Paladins gain the ability to cast appropriate Clerical spells at level 10. For purposes of spell effects that vary based on the Cleric's level, use one-half the Paladin's level, rounded down.
A Paladin must tithe, giving a minimum of 10% of all treasures gained or other profits as an offering to his or her deity.
A Paladin must obey a code of honor, as defined by the Game Master, and must try to perform duties assigned by his or her deity or religious hierarchy. If the Paladin breaks the code, all powers granted are taken away, and the character must atone for his or her actions as soon as possible. Until the Paladin successfully atones, as defined by the Game Master, he or she is considered an ordinary Fighter.
FIGHTER CLASS OPTION
There is a valid argument that no one would want to play a standard Fighter in a game with Ranger and Paladin classes available, based on the relative power levels of the classes. If you feel that this is or may be an issue in your game, you may wish to apply the following optional rule:
Weapon Specialization
Under this rule, the player of a Fighter may choose a weapon in which the character is especially skilled. Specialization only applies to "true" Fighters, and not to any subclasses thereof which may appear in this or any other supplement, unless otherwise noted.
At first level, the player applies one rank of specialization to the chosen weapon. This choice must be quite specific; for instance, a specialization in the longsword will give no bonuses when using a shortsword.
Every third level after first (that is, 4th, 7th, 10th, etc.) the player applies another rank of specialization. Each new rank may be applied to an existing specialization, or to a new specialization.
For instance, at first level Darion's player assigns a rank to longsword. Darion gains a bonus of +1 on attack rolls when using a longsword. At 4th level, the player may assign the new rank to longsword, giving a bonus of +1 on attack rolls and +1 on damage; or, the rank may be applied to a new weapon, such as the longbow, in which case both weapons have +1 on attack rolls but no bonus to damage.
As indicated in the Attacks Per Round column, at higher ranks of specialization the Fighter is allowed to attack more than one time per round. 3/2 means that the character may attack three time in every two rounds, once in the odd-numbered round and twice in the even-numbered round. At 2/1 the Fighter is allowed to attack with the specialized weapon two times per round. Additional attacks always come after all other attacks are resolved; that is, the Fighter attacks once on his or her Initiative number, then again after all “first” attacks are done. If more than one weapon specialist is involved in a battle, count Initiative down twice, once for “first” attacks and again for “second” attacks.
| Rank | Combat Bonuses (Attack / Damage) | Attacks per Round |
|---|---|---|
| 1 | +1 / +0 | 1 / 1 |
| 2 | +1 / +1 | 1 / 1 |
| 3 | +2 / +1 | 3 / 2 |
| 4 | +2 / +2 | 3 / 2 |
| 5 | +3 / +2 | 2 / 1 |
| 6 | +3 / +3 | 2 / 1 |
Some GMs do not like the 3/2 rate, as it does involve keeping track of even and odd rounds. In such a case, the GM may either choose to use 1/1 for both ranks, or 1/1 for rank 3 and 2/1 for rank 4.
NOTE: This is the same rule presented in the Combat Options supplement, Release 4. If you are using both this supplement and that one, and the Combat Options supplement is newer than Release 4, please verify whether this rule is different in the other supplement; if so, as GM you must decide which version to apply.
Sentient Weapons
| Sentient Weapons | Release 3 Copyright © 2006-2017 Chris Gonnerman All Rights Reserved Distributed under the terms of the Open Game License version 1.0a |
|---|---|
| A Basic Fantasy RPG Supplement |
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
This supplement provides information for Sentient Weapons, a special type of magic item, under the Basic Fantasy Role-Playing Game rule system. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy.
SENTIENT WEAPONS
Some magic weapons have an intelligence all their own. Only weapons proper (i.e. not ammunition) will be intelligent, and it is unusual for a sentient weapon to be smaller than a shortsword. These weapons think and feel the same way characters do and should be treated much like NPCs. Sentient weapons have extra abilities and sometimes extraordinary powers and special purposes. In general, less than 1% of eligible magic weapons have intelligence; it is recommended that the GM place each one specially, and not give them out as part of randomly generated treasures.
Sentient weapons (also called “intelligent weapons”) do not have the same sort of sentience as ordinary creatures. For instance, regardless of the stated intelligence score of a sentient weapon, they are not capable of extended thinking or planning, or any sort of design or engineering tasks. Sentient weapons have poor memories, remembering only the most important events of their existence. A very old sentient weapon might remember only its most famous (or infamous) wielders, and only the most significant battles in which it was wielded.
Unlike most magic items, sentient weapons can activate their own powers without waiting for a command word from their owner. A sentient weapon acts when its owner acts in initiative order, but acts of its own accord.
Weapon Affiliation or Purpose
Sentient weapons are created for some specific purpose. Generally, this is manifested as the weapon's affiliation. A weapon may be affiliated with a religious association, a specific race, or some other group or order. An affiliated weapon will prefer to be utilized by members of the affiliated group; further, the weapon will avoid at all costs working against the interests of the affiliated group. So, a weapon affiliated to the Elves of the White Forest might permit a human to use it if no better choice is available, but the weapon would still resist being used against the Elves of the White Forest.
*Alternately, a sentient weapon might be created to follow some particular philosophy or mission, at the GM's option. The wielder of such a weapon must behave in support of the weapon's philosophy or mission, or at least not against it, in order to be granted the advantages the weapon possesses.
Some sentient weapons also have a specific purpose,** typically to fight some particular type of foe. Obviously, the affiliation and purpose of the weapon must not conflict. For instance, a weapon might have been created to defend the elves from trolls; thus, the weapon is affiliated with the elves, but fighting trolls is its purpose. The weapon will prefer to act in accordance with its purpose; for example, the aforementioned elf-made weapon created to fight trolls would prefer to be in the hands of an elf warrior fighting trolls. However, in the absence of a troll to fight, the weapon would find fighting orcs or dragons equally acceptable, just as it would likely tolerate being used by a human in the absence of a qualified elf wielder. There is no table or die roll to determine whether or not a sentient weapon has a purpose; this is up to the GM to decide.**
A sentient weapon will naturally prefer some wielders over others, based on its affiliation and/or purpose. A sentient weapon which does not like its wielder may choose to hide its nature, pretending to be a common sort of magic weapon, until it is in the hands of someone it prefers. Alternately, such a weapon may choose to inflict damage directly on the wielder when it is drawn or handled, doing 2d4 points of fire or electrical damage per round so long as it is held. A sentient weapon may even choose to act as a cursed weapon, with a penalty equal to its usual bonus (-2 vs. +2 for example). One final option for a sentient weapon is to attempt to control the unwanted wielder (as explained below).
Intelligence of Weapon
| d20 | Intelligence | Lesser Powers | Greater Powers |
|---|---|---|---|
| 1-5 | 8 | 1 | – |
| 6-10 | 9 | 2 | – |
| 11-14 | 10 | 3 | – |
| 15-17 | 11 | 3 | 1 |
| 18-19 | 12 | 3 | 2 |
| 20 | 13 | 4 | 3 |
Weapons with less than 9 Intelligence communicate by means of empathy: the possessor feels urges and sometimes emotions from the weapon that encourage or discourage certain courses of action. The weapon can understand the intent or desire of the wielder (with some limitations). Weapons having 9 or higher Intelligence will be able to speak.
Languages Spoken By Weapon
Sentient weapons which can speak will know Common (or the racial language of the weapon's creator, if that is different from Common) as well as one additional language per point of Intelligence above 9. Choose appropriate languages, taking into account the weapon's origin, affiliation, and purpose (if any).
Sensory Abilities
A sentient weapon typically has about the same visual and auditory abilities as its creator had; so Human-made weapons cannot see in the dark, but Elven or Dwarven weapons have Darkvision. A sentient weapon may also have powers granting additional sensory abilities.
Sentient Weapon Powers
Each sentient weapon will have a number of lesser and greater powers, as determined on the table above. Lesser powers are primarily detection abilities; when the sword activates one of these powers, it can scan an adjacent area 10' wide by 20' deep each round for up to a turn. A sword can activate only one lesser power at a time, and each such power can be used up to 6 times per day.
Greater powers are, in effect, spells; each sentient weapon which has greater powers will be able to activate each one up to 3 times per day, for at most 1d4+1 turns each time (for those powers which are not instantaneous). Though the sword chooses when to use its powers, once activated they are under the control of the wielder (so, for instance, the wielder controls any illusions created by the Phantasmal Force power). A list of suggested greater powers is provided below, but the GM may add any spells he or she sees fit. Note that offensive spells are not usually granted to a weapon, since the weapon is its own offense.
Lesser Powers
| *% Roll | *Power |
|---|---|
| 01-15 | Detect Gems and Jewels |
| 16-20 | Detect Illusion |
| 21-35 | Detect Invisible |
| 36-50 | Detect Magic |
| 51-60 | Detect Metal |
| 61-70 | Detect Secret Doors |
| 71-75 | Detect Shifting Walls and Rooms |
| 76-80 | Detect Sloping Passages |
| 81-00 | Detect Traps |
Greater Powers
| *% Roll | *Power |
|---|---|
| 01-09 | Clairaudience (as the potion) |
| 10-20 | Clairvoyance (as the spell) |
| 21-37 | ESP (as the spell) |
| 38-45 | Flying (as the spell) |
| 46-60 | Cure Light Wounds (as the spell) |
| 61-74 | Levitation (as the spell) |
| 75-81 | Phantasmal Force (as the spell) |
| 82-87 | Telepathy (as the helm) |
| 88-91 | Teleport (as the spell) |
| 92-00 | X-Ray Vision (as the ring) |
Sentient Weapon Ego
Ego is a measure of the total power and force of personality that a sentient weapon possesses. To calculate a sentient weapon's ego, add together its Intelligence and combat bonus, plus 1 point for each lesser power and 2 points for each greater power. For weapons having more than one combat bonus, the weapon's ego may actually change when in the presence of creatures that would receive the higher figure. Consider a Longsword +1, +3 vs. Regenerators; in the presence of trolls, the sword's ego rises two points.
Weapons vs. Wielders
A sentient weapon is always true to its affiliation (and purpose, if it has one). If the character who possesses the weapon is not true to that affiliation or purpose, personality conflict (weapon against character) results.
A character's ego is equal to his or her Intelligence and Wisdom added together; this figure is reduced by half the Wisdom score if the character has half or less of his or her hit points remaining.
When a personality conflict occurs, the possessor's ego is compared to the weapons ego; if the weapon has a higher ego score (not merely equal), the character must make a saving throw vs. Spells. Failure of the save means that the weapon takes control of the character. If the save is made, the weapon can force another such check each round, until the roll is failed or the character releases the weapon (including sheathing it). Of course, if the situation which is causing the weapon to seek control passes before the wielder fails a save, the weapon will stop trying to take control.
Control lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the weapon or the character, and so on), which forces another personality conflict check to be made. Should a weapon gain control, the character behaves as if charmed, doing the weapon's will. This may include:
• Removal of associates or items whose goals or personality are distasteful to the item.
• Causing the character to give away all other magic items or items of a certain type.
• Immediately seeking out and slaying creatures hateful to the weapon.
• Causing the character to relinquish the weapon in favor of a more suitable possessor due to personality differences or conduct.
• Forcing its possessor into combat.
• Forcing its possessor to surrender to an opponent.
• Cause the character to drop the weapon.
Naturally, such actions are unlikely when harmony reigns between the character’s and item’s affiliations or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance, or a more powerful possessor so as to better accomplish its goals.
All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they have the same affiliation. No sentient weapon wants to share its wielder with others.
Items with personalities are never totally controlled or silenced by the characters who possess them, even though the items may never successfully control their possessors.
Thief Options
| Thief Options | Release 2 Copyright © 200*9 Luigi Castellani All Rights Reserved Distributed under the terms of the Open Game License version 1.0a |
|---|---|
| A Basic Fantasy RPG Supplement |
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
*This supplement provides additional options for Thief-class characters for use with the Basic Fantasy Role-Playing Game rules. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy.
Absolute Limit of Ability
The rules which follow detail various adjustments to thief abilities. However, regardless of any adjustments, no thief ability may be higher than 99%.
Effects of Armor
This variant allows Thieves to use any kind of armor or shield, but applies adjustments to their Thief abilities based on what sort of armor is employed. Leather armor is the “default” type of armor, and applies no bonus or penalty to a Thief wearing such armor. Otherwise:
-
wearing no armor imparts a 10% bonus
-
wearing chain imparts a 20% penalty
-
wearing plate imparts a 40% penalty
-
wearing a shield imparts 10% penalty (cumulative with other penalties above).
Ability Bonus or Penalty Adjustments
Each Thief ability is governed by an ability score (as given below). Add to each Thief ability the relevant ability score modifier times five (i.e. +1 gives +5%, +2 gives +10%, and so on).
The dominant ability scores for Thief abilities are as follows:
| Thief Abilities | Ability Score |
|---|---|
| Open Locks, Pick Pockets, Move Silently | Dexterity |
| Remove Traps, Hide | Intelligence |
| Listen | Wisdom |
| Climb | Strength |
Sneak Attack Adjustment
To increase the effectiveness of high-level Thief characters, the GM may wish to grant triple Sneak Attack damage to Thieves of 9th and higher level.
Racial Adjustments
Characters of differing races may have differing proficiency at the various Thief abilities. To represent this, the following table may be used. Note that this table includes both Core Rules races as well as races from the Gnome and Half-Human Supplements.
| Race | Pick Pockets | Open Locks | Remove Traps | Move Silently | Hide | Listen | Climb |
|---|---|---|---|---|---|---|---|
| Dwarf | +5 | +5 | +5 | -10 | |||
| Elf | -5 | -5 | +5 | +5 | +5 | ||
| Halfling | +5 | +5 | +5 | +5 | -15 | ||
| Gnome | +5 | +5 | +5 | +5 | -5 | ||
| Half-Elf | +5 | +5 | +5 | ||||
| Half-Orc | +5 | +5 | +5 | ||||
| Half-Ogre | -5 | -5 | -5 | -5 | -5 | +5 | +15 |