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by dwarves and humans.

Elves have +1 to AGI and MND,


Welcome to Microlite20: Punk Nerd Revolution but -1 to FIT. They can choose 1 0 level Wood or Fire arcane
Edition! spell – they can cast this spell as if they were a wizard, using
a Magic attack for any attack rolls. They can see twice as far
as a human in low light. Elves are always proficient in one
This is a smaller, sleeker version of the normal Microlite20
handed and light swords. Elves can move 35 feet as a move
rules, adapted for the sort of Weird West/dungeonpunk
action. Saemah is an elf.
fantasy story that you just read! This is still an OGL licensed
game, and as such the last page of this document is the Open
Half-Orcs are the children of humans and orcs. They are
Gaming License.
strong and tough, but not as much as their Orc forebearers,
This document will use Dice Notation – written XdY. The X and have some a human's adaptability. Half-orcs have +1 to
is the number of dice rolled, the Y is the number of sides. So FIT and +1 to any two skills of their choice. They also can
3d6 means roll 3 six sided dice and add the results together, keep fighting past 0 hp, but they still die at 0 wound points.
while 1d4 five times means roll a four sided die five times, Half-orcs are always proficient in clubs and maces. Half-
keeping the results separate. Drop means “ignore” - so 4d6 orcs can move 30 feet as a move action. The Silver Creek
drop the lowest means to roll 4 six sided dice and add up the Kid is a half-orc.
three highest results.
Also, if asked to find a fraction, always round down. Unless Gorgels are demonic looking people from Isgall, across the
a minimum is stated, go with whatever the result it. Dagger Ocean to the east. They find the deserts of Van Kyr
remind them of their homeland. Gorgels have +1 to FIT and
+1 to MND, but -1 to PRS. They have a sting that deals a jolt
STATS of poison if it hits three times a day – the poison gives the
targets a -2 penalty on all things related to AGI (AC, skill
There are 4 stats in this game that represent a character's
checks with AGI, initiative) for 1d4 minutes. The DC of this
talents and abilities – Fitness, Agility, Mind and Personality.
poison is 13 + the gorgel's FIT modifier. Even without the
(FIT, AGI, MND and PRS).
poison, the sting deals 1d4 damage, plus the gorgel's FIT
To determine each stat, roll 4d6, drop the lowest four times.
modifier. Gorgels can move 30 feet as a move action.
Once you have all four results, place them in the stat you
Marinna is a gorgel.
want – different classes require different stats. A gunslinger
like Andrew uses AGI and MND, for example, while a
warlock like Amber uses PRS for her abilities.
CLASSES
You will also need to use a stat modifier – for this, subtract
10 from your stat and divide the result by 2, rounding down. Every character has a class, and that class determines what
Negative modifiers can exist, naturally. they can do in a fight, and what skills they are good with. All
the classes that represent the characters in this story are
present, as well as fighter, for completeness sake.
RACES
Alchemists can wear light armor. They are proficient in light
There are different races in the deserts of Van Kyr, and each
and one-handed weapons and guns. An alchemist gains an
has their own advantages and disadvantages.
extra 2 hit points per level and gain 1d6 spell points per
level. He gains extra Spell Points per level equal to his MND
Humans add +1 to all of their skills at creation. Also, three
modifier. He can make potions and oils from the Alchemical
times a day they can roll 1d6 and add the result to any d20
Infusions list. Instead of casting a spell, he imbues a potion
roll they make. Humans can move 30 feet as a move action.
or oil with the effect (essentially the same as casting). He is
Amber, Andrew and Asael as all humans.
trained in Knowledge and gains a +3 bonus in Knowledge.
An alchemist can make a number of bombs per day equal to
Dwarves are stocky people originally from Altieriet, the
his MND score. These bombs can be thrown 30 feet and deal
continent across the Middle Ocean. They've lived in Van Kyr
1d6 points of damage for every two levels the alchemist has
so long though, there are fourth and fifth generation Kyran
(minimum 1). The bombs deal fire damage. At 6th level and
dwarves. Dwarves add +2 to the FIT score and -1 from their
every 4 levels there after, an alchemist can choose another
PRS score. They can see in the dark and get a +1 bonus to
energy type for his bombs to deal (acid, cold, electricty, or
attack and damage to goblins and dark elves. Dwarves are
sonic). His bombs can only deal one kind of energy per
always proficient in axes. Dwarves can move 20 feet as a
bomb. Bazrim is an alchemist.
move action. Bazrim is a dwarf.
Clerics can wear light or medium armor. They are proficient
Elves are thin, willowy people, from the Verdant Forests of
in two groups of weapons as fitting their faith, plus daggers,
Altieriet, though they came to Van Kyr before it was settled

1
quarterstaffs and clubs. A cleric gains an extra 2 hit points points to fuel this ability, and she must make a Supernatural
per level and gain 1d6 Spell Points per level. He gains extra attack to hit with it. Amber is a warlock, and her patron is
Spell Points per level based on his MND modifier. He casts Vadrez, a powerful efriti.
divine spells from the Divine list and one Aspect list of their
choice (chosen at creation). He is trained in Communication Wizards wear no armor. They are proficient with
and gets a +3 bonus to it. A cleric can hurt undead with a quarterstaffs, clubs, daggers and crossbows. A wizard gains
Supernatural attack – if he beat its AC, he deals 1d6 damage 1d6 spell points per level. She gains extra spell points per
per two cleric levels he has (minimum 1d6). If the damage is level equal to her MND modifier. She is trained in
more than half the undead's remaining HP, the undead is Knowledge and has a +3 bonus to Knowledge. She casts
destroyed. Outside of battle, the cleric can also use this to arcane spells from the Arcane List and one Elemental list of
heal one party member with a touch the same amount of her choice. She also gains the power of her Element. Saemah
damage. This can be used a number of times per day equal to is a wizard of the Wood element.
3 + the cleric's PRS modifier. Asael is a cleric of Zonnojj,
and uses the Justice Aspect.
SKILLS
Fighters can wear any kind of armor she can afford and can
There are five skills in this game – Communication,
use shields when using a light or one-handed weapon. They
Knowledge, Physical, Subterfuge and Survival. You have to
are proficient with all weapons. She gains an extra 4 hit
roll higher than a certain Difficulty Class (DC) to succeed.
points per level. She is trained in Physical and have a +3
All skills are either trained or untrained. Each character gets
bonus to it. She can add +1 to all attack and damage rolls.
to pick one skill their trained in, and gets another skill they
This increases at 5th level by +1, and again every 5 levels
are trained in from their class.
after that. A fighter also gets to add her MND modifier to
Trained skill rank = character's level + any bonuses from
damage when she lands a critical hit and deals HP damage.
class or race
Untrained skill rank = ½ character's level + any bonuses
Gunslingers can wear light armor. They are profiecient with
from class or race
all light and one-handed melee weapons, all ranged weapons
Skill roll = skill rank + applicable ability modifier +
and all guns. A gunslinger gains 4 extra hit points per level.
circumstantial bonuses
He is trained in Physical and gain a +3 bonus to Physical. A
Since most skill checks will also require you add an ability
gunslinger gets +1 to attack and damage with a gun, and
modifier to the roll as well, some common skill rolls are
only counts half the range penalty with a gun. They can add
listed below.
their AGI modifier to damage with a gun. He only takes half
Climbing – Physical + FIT mod
the penalty to using two pistols at once. Andrew and the
Disarming a trap – Subterfuge + MND
Silver Creek Kid are both gunslingers.
Dodging an area spell to try to only take half the damage –
Phys + AGI
Rogues are thieves and mountebanks. A rogue wears light
Enduring extreme weather – Survival + FIT
armor. She is proficient in all light and ranged weapons, plus
Finding a trap – Subterfuge + MND
rapiers, whips, clubs and quarterstaffs. She gains an extra 1
Interrogating a guy to get information – Subterfuge + FIT
hit point per level. A rogue is trained in Subterfuge, and she
Jumping – Physical + AGI mod
gains a +3 bonus to Subterfuge. A rogue can add her MND
Making a poultice to negate a poison – Survival + MND or
bonus to any Survival or Physical roll to avoid a trap, or
Knowledge + MND
Knowledge or Subterfuge roll to disarm a trap. If a rogue is
Playing an instrument or singing a song – Knowledge + PRS
hidden or flanking an enemy with an ally, she can add her
or Communication + MND or PRS
Subterfuge bonus to the damage of any attack that hits.
Remembering a fact – Knowledge + MND
Marinna is a rogue.
Running past a lot of arrow traps without getting hit –
Survival + AGI
Warlocks wear light armor. They are proficient in all light
Seducing someone – Communication + appropriate stat for
weapons. A warlock gains 1 extra hit point per level and 1d8
your method
spell points per level. She gains extra Spell Points per level
In the end, what the rolls are is up to the GM, but any skill
equal to her FIT modifier. She is trained in Communication
and any ability might be combined if it makes sense.
and have a +3 bonus to Communication. She casts arcane
spells from the Arcane List and one Aspect list as fitting her
patron. She can summon her patron to guide her once per
day, granting her a bonus to one roll equal to her level. A MAGIC
warlock can concentrate her energy into a blast, dealing 1d6 Clerics, wizards and warlocks all cast spells, and alchemists
points of damage, plus 1d6 for every two points spent this have their magical liquids. Wizards and warlocks can cast
way. She can only spend up to her level in spell points or hit any spell listed for them from the Arcane list, plus wizards

2
get their Element's spells and warlocks get their Aspect's to cast one quickened spell and one normal spell in a single
spells. Clerics can cast any divine spell, plus their aspect round (instead of the normal one spell per round rule). You
spells. Alchemists can make any alchemical infusion. They cannot cast a quickened spell and another metamagiced spell
must have a level equal to one less than twice the spell level. together, nor can you combine quicken with another
In order to cast spells, a spellcaster must spend an hour each metamagic ability. A quickened spell costs 8 hp extra.
morning after waking up preparing to cast that day. Clerics Widening a spell makes it take up twice the area it normally
pray while holding their holy symbols, alchemists make does – as such, it can only be applies on area spells like
potions in a lab or kitchen, warlocks get power from their fireball or lightning bolt. A widened spell costs 6 hp extra.
patron through their pact charm, and wizards read their spell
book for a refresher. If they do not do this, they can only cast
Signature spells until they get a chance to prepare. HEROISM
At 1st level, they pick one 0 level spell and one 1st level spell
As a character levels up, they become better at doing various
to be “signature spells” - their Aspect or Element spells also
things. Every day, a character can use their Heroism up to
count as signature spells. Signature spells cost 1 spell point
three times. Heroism can have the following effects -
less to cast. Every time a spell caster gains a level, they pick
another signature spell from the spells they can cast. • + level to attack rolls for one round, chosen at the
The normal costs of spells are listed below. start of a turn
• + level to damage for one attack, chosen before
damage is rolled
Spell Level 0 1 2 3 4 5 6 7 8 9
• + level to one skill roll, chosen before it is rolled
Spell Point Cost 1 3 5 7 9 11 13 15 17 19 • + level to the DC of an ability or spell, chosen
Minimum Caster 1 1 3 5 7 9 11 13 15 17 before it is used
Level • Reroll one roll, before the GM announes success or
failure.
If a caster runs out of spell points, they may substitute hit
points instead. Spell points and hit points lost to casting
COMBAT
come back after 8 hours rest – hit points lost this way cannot
be healed. Combats start with Initiative. Roll 1d20 + AGI score. The
combatants go in turn from highest result to lowest result.
The DC for any effects of a spell that need it are equal to Every turn of combat is made of three types of actions -
10 + character's level + MND modifier for alchemists, Standard actions, move actions and swift actions. These
clerics and wizards together make a Full Round Action. Different activities take
10 + character's level + PRS modifier for warlocks. up different actions.
Action Things you can do
Metamagic Standard Make an attack, cast certain spells

Spell casters can also alter their spells. These modifications, Move Move your speed, draw a weapon or potion
called metamagic, always cost hit points and makes the spell Swift Drink a held potion, reload a ranged weapon
take twice as long to cast (minimum a full round). The
exception is quicken, which halves the casting time or makes Full-Round Make a multi-part attack, cast certain spells
it cast instantaneously. Free Talk (within reason)
Also, with the exception of Quicken, you can apply up to 2 Once you've run out of actions, your turn is over. You can
metamagics to a signle spell – but be careful not to spend all also choose to end a turn early. Once everyone has had a
your HP. turn, it is the next round. Each round is representative of 6
seconds of time – so a minute is 10 rounds, and an hour is
Empower makes a spell deal 50% more damage than it 600 rounds.
already would – multiply the rolled damage by 1.5. An Every character has a set of Hit Points and a set of Wounds.
empowered spell costs 4 hp extra. Hit Points are equal to = (1d6*level) + (class bonus*level) +
Extending makes a spell last twice as long as it would (FIT modifier * level). Each level roll another 1d6, add the
normally. This can only be used on spells with a duration. two bonuses and add it to the maximum HP. Once HP is
An extended spell costs 2 hp extra. gone, targets begin to lose Wounds (exception – undead and
Maximizing a spell is very potent magic indeed. It makes a constructs have 0 wounds and die at 0 hp). Also, most people
spell deal maximum damage – just makes every die fall on pass out at 0 HP – if they do, they cannot move until
it's highest number. A maximized spell costs 6 hp extra. somebody heals them to at least 1 HP. Healing always heals
Quickening a spell makes it faster to cast, allowing a caster

3
Wounds, then HP. energy damage.
Every character has Wounds equal to their FIT score + ½ Hardness – Hardness blocks all damage except sonic and
their character level. When Wounds fall to 0, the target dies. acid damage.
Some spells will give temporary hit points. When a character Vulnerability – Vulnerability makes you take half again as
takes normal damage, take the damage away from temporary much damage against that type of damage.
hit points (tHP) first, then hit points (HP) then finally Wound
Points (WP). So if a character had 1 tHP from the Virtue
spell, 12 normal HP and 13 WP, and they took 14 damage, OTHER HAZARDS
they would lose the 1 tHP first, then the 12 HP, then 1 WP.
Falling: 1d6 damage, half damage with Physical + AGI roll
Except for a critical hit, you always lose points from the
higher than the distance falled in feet.
pools in that order until the damage is done.
Spikes: Add +1 to the damage from falling per 10 feet.
Poison: Survival or Physical + FIT to resist, taking only half
Armor class (AC) is a creatures ability to protect itself. AC
the effect. DC is listed for the poison.
is equal to 10 + the creature's AGI mod + any armor mods. A
Extreme Temperature: Without suitable protection, Survival
creature in heavy armor does not get their AGI mod, and one
+ FIT once every 10 minutes. DC is 15 + 1 for each roll
in medium armor only gets half their AGI mod. AGI
already done. Take 1d6 damage for each failed save.
modifiers still apply if they are negative.
Negative Levels: If you lose a level, your max HP falls by 4,
you suffer -1 on all trained skills and attack rolls, and you
Attack bonuses are rolled against armor class. Depending on
lose access to class abilities from that last level. If your lost
the type of attack, roll 1d20 and add the appropriate bonus.
levels bring you to 0, you die.
Melee attacks would be for weapons like swords, ranged
attacks for bows and arrows or guns. Magic attacks are for
abilities and spells based on MND, while Supernatural
attacks are for abilities and spells based on PRS. LEVEL ADVANCEMENT
Melee attack bonus – FIT mod + level Every level, you can gain up to (10*current level) experience
Ranged attack bonus – AGI mod + level points (XP) before you level up. After a suitable amount of
Magic attack bonus – MND mod + level time as per your GM, you level up. So for a 1st level
Supernatural attack bonus – PRS mod + level character to reach 2nd level, she needs 10 XP. Once she has
10 XP, she can level up, and now needs 20 additional XP to
If you roll a 20 on the die, you automatically hit, and may reach 3rd level.
choose to deal just the weapon's damage as Wounds, or Each level, gain Hit Points and Spell points, as per your
double the normal damage (weapon damage + any class. All attacks go up by +1, all trained skills go up by +1,
applicable modifiers like Stat mods or class abilities) to Hit your heroism bonus goes up by +1, and spell casters can pick
Points. So if you choose double damage, you'd roll twice the another Signature Spell.
dice. On even numbered levels, untrained skills also gain +1.
If you are using a weapon you are not proficient with, you At odd numbered levels, spell casters gain access to a new
take a -4 penalty to attacks with it. Everyone can use an level of spells.
unarmed strike (you don't get to survive without knowing At levels that divide by 3 (level 3, level 6, level 9, etc), add 1
how to throw a punch). point to FIT, AGI, MND or PRS (player's choice). If a
Fighters, rogues and warlocks can use AGI for their melee modifier increases, it increases retroactively – attacks related
attacks if using a light weapon. to it go up, and hit points or spell points go up by 1 per level.
A character can wield two light weapons to gain double the Classes often also have abilities that go up by level.
attacks if they take a -4 penalty on each attack. Fighters and
rogues only take a -2 penalty.
At level 6, a character can make an additional melee attack
at a -5 penalty. At 11th, they get another at -10 and at 16th
another at -15.
Melee weapons can add the wielder’s FIT bonus to damage,
x2 the FIT bonus if it's a two handed weapon.

Resistance – This blocks energy damage (acid, cold, fire,


electricity or sonic). If you have resistance to an energy,
subtract it from each instance of taking energy damage (so
with Resistance 5 to fire, 12 points of fire damage becomes
7).
Reduction – Reduction blocks weapon damage, but not

4
or a fighter.
EQUIPMENT 3 – This weapon can attack creatures up to 10 feet away due
to it's long reach.
All characters start with an amount of gold and some basic
4 – If this weapon hits on a roll of 19, the attack is a critical
equipment. Coins are split up as such.
hit.
5 – If this weapon hits on a roll of 18 or 19, the attack is a
Coin Common names Abbr. Worth critical hit.
Copper Piece, a bit cp 1 copper 6 – This weapon can be used to trip or disarm.
7 – This weapon deals triple damage on a critical hit that
Silver A shard, a shine sp 10 copper attacks hit points.
Electrum Half-star, half-chip ep 50 copper 8 – This weapon deals quadruple damage on a critical hit
that attacks hit points.
Gold A star, a chip gp 100 copper 9 – This weapon attacks all in a cone the size of the range in
Platinum A moon, an Old Duke pp 1000 copper front of you.
10 – This weapon gets an attack against all creatures
adjacent to the target. On a hit, secondary targets take half
Most trade is done in gold pieces, but prices will be listed in
damage.
the smallest amount of coins – 1gp 7sp 4 cp is a lot easier to
count out to the general store clerk than 174 bits.
Each class starts with a certain amount of money and some Light Cost Damage Range Group
extra gear, as shown on the table below. All characters start Weapons
play with a backpack, a bedroll, clothes and a waterskin as Unarmed - 1d4-1 - None
well. Strike1
Axe, 8 gp 1d6 10 ft. Axes
Class Gold Additional equipment
throwing7
Alchemist 85 gp Portable lab, spell bag
Blackjack1 1 gp 1d6 - Clubs and
Cleric 120 gp Spell bag, holy symbol (wood) maces
Fighter 150 gp - Dagger4 2 gp 1d4 10 ft. Swords
Gunslinger 150 gp Pistol Hammer, light 1 gp 1d6 20 ft. Hammers
and picks
Rogue 125 gp Thieve's tools
Handaxe 6 gp 1d4 - Axes
Warlock 80 gp Spell bag, pact charm
Mace, light 5 gp 1d6 - Clubs and
Wizard 75 gp Spell bag, spell book
maces
Weapons Pick, light7 4 gp 1d4 - Hammers
All weapons have the following entries in their tables. and picks
Cost – How much the weapon costs. This includes a care kit Sickle 6 gp 1d6 - Hammers
for the weapon – polishing oils, whetstones, etc. and picks
Damage – The damage dealt by a weapon on a successful
hit. Sword, short4 10 gp 1d6 - Swords
Range – This is the range of the weapon. If a range is listed,
it can go to twice the range with a -2 penalty. Each
additional multiplier adds two to the penalty (so triple is -4, One-handed Cost Damage Range Group
quadruple is -6, quintuple is -8). A range of “-” is a melee Weapons
only weapon. A weapon can go out to 10 times their range
increment. Battleaxe7 10 gp 1d8 - Axes
Group – Weapons are part of groups. If something says “all Club - 1d6 10ft Clubs and
types” then that includes all weapons with that group, like maces
how dwarves are proficient with all axes.
There are some numbers listed on weapon names. These are Flail6, 7 8 gp 1d8 - Flails
as follows. Longsword4 15 gp 1d8 - Swords
1 – This weapon cannot deal wound damage. It can only
affect hit points. Mace, heavy7 12 gp 1d8 - Clubs and
2 – This weapon can be treated as a light weapon by a rogue maces

5
One-handed Cost Damage Range Group Ranged Cost Damage Range Group
Weapons Weapons
Morningstar 8 gp 1d8 - Clubs and Crossbow, 50 gp 1d10 120 ft. Crossbows
maces heavy7
Rapier2, 5 20 gp 1d6 - Swords Crossbow, 35 gp 1d8 80 ft. Crossbows
5 light7
Scimitar 15 gp 2d6 - Swords
Dart 5 sp 1d4 20 ft. Thrown
Shortspear 1 gp 1d6 20 ft. Spears
Greatbow4, 7 120 gp 1d10 80 ft. Bows
Sword, 35 gp 1d10 - Swords
bastard4 Grenade10 25 gp 1d6 25 ft. Thrown
7
Waraxe, 30 gp 1d10 - Axes Javelin 1 gp 1d6 30 ft. Thrown
dwarven7 4, 7
Longbow 75 gp 1d8 100 ft. Bows
Warhammer7 12 gp 1d8 - Hammers
Net6 20 gp - 10 ft. Thrown
and picks
8
Pistol 70 gp 1d8 20 ft. Guns
Whip1, 2, 3, 4, 6 1 gp 1d4 - Flails
8
Revolver 125 gp 1d8 20 ft. Guns
8
Rifle 100 gp 1d10 50 ft. Guns
Two-Handed Cost Damage Range Group Rifle, hunting7 150 gp 1d10 100 ft. Guns
Weapons
4, 7
Shortbow 30 gp 1d6 60 ft. Bows
Chain, spiked3 25 gp 2d4 - Flails
7
Shotput 5 gp 2d6 10 ft. Thrown
Falcion5 75 gp 2d4 - Swords
Sling - 1d4 50 ft. Thrown
Flail, heavy6, 7 15 gp 1d8 - Flails
Glaive3 8 gp 1d8 - Polearms Armor and Shields
Greataxe 7
20 gp 1d12 - Axes Armors can only be worn if the character is proficient, or
7
else they take a -4 penalty on all Physical checks, skill
Greatclub 5 gp 1d10 - Clubs and checks that include FIT or AGI, and attack rolls.
maces Cost is the cost of the armor.
Greathammer8 50 gp 1d12 - Hammers AC Bonus is how much the armor adds to AC. Remember,
and picks medium armors cut your AGI bonus to AC in half, and heavy
armors negate your AGI bonus to AC.
Greatspear8 40 gp 1d10 - Spears
Greatsword4 50 gp 2d6 - Swords Light Armor Cost AC Bonus
3
Guisarme 9 gp 2d4 - Polearms Padded Armor 2 gp +1
3, 7
Halberd 10 gp 1d10 - Polearms Leather Armor 10 gp +2
3
Longspear 5 gp 1d8 - Spears Studded Leather 25 gp +3
Quarterstaff - 1d6 - Polearms Chain Shirt 100 gp +4
6, 8
Scythe 18 gp 2d4 - Polearms
Spear 2 gp 1d8 20 ft. Spears
Medium Armor Cost AC Bonus
Hide Shirt 15 gp +3
Ranged Cost Damage Range Group Scale Mail 50 gp +4
Weapons
Chainmail 150 gp +5
Blunderbuss9 45 gp 1d6 15 ft. Guns
Breastplate 200 gp +6
Crossbow, 100 gp 1d4 30 ft. Crossbows
hand7

6
Heavy Armor Cost AC Bonus Adventuring Gear Cost
Splint Mail 200 gp +6 Fishing net (25 sq ft) 4 gp
Banded Mail 250 gp +7 Flask (empty) 3 cp
Half-Plate 600 gp +8 Flint and steel 1 gp
Full Plate 1500 gp +9 Grappling Hook 1 gp
Greatplate 2500 gp +10 Hammer 5 sp
Healer's Kit 50 gp
Shields Cost AC Bonus
Holy Symbol (wood) 1 gp
Buckler 15 gp +1
Holy symbol (fancy) 25 gp
Shield, light 3 gp (wood) +2
Hourglass 25 gp
9 gp (metal)
Ink (1 oz. vial) 4 gp
Shield, heavy 7 gp (wood) +3
20 gp (metal) Inkpen 5 cp
Shield, tower 35 gp +4 Jug, clay 3 cp
Ladder, 10 ft 1 sp
Other Equipment
Lamp, common 1 sp
Adventuring Gear Cost Lantern, hooded 7 gp
Artisan's tools 5gp Lantern, train 12 gp
Backpack (empty) 2 gp Lock, simple 20 gp
Barrel (empty) 2 gp Lock, average 40 gp
Basket (empty) 4 sp Lock, good 80 gp
Bedroll 1sp Magnifying Glass 50 gp
Bell 1 gp Manacles 15 gp
Blanket, winter 5 sp Mirror, small steel 10 gp
Block and tackle 5 gp Mug/tankard, clay 2 cp
Bottle, wine, glass (empty) 2 gp Mug/tankard, metal 1 sp
Bucket (empty) 5 sp Musical instrument, portable 5 gp
Candle 1 cp Oil, pint 1 sp
Canvas (per sq. yd.) 1 sp Paper (2 sheets) 1 cp
Case (map or scroll) 1 gp Parchment (4 sheets) 1 cp
Chain (10 ft) 30 gp Pick, miner's 3 gp
Chalk (1 pc) 1 cp Pitcher, clay 2 cp
Chest (empty) 2 gp Piton 1 sp
Craftsman's Tools 5 gp Pole, 10 ft 5 cp
Crowbar 2 gp Pot, iron 5 sp
Disguise Kit 50 gp Pouch, belt (empty) 1 gp
Firewood (per day) 1 cp Ram, portable 10 gp
Fishhook 1 sp Rations, trail (per day) 5 sp
Rope, hemp (50 ft.) 1 gp

7
Adventuring Gear Cost Mounts and related gear Cost
Rope, silk (50 ft.) 10 gp Warhorse, heavy 400 gp
Sack (empty) 1 sp Warhorse, light 150 gp
Sealing wax 1 gp Warpony 100 gp
Sewing Needle 5 sp
Signal whistle 8 sp
Clothing Cost
Signet ring 5 gp
Artisan's outfit 1 gp
Sledge hammer 1 gp
Cleric's vestments 5 gp
Soap (lb.) 5 sp
Cold weather outfit 8 gp
Spade/Shovel 2 gp
Coutier's outfit 30 gp
Spell bag (holds stuff needed for spells) 5 gp
Entertainer's outfit 3 gp
Spellbook (blank) 15 gp
Explorer's outfit 10 gp
Spyglass 250 gp
Equisite Outfit 200 gp
Tent 10 gp
Noble's outfit 75 gp
Thieves' Tools 30 gp
Peasant's outfit 1 sp
Torch 1 cp
Scholar's outfit 5 gp
Vial (empty) 1 gp
Traveler's outfit 1 gp
Waterskin 1 gp
Whetstone 2 cp
Services Cost
Doctor (visit) 1 gp
Mounts and related gear Cost
Inn stay, poor (per night) 2 sp
Barding (animal armor), medium creature Armor
price x2 Inn stay, common (per night) 5 sp

Barding (animal armor), large creature Armor Inn stay, good (per night) 2 gp
price x4 Inn suite, small (per night) 4 gp
Bit and bridle 2 gp Inn suite, average (per night) 16 gp
Dog, guard 25 gp Inn suite, luxurious (per night) 32+ gp
Dog, war 75 gp Laundry 1 sp
Donkey or mule 8 gp Laundry, magic 1 gp
Feed (per day) 5 cp Lawyer, novice (per hour) 5 sp
Horse, heavy 200 gp Lawyer, competent (per hour) 3 gp
Horse, light 75 gp Lawyer, experienced (per hour) 10 gp
Pony 30 gp Messenger 2 cp per
Saddle, military 20 gp mile

Saddle, pack 5 gp
Saddle, riding 10 gp
Saddlebags 4 gp
Stabling (per day) 5 sp

8
Services Cost
Spellcasting Caster's
level x
spell level
x 10 gold
(plus cost
of
materials)
Telegram 3 sp
Teleport item (there in 5 mins) 100 gp per
lb.

Alchemical Gear Cost


Acid flask 20 gp
Alchemist's fire 25 gp
Antitoxin vial (+2 vs poison) 50 gp
Ghoul fog (covers scent for 2 minutes) 15 gp
Holy water (flask) (burns undead like acid, 25 gp
1d6)
Sunrod (flare, lasts 10 hours) 10 gp
Tindertwig (match) 1 cp

9
1 round per level.
SPELLS

The columns of the spell tables are explained below. 2nd Level Infusions

Spell Name is the spell's name. Spell Name Time Description


Time is the time it takes to cast a spell. 1SW is 1 Swift Aid 1SA +1 on attack rolls and saves
action, 1MA is 1 move action, 1SA is 1 Standar Action. A against fear, and gains 1d8 tHP
number followed by Rounds is how many Full-Round +1 tHP per level. Lasts one
Actions in succession it takes. Minutes are how many tens of minute.
rounds and hours are how many 600s of rounds. Normally a
GM will fast forward through these larger castings and just Bull Strength 1SA Touched target gains +4 to FIT
move time ahead. for 1 min. per level.
Description is what the spell does. Cat's Grace 1SA Touched target gains +4 to AGI
for 1 min. per level.
All “saves” or “skill checks” to avoid part of a spell have a
DC of 10 + the spell's level + the caster's casting stat (MND Cure Moderate 1SA Cures 2d8 damage +1 per level
for clerics, wizards and alchemists, PRS for warlocks) Wounds to a touched living creature.
Damages undead with a Melee
attack.
Alchemical Infusions Delay Poison 1SA Stops poison from harming
touched subject for 1 hour per
0 Level Infusions level.
Spell Name Time Description Eagle's Splendor 1SA Touched target gains +4 to PRS
for 1 min. per level.
Guidance 1SA +1 on one attack rolls or skill
roll. Lasts for 1 min or until Fox's Cunning 1SA Touched target gains +4 to
used. MND for 1 min. per level.
Mending 1SA Makes minor repairs to an Delay Poison 1SA Stops poison from harming
object. touched subject for 1 hour per
level.
Purify Food and 1SA Purifies 1 cu. Foot per level of
Drink food or water. Invisibility 1SA One touched target is invisible
for 1 min./level or until they
Resistance 1SA Subject gains +1 on saving make an attack.
throws for 1 minute.
Spider Climb 1SA You can climb on walls for 10
Virtue 1SA Subject gains 1 tHP. Lasts 1 mins. Per level.
min.

3rd Level Infusions


1st Level Infusions
Spell Name Time Description
Spell Name Time Description
Barkskin 1SA Grants +2 AC for 10 min. per
Cure Light 1SA Cures 1d8 damage +1 per level level. Bonus goes up to +4 at
Wounds to living creatures. Damages 10th level.
undead with a Melee attack.
Cure Serious 1SA Cures 3d8 damage +1 per level
Feather Fall 1SW Ignore 100 ft. of falling when Wounds to living creatures. Damages
calculating falling damage. undead with a Melee attack.
Mage Armor 1SA +4 to AC for 1 hour per level. Fly 1SA Subject touched can fly at a
Cannot have any kind of Armor speed of 60 ft. Lasts 1 min.
on when using this. level
Magic weapon 1SA Weapon touched gains +1
bonus to attack and damage for

10
Spell Name Time Description Spell Name Time Description
Resist Energy 1SA Resist 5 points of acid, cold, Legend Lore 1d4x10 Learn everything about a
electricity, fire or sonic damage mins. Or place in minutes it you are
for 1 min. per level. Each 1d10 there or spend days in a
casting only works for one days or trance if you have a map and
energy. 2d6 location or good
weeks information. Weeks if you
only know rumors. Casting
4th Level Infusions any other spell or fighting
during this time will
Spell Name Time Description interrupt this spell.
Animate Dead 1 Creates (level x 2) HD of True Seeing 1FR Lets you see all things as
min. skeletons or zombies. they really are for 1 min. per
level.
Cure Critical 1SA Cures 4d8 damage +1 per level
Wounds to a touched living creature.
Damages undead with a Melee
attack. 6th Level Infusions
Neutralize Poison 1SA Immunizes subject touched Spell Name Time Description
against poison for 10 min. per
Feeblemind 1SA Subject touched must make a
level, detoxifies venom in or on
save or have their MND score
subject.
drop to 1 for 1 min per level.
Restoration 1SA Removes level and ability
Heal 1SA Cure 10 points of damage per
score drains.
cleric level to touched
Stoneskin 1SA For 10 min. per level, creature creature, cures all diseases
touched ignores the first 10 and mental conditions. Harms
points of normal damage from undead an equal amount.
each attack.
Raise Dead 10 min. Restores life to subject who
died as long as one day per
level ago. Needs 5000 gp
5th Level Infusions worth of diamonds.
Spell Name Time Description Vision Special As legend lore, but the casting
times are instead 1 full round
Cloudkill 1SA Creates rolling cloud of gas,
instead of 1d4x10 mins, 1
50 ft. diamter spread. Kills 3
hour instead of 1d10 days, or
HD or less within, 4 to 6 HD
1 day instead of 2d6 weeks.
save or die, 6+ save or take
1d4 FIT damage per round
in area. Gas lasts 1 min. per 7th Level Infusions
level, or until destroyed by
Spell Name Time Description
strong winds.
Ice Body 1SA As stoneskin, but can deal 3d6
Flesh to stone 1SA Turn target to stone with a
cold as a melee attack, gain
Magic attack. Can be cast
vulnerability to fire and
backwards to reverse it.
immunity to cold, and lasts for
1 round per level or until
dismissed.
Regenerate 1FR Subject's severed limbs grow
back in a day, cures 4d8
damage + 1 per level.
Restoration, 1FR As restorations, plus restores all
Greater lost levels and ability scores.

11
Spell Name Time Description
Transformation 1SA You become a fighting Arcane Spells
machine. +4 to FIT and AGI,
+4 to AC, +5 on Physical rolls, 0 Level Spells
and +1d6 tHP per 2 levels for 1
round per level. Cannot cast Spell Name Time Description
any spells until this spell is no
longer in effect. Arcane Mark 1SA Creates a permanent personal
rune (visible or invisible)
8th Level Infusions Detect Magic 1SW Detects spells and magic items
within 60 ft. of caster for up to
Spell Name Time Description 1 minute per level.
Clone 1 day Creates a duplicate body and Ghost Sound 1SA Makes sounds from target spot
places it in stasis. If original for 1 round/level
dies, duplicate wakes up with
Light 1SA Makes touched object shine
all memories of the original.
like a torch for 10 min./level
Mind blank 1SA Subject is protected from
Mage Hand 1SA Telekinetically list up to 5 lbs.
mental and emotional magic,
Range is 25ft. + 5ft. Per two
and from scrying for 1 day.
levels, lasts for concentration.
Moment of 1SA You gain +1 per level to a
Prestidigitation 1SA Perform minor magical tricks
prescience single d20 roll in the next hour.
with no mechanical benefit for
Spell Turning 1SA Reflect 1d4+6 levels worth of 1 hour.
spells back at their caster for 10
Read Magic 1SA Be able to read scrolls and
mins per level or until all levels
spellbooks without a skill
are used up.
check for 10 min. per level.

9th Level Infusions

Spell Name Time Description 1st Level Spells


Astral Projection 1FR Projects your and touched allies Spell Name Time Description
into the Astral Plane.
Feather Fall 1SW Ignore 100 ft. of falling when
Etherealness 1FR Travel to the Ethereal Plane calculating falling damage.
with companions for 1 min. per
Floating Disk 1SA Creates a 3 ft diameter disk
level.
that holds 100 lbs. Per level.
Foresight 1SA You gain +2 AC and +2 to Lasts for 1 h. per level
Physical + AGI checks, and
Mage Armor 1SA +4 to AC for 1 hour per level.
you are immune to sneak
Cannot have any kind of
attacks for 10 mins. Per level.
Armor on when using this.
If you are tied up or knocked
prone, this ability doesn't Magic Missile 1SA 1d4+1 damage to one target in
function. 30 ft. Autohits. +1 missile per
two levels above 1st (maximum
Resurrection 10 Fully restores a dead subject to
5 missiles).
Min. life from a small portion of
their corpse. Requires 10,000 Sleep 1SA Put 4HD worth of creatures
gp worth of diamonds. into magical slumber for 1
min. per level. Surv + MND
roll to avoid.
Shocking Grasp 1SA Magic attack as a touch to deal
1d6/level electricity damage.
Max 5d6.

12
Spell Name Time Description

2nd Level Spells Vampiric Touch 1SA Touch deals 1d6 damage per
two levels. Caster gains
Spell Name Time Description amount of damage as
temporary hit points. This tHP
Acid Arrow 1SA Ranged attack; 2d4 acid
disappears after 1 hour. No
damage on hit, then again for
effect against undead.
1 round + 1 round per three
wizard levels.
Flaming Sphere 1SA Creates rolling ball of fire, 4th Level Spells
moveable up to 40 feet as a
move action. Lasts 1 round Spell Name Time Description
per level. Deals 2d6 fire
Animate Dead 1 min. Creates (level x 2) HD of
damage to all it runs over.
skeletons or zombies.
Save for half.
Arcane Eye 1SA Invisible floating eye moves
Invisibility 1SA One touched target is invisible
30 ft. per round, lasts 1 min.
for 1 min./level or until they
per level. You can see what it
make an attack.
sees.
Knock 1SA You automatically unlock one
Black Tentacles 1SA Creates a 20 ft. spread
non-magical lock or can make
centered on you. All within
a Knowledge + casting stat
this spread can be hit by a
roll to unlock a magical lock.
Magic attack to deal 1d6
Levitate 1SA You can float in midair and damage and grappled by the
move slowly over surfaces. tentacles (requiring a Phys +
FIT roll to escape).
Spider Climb 1SA You can climb on walls for 10
mins. Per level. Dimension Door 1MA Teleports you up to 100 feet
plus 10 feet per level. Must
be able to see destination.
3rd Level Spells Polymorph 1SA Give one willing subject a
new form for 1 min. per level.
Spell Name Time Description
Stoneskin 1SA For 10 min. per level,
Clairaudience / 1 min. Hear or see a distance of 1
creature touched ignores the
Clairvoyance mile per level for 1 min. per
first 10 points of normal
level.
damage from each attack.
Dispel Magic 1SA Make a Knowledge check,
modified by casting stat. Roll
higher than 10 + the caster 5th Level Spells
level of a chosen effect to
cancel the effect or turn off a Spell Name Time Description
magic item for 1d6 mins.
Cloudkill 1SA Creates rolling cloud of gas,
Fireball 1SA Create a 20ft wide explosion 50 ft. diamter spread. Kills 3
within 150 ft. Deals 1d6 per HD or less within, 4 to 6 HD
level. save or die, 6+ save or take
1d4 FIT damage per round in
Fly 1SA Subject touched can fly at a
area. Gas lasts 1 min. per
speed of 60 ft. Lasts 1 min.
level, or until destroyed by
level
strong winds.
Lightning Bolt 1SA Electricity deals 1d6 damage
Contact Other 10 min. Lets you ask one question of
per level to all within a 30
Plane an extraplanar entity.
foot line. Save for half.

13
Spell Name Time Description 7th Level Spells
Feeblemind 1SA Subject touched must make a Spell Name Time Description
save or have their MND
Delayed blast 1SA As fireball, but the blast is
score drop to 1 for 1 min per
fireball held within a small marble
level.
sized sphere that detonates
Passwall 1FR Creates a passageway within 1 to 6 rounds (caster's
through a wood or stone wall choice).
for 1 hour per level.
Ethereal Jaunt 1SA You become ethereal for 1
Permanency 10 min. Makes certain effects round per level. You can pass
permanent. through walls, and are
immune to normal damage,
Teleport 1SA Instantly transports you as far
but cannot deal normal
as 100 miles per level away
damage and spells only deal
to a place you're familiar.
half damage. You can harm
Unfamiliar places, you're
other ethereal creatures (like
2d10 miles off course.
ghosts).
Finger of Death 1SA Kills touched subject if
6th Level Spells subject fails their save. Touch
is a Magic attack.
Spell Name Time Description
Plane Shift 1FR As many as eight subjects,
Antimagic Field 1SA Creates a 10 ft. field where yourself included, travel to
magic doesn't function. Lasts another plane.
10 mins. Per level.
Power Word: 1SW Blinds creature spoken to with
Chain Lightning 1SA Bolt deals 1d6 per level Blind 200 HP or less for 1d4+1
electricity damage to one mins. If creature has 49 or less
target in 30 ft. Bolt then arcs HP, creature is blind
to another target within 30 ft. permanently.
and deals half damage. Can
Spell Turning 1SA Reflect 1d4+6 levels worth of
continue until out of new
spells back at their caster for
targets within 30 ft. or
10 mins per level or until all
damage is down to 1.
levels are used up.
Contingency 1SA Sets a trigger condition for
another spell to be
automatically cast. Casting 8th Level Spells
this takes the cost of this spell
and the triggered spell. Spell Name Time Description
Condition lasts for 1 day per
Clone 1 day Creates a duplicate body and
level or until triggered.
places it in stasis. If original
Disintegrate 1SA Deal 2d6 damage per level as dies, duplicate wakes up with
a Magic attack. Target gets a all memories of the original.
save. If they save, only deals
Horrid Wilting 1SA Deals 1d6 damage per level to
5d6 damage.
all living creatures within 30
Geas 1 min. Commands any creature, ft. (save for half)
binding it to a specific task.
Incendiary Cloud 1SA 40 foot cloud deals 4d6 fire
Lasts for 1 day per level, or
damage per round to all inside
until the task is completed.
it. Lasts 1 round per level.
True Seeing 1FR Lets you see all things as they
Irresistible Dance 1SA Target must make a save or
really are for 1 min. per level.
dance for 1d4+1 rounds,
losing their turn and taking a
-4 penalty to AC.

14
Spell Name Time Description Spell Name Time Description
Power Word Stun 1SW Stuns creature with 150 hp or Light 1SA Makes touched object shine
less for 2d4 rounds, making like a torch for 10 min./level
them lose those turns.
Purify Food and 1SA Purifies 1 cu. Foot per level of
Trap the Soul 1SA Touched target must make a Drink food or water.
save or have their soul trapped
Resistance 1SA Subject gains +1 on saving
in a gemstone worth at least
throws for 1 minute.
100 gp per level of target.
Their body falls into a coma. Virtue 1SA Subject gains 1 tHP. Lasts 1
min.

9th Level Spells


1st Level Spells
Spell Name Time Description
Spell Name Time Description
Astral Projection 1FR Projects your and touched
allies into the Astral Plane. Bless 1SA All allies within 50 ft. gain +1
on attack rolls and
Etherealness 1FR Travel to the Ethereal Plane
Communication + MND or
with companions for 1 min.
Survival + MND rolls against
per level.
fear for 1 min. per level.
Gate 1FR Creates a gate to another
Bless Water 1FR Makes 1 gallon per level of
plane, opening it for
water into holy water.
communication, travel or
summoning. Open for 1 round Cure Light 1SA Cures 1d8 damage +1 per level
per level. Wounds to a touched living creature.
Damages undead with a Melee
Meteor Swarm 1SA As fireball, but it is 4 spheres
attack.
that you launch at targets
within 1000 ft. They deal 2d6 Divine Favor 1SA You gain +1 per three levels to
damage to all in their path, attack and damage rolls for 1
and when they land they minute.
become 40ft radius explosions
Inflict Light 1SA Make a Magic attack. Deals
that deal 6d6 fire damage.
Wounds 1d8 damage +1 per level to a
Overlapping explosions both
touched living creature. Heals
deal damage.
undead with a touch.
Power Word: Kill 1SW Kills one creature with 100 hp
Magic Stone 1SW Three held stones or sling
or less.
bullets gain +1 on attack, deal
Soul Bind 1SA Traps newly dead soul in a 1d6+1 damage. Stones are
gem to prevent resurrection. enchanted for 30 minutes or
until used./thrown.
Shield of Faith 1SW Aura grants +2 AC for 1 min.
+1 AC per four levels.
Divine Spells

0 Level Spells 2nd Level Spells


Spell Name Time Description Spell Name Time Description
Create Water 1SA Create 2 gallons per level of Aid 1SA +1 on attack rolls and saves
pure water. against fear, and gains 1d8 tHP
Guidance 1SA +1 on one attack rolls or skill +1 tHP per level. Lasts one
roll. Lasts for 1 min or until minute.
used.

15
Spell Name Time Description Spell Name Time Description
Bull Strength 1SA Touched target gains +4 to FIT Searing Light 1SA Ray deals 1d8 per two levels
for 1 min. per level. damage as a Magic attack
within 50 ft. Deals 1d8 per
Cat's Grace 1SA Touched target gains +4 to
level damage to undead.
AGI for 1 min. per level.
Speak with Dead 1FR Corpse answers one question
Cure Moderate 1SA Cures 2d8 damage +1 per level
per two levels. Lasts for 1 min
Wounds to a touched living creature.
per level or until all questions
Damages undead with a Melee
are answered.
attack.
Delay Poison 1SA Stops poison from harming
touched subject for 1 hour per
level.
Eagle's Splendor 1SA Touched target gains +4 to 4th Level Spells
PRS for 1 min. per level.
Spell Name Time Description
Fox's Cunning 1SA Touched target gains +4 to
MND for 1 min. per level. Cure Critical 1SA Cures 4d8 damage +1 per level
Wounds to a touched living creature.
Gentle Repose 1FR Preserves one corpse for 1 Damages undead with a Melee
week per caster level. attack.
Inflict Moderate 1SA Make a Magic attack. Deals Discern Lies 1SA Reveals deliberate falsehoods
Wounds 2d8 damage +1 per level to a for 1 round per level or until
touched living creature. Heals concentration ends.
undead with a touch.
Freedom of 1SA Subject within 30 ft. moves
Remove Paralysis 1SA Frees one creature within 20 Movement normal despire impediments
feet, plus one additional for 10 minutes per level.
creature per 5 levels, from
paralysis or slow effect. Inflict Critical 1SA Make a Magic attack. Deals
Wounds 4d8 damage +1 per level to a
Restoration, 1SA Dispels magical ability penalty touched living creature. Heals
Lesser or repairs 1d4 ability damage. undead with a touch.
Neutralize Poison 1SA Immunizes subject touched
against poison for 10 min. per
3rd Level Spells level, detoxifies venom in or
Spell Name Time Description on subject.

Create Food and 1FR Feed 3 humans or one horse Restoration 1SA Removes level and ability
Water per level. score drains.

Cure Serious 1SA Cures 3d8 damage +1 per level Tongues 1SA Speack any language for 10
Wounds to living creatures. Damages min. per level
undead with a Melee attack.
Inflict Serious 1SA Make a Magic attack. Deals 5th Level Spells
Wounds 3d8 damage +1 per level to a
touched living creature. Heals Spell Name Time Description
undead with a touch.
Atonement 1SA Subject is atoned for their sins.
Prayer 1SA Allies within 50 ft. gain +1 Costs 1000gp per level or a
bonus on d20 rolls, enemies minor quest to atone.
take the same penalty. Lasts
for 1 round per level. Commune 1FR Deity answers one yes or no
question per level. Lasts 1
Remove Disease 1FR Cures all diseases affecting round per level.
touched target.

16
Spell Name Time Description Spell Name Time Description
Cure Light 1SA Cures 1d8 damage +1 per Heroes' Feast 1FR Food for one creature per
Wounds, Mass level to living creatures within level. Cures disease and grants
20 ft. Damages undead with a +1 bonus to attack and damage
Magic attack within 20 ft. to all who eat it for 12 hours.
Food lasts for 1 hour if not
Inflict Light 1SA Make a Magic attack to living
eaten.
Wounds, Mass creatures within 20 ft.. Deals
1d8 damage +1 per level. Quest 1 min. Commands any creature,
Heals undead in range. binding it to a specific task.
Lasts for 1 day per level, or
Flame Strike 1SA Create 40 foot spread of divine
until the task is completed.
fire in a 100 foot column
within 400 ft. All within take
1d6 fire damage per level.
Save for half. Undead take 1d8
fire damage per level.
Raise Dead 10 Restores life to subject who
min. died as long as one day per 7th Level Spells
level ago. Needs 5000 gp
worth of diamonds. Spell Name Time Description
True Seeing 1FR Lets you see all things as they Cure Serious 1SA Cures 3d8 damage +1 per level
really are for 1 min. per level. Wounds, Mass to living creatures within 20 ft.
Damages undead with a Magic
attack within 20 ft.
6th Level Spells Destruction 1SA Subject makes a save, or dies
Spell Name Time Description and their remains are
destroyed.
Banishment 1SA Banishes 2HD per level of
extraplanar creatures to home Ethereal Jaunt 1SA You become ethereal for 1
dimension. round per level. You can pass
through walls, and are immune
Cure Moderate 1SA Cures 2d8 damage +1 per to normal damage, but cannot
Wounds, Mass level to living creatures within deal normal damage and spells
20 ft. Damages undead with a only deal half damage. You
Magic attack within 20 ft. can harm other ethereal
Harm 1SA Make a Melee attack. Deals 10 creatures (like ghosts).
points of damage per cleric Inflict Serious 1SA Make a Magic attack to living
level to touched creature. Wounds, Mass creatures within 20 ft.. Deals
Heals undead an equal 3d8 damage +1 per level.
amount. Heals undead in range.
Heal 1SA Cure 10 points of damage per Regenerate 1FR Subject's severed limbs grow
cleric level to touched back in a day, cures 4d8
creature, cures all diseases and damage + 1 per level.
mental conditions. Harms
undead an equal amount. Restoration, 1FR As restorations, plus restores
Greater all lost levels and ability
Inflict Moderate 1SA Make a Magic attack to living scores.
Wounds, Mass creatures within 20 ft.. Deals
2d8 damage +1 per level. Resurrection 10 Fully restores a dead subject to
Heals undead in range. Min. life from a small portion of
their corpse. Requires 10,000
gp worth of diamonds.

17
8th Level Spells Spell Name Time Description
Spell Name Time Description Soul Bind 1SA Traps newly dead soul in a
gem to prevent resurrection.
Antimagic Field 1SA Creates a 10 ft. field where
magic doesn't function. Lasts
10 mins. Per level.
Aspects
Cure Critical 1SA Cures 3d8 damage +1 per
Wounds, Mass level to living creatures within Beast Aspect
20 ft. Damages undead with a
Magic attack within 20 ft. Spell Spell Name Time Description
Dimensional Lock 1FR Teleportation and interplanar Level
travel are blocked for the 0 Resistance 1SA Subject gains +1 on saving
subject for 1 day per level. throws for 1 minute.
Discern Location 10 Reveals exact location of 1 Calm 1SA All animals within 100 ft.
min. creature or object. Animals are calm and non-hostile.
Fire Storm 1SA Deals 1d6 per level fire 2 Hold animal 1SA Make a magic attack against
damage within a 100 ft. spread an animal within sight. If
centered on you (you are successful, it cannot move.
immune).
3 Dominate 1SA Make a magic attack against
Holy Aura 1SA +4 to AC, +4 resistance, and animal an animal. If it hits, control
all evil spells must make a the animal for 1 round per
Magic attack against AC 25 to level.
affect you for 1 round per
4 Black 1SA Creates a 20 ft. spread
level.
Tentacles centered on you. All within
Inflict Critical 1SA Make a Magic attack to living this spread can be hit by a
Wounds, Mass creatures within 20 ft.. Deals Magic attack to deal 1d6
4d8 damage +1 per level. damage and grappled by the
Heals undead in range. tentacles (requiring a Phys +
FIT roll to escape).
5 Bull strength, 1SA As bull strength, but to one
9th Level Spells mass creature per two levels.
Spell Name Time Description 6 Summon 1SA Summons a stegosaurus or
Great Beast triceratops to do battle for
Astral Projection 1FR Projects your and touched
you. It lasts for 1 round per
allies into the Astral Plane.
level or until reduced to 0
Etherealness 1FR Travel to the Ethereal Plane hp. It does not die – it
with companions for 1 min. awakens elsewhere or
per level. elsewhen as if from a bad
dream.
Gate 1FR Creates a gate to another plane,
opening it for communication, 7 Summon 1SA As Summon Great Beast, but
travel or summoning. Open for Amazing summons a mastodon or
1 round per level. Beast tyrannosaurus.
Harm, Mass 1SA As harm, to all subjects within 8 Atavism, 1SA 1 animal per level within 40
30 ft. instead of touched. Mass feet of you gains +2 FIT, +2
AGI and +2 AC for 1 minute
Heal, Mass 1SA As heal, to all subjects within
per level.
30 ft.
Implosion 1SA Kill one creature per round
with a magic attack for 4
rounds.

18
Spell Spell Name Time Description Spell Spell Name Time Description
Level Level
9 Animal 1 hour Create a 10 foot per level 9 Power Word: 1SW Kills one creature with 100
Sympathy cube. In this area animals Kill hp or less.
feel happy and content, and
they will defend the area as
best they can. They will Flame Aspect
come from as far as 1 mile
per two levels. Spell Spell Name Time Description
Level
0 Light 1SA Makes touched object shine
Death Aspect like a torch for 10 min./level
Spell Spell Name Time Description 1 Burning hands 1SA Shoot a 15 ft. cone of flames
Level from your hands that deal
1d4 points of fire damage
0 Resistance 1SA Subject gains +1 on saving
per two wizard levels
throws for 1 minute.
(minimum 1d4).
1 Inflict Light 1SA Make a Magic attack. Deals
2 Flaming 1SA Creates rolling ball of fire,
Wounds 1d8 damage +1 per level to a
Sphere moveable up to 40 feet as a
touched living creature.
move action. Lasts 1 round
Heals undead with a touch.
per level. Deals 2d6 fire
2 Gentle 1FR Preserves one corpse for 1 damage to all it runs over.
Repose week per caster level. Save for half.
3 Speak with 1FR Corpse answers one question 3 Fireball 1SA Create a 20ft wide explosion
Dead per two levels. Lasts for 1 within 150 ft. Deals 1d6 per
min per level or until all level.
questions are answered.
4 Fire Shield 1SA For 1 round per level, you
4 Animate 1 min. Creates (level x 2) HD of are immune to cold weather
Dead skeletons or zombies. and anyone who hits you
with a melee attack takes an
5 Inflict Light 1SA Make a Magic attack to
equal amount of fire
Wounds, living creatures within 20 ft..
damage.
Mass Deals 1d8 damage +1 per
level. Heals undead in 5 Flame Strike 1SA Create 40 foot spread of
range. divine fire in a 100 foot
column within 400 ft. All
6 Cloudkill 1SA Creates rolling cloud of gas,
within take 1d6 fire damage
50 ft. diamter spread. Kills 3
per level. Save for half.
HD or less within, 4 to 6 HD
Undead take 1d8 fire
save or die, 6+ save or take
damage per level.
1d4 FIT damage per round
in area. Gas lasts 1 min. per 6 Sirocco 1SA Furnace hot winds shoot
level, or until destroyed by from your hands, dealing
strong winds. 4d6+level fire damage and
knocks the target prone in a
7 Destruction 1SA Subject makes a save, or
20 foot cylander, 60 feet
dies and their remains are
high. Save to avoid being
destroyed.
knocked over and for half
8 Trap the Soul 1SA Touched target must make a damage.
save or have their soul
trapped in a gemstone worth
at least 100 gp per level of
target. Their body falls into a
coma.

19
Spell Spell Name Time Description Spell Spell Name Time Description
Level Level
7 Delayed blast 1SA As fireball, but the blast is 6 Heal 1SA Cure 10 points of damage per
fireball held within a small marble cleric level to touched
sized sphere that detonates creature, cures all diseases and
within 1 to 6 rounds (caster's mental conditions. Harms
choice). undead an equal amount.
8 Incendiary 1SA 40 foot cloud deals 4d6 fire 7 Regenerate 1FR Subject's severed limbs grow
Cloud damage per round to all back in a day, cures 4d8
inside it. Lasts 1 round per damage + 1 per level.
level.
8 Cure 1SA Cures 3d8 damage +1 per
9 Meteor 1SA As fireball, but it is 4 Critical level to living creatures within
Swarm spheres that you launch at Wounds, 20 ft. Damages undead with a
targets within 1000 ft. They Mass Magic attack within 20 ft.
deal 2d6 damage to all in
9 Heal, Mass 1SA As heal, to all subjects within
their path, and when they
30 ft.
land they become 40ft radius
explosions that deal 6d6 fire
damage. Overlapping
explosions both deal Justice Aspect
damage.
Spell Spell Name Time Description
Level
0 Read Magic 1SA Be able to read scrolls and
Healing Aspect spellbooks without a skill
check for 10 min. per level.
Spell Spell Name Time Description
1 Protection 1SA +2 to AC and saves against
Level
from Chaos chaotic enemies and their
0 Virtue 1SA Subject gains 1 tHP. Lasts 1 abilities.
min.
2 Fox's 1SA Touched target gains +4 to
1 Cure Light 1SA Cures 1d8 damage +1 per level Cunning MND for 1 min. per level.
Wounds to a touched living creature.
3 Speak with 1FR Corpse answers one question
Damages undead with a Melee
Dead per two levels. Lasts for 1 min
attack.
per level or until all questions
2 Cure 1SA Cures 2d8 damage +1 per level are answered.
Moderate to a touched living creature.
4 Order's 1SA Chaotic and law-breaking
Wounds Damages undead with a Melee
Wrath creatures within a 20 foot
attack.
diamter square within 200 ft.
3 Cure 1SA Cures 3d8 damage +1 per level take 1d8 damage per two
Serious to living creatures. Damages levels and go blind for 1
Wounds undead with a Melee attack. round. A saving throw halves
the damage and avoids
4 Restoration 1SA Removes level and ability
blindness.
score drains.
5 Atonement 1SA Subject is atoned for their
5 Cure Light 1SA Cures 1d8 damage +1 per level
sins. Costs 1000gp per level
Wounds, to living creatures within 20 ft.
or a minor quest to atone.
Mass Damages undead with a Magic
attack within 20 ft. 6 Quest 1 min. Commands any creature,
binding it to a specific task.
Lasts for 1 day per level, or
until the task is completed.

20
Spell Spell Name Time Description Spell Spell Name Time Description
Level Level
7 Destruction 1SA Subject makes a save, or dies 9 Foresight 1SA You gain +2 AC and +2 to
and their remains are Physical + AGI checks, and
destroyed. you are immune to sneak
attacks for 10 mins. Per
8 Discern 10 Reveals exact location of
level. If you are tied up or
Location min. creature or object.
knocked prone, this ability
9 Gate 1FR Creates a gate to another doesn't function.
plane, opening it for
communication, travel or
summoning. Open for 1 round Stone Aspect
per level.
Spell Spell Name Time Description
Level
Love Aspect 0 Resistance 1SA Subject gains +1 on saving
throws for 1 minute.
Spell Spell Name Time Description
Level 1 Magic Stone 1SW Three held stones or sling
bullets gain +1 on attack,
0 Virtue 1SA Subject gains 1 tHP. Lasts 1
deal 1d6+1 damage. Stones
min.
are enchanted for 30 minutes
1 Divine Favor 1SA You gain +1 per three levels or until used./thrown.
to attack and damage rolls
2 Glitterdust 1SA Blinds creatures (save
for 1 minute.
negates), outlines invisible
2 Eagle's 1SA Touched target gains +4 to creatures within 15 ft cone.
Splendor PRS for 1 min. per level.
3 Stone shape 1SA Sculpts stone touched, up to
3 Create Food 1FR Feed 3 humans or one horse 10 + level cubic feet, into
and Water per level. any simple shape – moving
parts have a 30% of not
4 Discern Lies 1SA Reveals deliberate
working.
falsehoods for 1 round per
level or until concentration 4 Stoneskin 1SA For 10 min. per level,
ends. creature touched ignores the
first 10 points of normal
5 True Seeing 1FR Lets you see all things as
damage from each attack.
they really are for 1 min. per
level. 5 Wall of Stone 1SA Creates a wall of stone, 5 ft.
per level long, 1 foot thick.
6 Heroes' Feast 1FR Food for one creature per
You can draw its boundaries
level. Cures disease and
when you cast this.
grants +1 bonus to attack
and damage to all who eat it 6 Flesh to stone 1SA Turn target to stone with a
for 12 hours. Food lasts for 1 Magic attack. Can be cast
hour if not eaten. backwards to reverse it.
7 Restoration, 1FR As restorations, plus restores 7 Reverse 1SA Create 10 foot cube sections
Greater all lost levels and ability gravity of reversed gravity within
scores. 250 ft. Within these areas,
things fly up to the top of the
8 Holy Aura 1SA +4 to AC, +4 resistance, and
area. After 1 round per level,
all evil spells must make a
they fall to the ground.
Magic attack against AC 25
to affect you for 1 round per
level.

21
Spell Spell Name Time Description Spell Spell Name Time Description
Level Level
8 Earthquake 1SA Intense tremors shake 80 8 Storm Bolts 1SA All creatures within 30 ft of
foot radius within 1000 ft of the caster take 1d8 electrcity
caster. Can make 40 foot damage per level of the
fissues, cave ins that deal caster and lose their next
8d6 damage, or drain small turn. Save for half and to
lakes and marshes of water. avoid losing turn.
9 Clashing 1SA Make two giant boulders 9 Summon 1SA Summons a Storm Giant to
rocks appear and smack into a Storm Lord fight for you. He lasts for 1
target as a Magic attack. If it min. per level.
hits, they take 20d6 damage
and are prone. If it misses,
they take 10d6 damage. War Aspect

Spell Spell Name Time Description


Storm Aspect Level
0 Guidance 1SA +1 on one attack rolls or
Spell Spell Name Time Description
skill roll. Lasts for 1 min or
Level
until used.
0 Resistance 1SA Subject gains +1 on saving
1 Magic weapon 1SA Weapon touched gains +1
throws for 1 minute.
bonus to attack and
1 Whispering 1SA Sends 1 message, 14 words damage for 1 round per
Wind or less, 1 mile per level to level.
chosen recipient.
2 Bull Strength 1SA Touched target gains +4 to
2 Resist Energy 1SA Resist 5 points of acid or FIT for 1 min. per level.
electricity damage for 1 min.
3 Inflict Serious 1SA Make a Magic attack.
per level.
Wounds Deals 3d8 damage +1 per
3 Lightning 1SA Electricity deals 1d6 damage level to a touched living
Bolt per level to all within a 30 creature. Heals undead
foot line. Save for half. with a touch.
4 Shout 1SA Shout deals 5d6 Sonic 4 Shout 1SA Shout deals 5d6 Sonic
damage within 30 ft. cone damage within 30 ft. cone
and deafens. Save for half and deafens. Save for half
and no deafen. and no deafen.
5 Control Wind 1SA You can double wind speeds, 5 Inflict Light 1SA Make a Magic attack to
halve wind speeds or change Wounds, Mass living creatures within 20
wind directions within 40 ft.. Deals 1d8 damage +1
feet for 10 min. per level. per level. Heals undead in
range.
6 Sirocco 1SA Furnace hot winds shoot
from your hands, dealing 6 Disintegrate 1SA Deal 2d6 damage per level
4d6+level fire damage and as a Magic attack. Target
knocks the target prone in a gets a save. If they save,
20 foot cylander, 60 feet only deals 5d6 damage.
high. Save to avoid being
knocked over and for half
damage.
7 Control 1SA Changes the weather in the
Weather immediate area (100 ft per
level from caster).

22
Spell Spell Name Time Description Spell Spell Name Time Description
Level Level
7 Transformation 1SA You become a fighting 4 Control Water 1SA You can raise or lower a
machine. +4 to FIT and body of water a number of
AGI, +4 to AC, +5 on feet equal to your level. You
Physical rolls, and +1d6 can also make it shoot blasts
tHP per 2 levels for 1 of water that deal 2d8
round per level. Cannot damage but it takes away a
cast any spells until this round of control. Lasts for 1
spell is no longer in effect. round per level.
8 Storm Bolts 1SA All creatures within 30 ft 5 Suffocation 1SA Magic attack one creature in
of the caster take 1d8 30 feet. If hits, they get a
electrcity damage per level save. Successful save, they
of the caster and lose their lose their next turn. Failed
next turn. Save for half and save, they lose their next
to avoid losing turn. turn and the turn after they
start taking 1d6 points
9 Meteor Swarm 1SA As fireball, but it is 4
Wound damage. Each turn
spheres that you launch at
after they get a save to avoid
targets within 1000 ft.
Wound damage for three
They deal 2d6 damage to
rounds.
all in their path, and when
they land they become 40ft 6 Summon 1SA Summons a huge Water
radius explosions that deal Ocean Elemental to fight for you. It
6d6 fire damage. Guardian lasts for 1 round per level
Overlapping explosions and follows your orders.
both deal damage.
7 Control 1SA Changes the weather in the
Weather immediate area (100 ft per
level from caster).
Wave Aspect
8 Summon 1SA Summon 1d6+1 Megalodons
Spell Spell Name Time Description Ocean Legion or giant squids to fight for
Level you. You pick how many of
each. They last 1 round per
0 Create Water 1SA Create 2 gallons per level of level and follow orders.
pure water.
9 Suffocation, 1SA As Suffocation, but it affects
1 Bless Water 1FR Makes 1 gallon per level of
Mass up to 10 creatures each
water into holy water. within 30 feet of the cast and
2 Delay Poison 1SA Stops poison from harming lasts for 1 round per caster
touched subject for 1 hour level instead of four rounds
per level. total.
3 Steam breath 1SA A blast of steam deals 1d6
fire damage per level to all
within a 30 foot line. Save
for half. This can be used Elements
underwater.

Air Element
Special power – Lightning Flash. An air wizard can unleash
a flash of lightning from her hand as a Magic attack within
30 feet. If it hits, the target takes 1d6 points of electricity
damage + 1 point for every two levels the wizard has. This
can be used Level + MND modifier times per day.

23
Spell Spell Name Time Description
Level Earth Element
0 Message 1SA Sends a message to one ally Special power – Salt Acid. The wizard can create a 5 foot
within 50 ft per level that cloud of acid, enough to cover a single normal size creature,
only they can hear. as a standard action. The cloud deals 1d6 points of acid
damage + 1 point of damage per every two levels the wizard
1 Feather Fall 1SW Ignore 100 ft. of falling has to all creatures within the square. They can make a save
when calculating falling for half damage. The DC of the save is equal to 10 + ½ your
damage. wizard level + your MND modifier. The cloud lasts until the
2 Resist Energy 1SA Resist 5 points of acid or wizard's next turn. This can be used Level + MND modifier
electricity damage for 1 min. times per day.
per level.
3 Lightning 1SA Electricity deals 1d6 damage Spell Spell Time Description
Bolt per level to all within a 30 Level Name
foot line. Save for half. 0 Acid splash 1SA Deals 1d4-1 acid damage to
4 Shout 1SA Shout deals 5d6 Sonic one target within 25 feet as a
damage within 30 ft. cone Magic attack.
and deafens. Save for half 1 Stone fist 1SA Your unarmed strikes deal
and no deafen. 1d6 damage for 1 min per
5 Suffocation 1SA Magic attack one creature in level. They can deal Wound
30 feet. If hits, they get a damage during this time, like
save. Successful save, they normal weapons.
lose their next turn. Failed 2 Glitterdust 1SA Blinds creatures (save
save, they lose their next negates), outlines invisible
turn and the turn after they creatures within 15 ft cone.
start taking 1d6 points
Wound damage. Each turn 3 Shifting 1SA Creates a 20 ft. spread
after they get a save to avoid sand within 100 feet that is
Wound damage for three difficult terrain. Costs
rounds. double movement to move
across and erases tracks.
6 Sirocco 1SA Furnace hot winds shoot Lasts for 1 round per level.
from your hands, dealing
4d6+level fire damage and 4 Stoneskin 1SA For 10 min. per level,
knocks the target prone in a creature touched ignores the
20 foot cylander, 60 feet first 10 points of normal
high. Save to avoid being damage from each attack.
knocked over and for half 5 Wall of 1SA Creates a wall of stone, 5 ft.
damage. Stone per level long, 1 foot thick.
7 Control 1SA Changes the weather in the You can draw its boundaries
Weather immediate area (100 ft per when you cast this.
level from caster). 6 Flesh to 1SA Turn target to stone with a
8 Incendiary 1SA 40 foot cloud deals 4d6 fire stone Magic attack. Can be cast
Cloud damage per round to all backwards to reverse it.
inside it. Lasts 1 round per 7 Reverse 1SA Create 10 foot cube sections
level. gravity of reversed gravity within
9 Suffocation, 1SA As Suffocation, but it affects 250 ft. Within these areas,
Mass up to 10 creatures each things fly up to the top of the
within 30 feet of the cast and area. After 1 round per level,
lasts for 1 round per caster they fall to the ground.
level instead of four rounds
total.

24
Spell Spell Time Description Spell Spell Time Description
Level Name Level Name
8 Wall of 1SA As Wall of Rock, but you 4 Fire Shield 1SA For 1 round per level, you
Lava can shoot balls of lava as are immune to cold weather
Ranged attacks from the and anyone who hits you
wall that deal 10d6 fire with a melee attack takes an
damage by removing a 5ft equal amount of fire
section. Trying to go through damage.
the wall deals 20d6 fire
5 Geyser 1SA One target within 800 ft.
damage. Those hit by a lava
takes 3d6 fire damage and is
take 5d6 points the next turn.
rocketed 10 feet in the air
Those who tried to go
per two wizard levels. They
through take 10d6 fire
can make a save to avoid
damage next turn.
being thrown up.
9 Clashing 1SA Make two giant boulders
6 Sirocco 1SA Furnace hot winds shoot
rocks appear and smack into a
from your hands, dealing
target as a Magic attack. If it
4d6+level fire damage and
hits, they take 20d6 damage
knocks the target prone in a
and are prone. If it misses,
20 foot cylander, 60 feet
they take 10d6 damage.
high. Save to avoid being
knocked over and for half
damage.
7 Delayed 1SA As fireball, but the blast is
Fire Element blast held within a small marble
fireball sized sphere that detonates
Special Power – Fire Jet. As a standard action, shoot out a 20 within 1 to 6 rounds (caster's
foot line of fire. All in the fire take 1d6 points of fire choice).
damage, + 1 point per two wizard levels you possess. They
can make a save for half damage. The DC of the save is 8 Wall of 1SA As Wall of Rock, but you
equal to 10 + ½ your wizard level + your MND modifier. Lava can shoot balls of lava as
This can be used Level + MND modifier times per day. Ranged attacks from the
wall that deal 10d6 fire
damage by removing a 5ft
section. Trying to go through
Spell Spell Time Description the wall deals 20d6 fire
Level Name damage. Those hit by a lava
0 Spark 1SW Automatically make one take 5d6 points the next turn.
handheld flammable item Those who tried to go
catch fire. through take 10d6 fire
damage next turn.
1 Burning 1SA Shoot a 15 ft. cone of flames
hands from your hands that deal 9 Meteor 1SA As fireball, but it is 4
1d4 points of fire damage Swarm spheres that you launch at
per two wizard levels targets within 1000 ft. They
(minimum 1d4). deal 2d6 damage to all in
their path, and when they
2 Resist 1SA Resist 5 points of cold or land they become 40ft radius
Energy fire damage for 1 min. per explosions that deal 6d6 fire
level. damage. Overlapping
3 Fireball 1SA Create a 20ft wide explosion explosions both deal
within 150 ft. Deals 1d6 per damage.
level.

25
Metal Element Spell Spell Name Time Description
Level
Special Power – Iron Skin. You gain a +2 bonus to AC for 9 Meteor 1SA As fireball, but it is 4
10 minutes. This increases by +1 for every 5 wizard levels Swarm spheres that you launch at
you have. This can be used Level + MND modifier times targets within 1000 ft. They
per day. deal 2d6 damage to all in
their path, and when they
Spell Spell Name Time Description land they become 40ft radius
Level explosions that deal 6d6 fire
damage. Overlapping
0 Mending 1SA Makes minor repairs to an
explosions both deal
object.
damage.
1 Magic 1SA Weapon touched gains +1
weapon bonus to attack and damage
for 1 round per level. Void Element
2 Glitterdust 1SA Blinds creatures (save Special Power – Reveal Weakness. Select a target within 30
negates), outlines invisible feet. They take a penalty to AC equal to half your level
creatures within 15 ft cone. (minimum -1) for 1 round. This can be used Level + MND
3 Chill/heat 1SA Chill or heat the metal modifier times per day.
metal equipment of one creature
per two levels within 40 ft.
On its turn it takes 1d4 cold Spell Spell Name Time Description
or fire damage each round Level
for 5 rounds or until it drops
0 Guidance 1SA +1 on one attack rolls or
its metal equipment.
skill roll. Lasts for 1 min or
4 Stoneskin 1SA For 10 min. per level, until used.
creature touched ignores the
1 True Strike 1SA The next attack you make
first 10 points of normal
before the end of your next
damage from each attack.
turn gets a +20 bonus to
5 Rusting 1SA Your touch corrodes iron and attack.
Grasp alloys.
2 Invisibility 1SA One touched target is
6 Disintegrate 1SA Deal 2d6 damage per level invisible for 1 min./level or
as a Magic attack. Target until they make an attack.
gets a save. If they save,
3 Twilight 1SA Summons a floating knife.
only deals 5d6 damage.
Knife The knife makes Magic
7 Wall of Iron 1SA As Wall of Stone, but you attacks for you, deals
can layer the walls or make damage as a dagger, and if
them huge and topple them you flank with it, it adds
like dominoes, dealing your Subterfuge bonus to
falling damage. damage. Lasts 1 round per
8 Storm Bolts 1SA All creatures within 30 ft of level.
the caster take 1d8 electrcity 4 Moonbeam 1SA Attack one target within 30
damage per level of the feet. This deals 1d8/two
caster and lose their next levels cold and fire damage
turn. Save for half and to (use the weaker of two
avoid losing turn. resistances to resist) or 1d8
per level cold and fire
against werewolves, demons
and angels.

26
Spell Spell Name Time Description
Level Spell Spell Name Time Description
Level
5 Teleport 1SA Instantly transports you as
far as 100 miles per level 0 Ray of Frost 1SA Make a magic attack against
away to a place you're one target within 25 ft. Deal
familiar. Unfamiliar places, 1d4-1 cold damage to them.
you're 2d10 miles off course.
1 Touch of the 1SA Creature touched gets a +8
6 Legend 1d4x10 Learn everything about a Sea bonus to checks related to
Lore mins. place in minutes it you are swimming and can
Or there or spend days in a automatically swim in calm
1d10 trance if you have a map and water up to 30 ft. as a move
days or location or good action.
2d6 information. Weeks if you
2 Accelerate 1SA If an opponent has been
weeks only know rumors. Casting
Poison poisoned in the last 5
any other spell or fighting
rounds, they have to save
during this time will
against the poison again with
interrupt this spell.
a -2 penalty or become
7 Greater 1SA As teleport, except you can poisoned.
Teleport take another person OR you
3 Steam 1SA A blast of steam deals 1d6
can ignore range limits and
breath fire damage per level to all
are never off course.
within a 30 foot line. Save
8 Orb of the 1SA Make a 1ft. Sphere of void. for half. This can be used
Void Any who move through it or underwater.
it moves through lose one
4 Wall of Ice 1SA As wall of stone, except
level. After a day, they can
made of magical ice and you
make a Survival + FIT roll
can make a dome of ice
against (18 + your MND
around you instead.
mod) to get their level back.
You can move the sphere 30 5 Cone of 1SA Deal 1d6 cold damage per
feet on your turn as your Cold level in a 60 ft. cone. Save
move action. The sphere for half.
lasts up to 1 round per
6 Summon 1SA Summon 1d4+1 Large water
wizard level.
Elemental elementals to fight for you.
9 Time Stop 1SA Stop time, giving yourself
7 Control 1SA Changes the weather in the
1d4+1 extra turns in a row.
Weather immediate area (100 ft per
You can attack, cast spells or
level from caster).
affect unheld items. Any
spells cast in this time that 8 Polar Ray 1SA Make a magic attack within
run out of time will cease 100 ft. Deal 1d6 cold
functioning before time stop damage per level, plus 1d4
ends. AGI damage.
9 Tsunami 1SA Summon a tsunami 10 ft.
wide per level, 2 ft. tall per
Water Element level. It moves 30 ft. per
Special Power – Chilling blast. As a standard action, shoot round on land, 60 ft. per
out a blast of superchilled water. This blast deals 1d6 points round on water for 5 rounds.
of cold damage + 1 point of damage per two levels to all Creatures in the path are
creatures adjacent to you. They can make a Phys + AGI moved with it and take 8d6
check to avoid half the damage. The DC is 10 + ½ your level damage.
+ your MND modifier. This can be used Level + MND
modifier times per day.

27
Wood Element

Special power - Splinter Spear. As a standard action, create


a wooden spear and launch it at a target within 100 ft. as a
Magic Attack. The spear deals 1d6 + MND modifier
damage, then explodes into splinters. The target takes 1
damage at the beginning of each turn until it gets healing.
The attack, spear damage and additional damage all increase
by +1 at 6th level and every 6 levels thereafter. This can be
used Level + MND modifier times per day.

Spell Spell Casting Description


Level Name Time
0 Light 1SA Makes touched object shine
like a torch for 10 min./level
1 Entangle 1SA Plants entangle everyone in
40' radius for 1 minute/level.
2 Cat's 1SA Touched person gets +4 AGI
Grace for 1 min. per level.
3 Barkskin 1SA Grants +2 AC for 10 min.
per level. Bonus goes up to
+4 at 10th level.
4 Plant 1SA Either all plants within 500
Growth feet become overgrown, or
all soil within a half-mile
becomes incredibly good to
plant in.
5 Cat's 1SA As Cat's Grace, but it's 1
Grace, creature per level within 30
Mass feet of the caster.
6 Transport 1MA Teleport between two
via Plants different plants of the same
species.
7 Liveoak 10 Turn one healthy, huge oak
Mins. into a treant.
8 Transmute 1SA Create a 40 ft burst within
Metal to 1000 ft of you that you can
Wood see. All metal objects within
that burst turn into pine
wood. Magic items get a
save (1d20 + creator's level)
and artifcats cannot change.
9 Shambler 1SA Summon 1d4+2 Shambling
Mounds to fight for you.
They exist for 1 week. You
can only have one casting of
Shambler active at a time.

28
Level Money
Game Mastering
1 x4
Alright, this part is important.
There are a few things to remember as a game master. 2 x10

1. Your job is not to be an enemy, your job is to 3 x100


control the enemies. You want your friends to have 4 x400
a decent chance at winning, because otherwise they
5 x900
might stop being your friends. Trust me. I've seen it
happen. 6 x1,500
2. The rules aren't everything, and they can't explain 7 x2,200
everything. Look at the story even – create food
8 x3,000
and water doesn't say “makes enough salt to fill a
shotgun three times”, but if your players are smart 9 x3,900
enough to think like that, reward them. If it's in the
10 x5,000
realm of possibility, even if it's outside of
probability a little, let them have fun. 11 x6,000
3. You're in charge. They have to remember that. They 12 x8,000
can do what they want, but ultimately, they'll 13 x9,000
somehow end up playing it your way.
14 x10,000
Okay, so a few things. One, this section is way less formal,
as you can tell. Two, there are two important parts to being a 15 x12,000
GM – Challenges and Rewards. For our purposes here, 16 x14,000
challenges are going to be enemies, and rewards is
experience and treasure. 17 x16,000
Add up the Hit Dice of all the monsters you use. Divide this 18 x20,000
by the average level of the party. This is the experience pool
for an encounter. 19 x25,000

Take three quarters of this and, at the end of the fight, divide 20 x30,000
it up equally to everyone left alive. That last quarter? Divvy
it out how you see fit. The warlock had a clever idea? Give
Magic weapons and armor – Magic armor has a +1 ability –
her extra Experience Points (XP)! The fighter was lazy and
that means it gives an extra +1 to AC. Magic weapons have
let the wizard die. He gets the minimum.
the same thing, they grant an extra +1 to attack and damage.
Reward creativity, teamwork and role-playing.
This cannot go above +5.
Don't reward banality, selfishness and munchkinism.
Munchkins are the players who always need to have their Some also have special powers, that are worth extra points.
way – they might even break the rules to get their way, then If the table says to give a weapon worth more than +5, spend
whine when you call them on it. They don't get as good of the extra pluses on special abilities.
rewards as the players who are there to have fun.
If you want, figure out on the table below what strenght of
Never punish. Just reward good behaviour, and don't reward
weapons and armor to give them, and ballpark it. If it was a
bad behaviour.
fight with a powerful creature, go up a step or two (up to
+10, that's a hard limit). If it was a weak fight, go down a
Magic Items
step or two.
For treasure, figure out what it reasonable for the bad guys
to have – wolves wouldn't have treasure, but their pelts Party Weapon Bonus Armor Bonus
might be worth something. A band of thieves, however, Level
might have wands or potions or magic weapons! 1-3 0 +1

Money – Roll 1d8 per player. Multiply it by the result on the 4-7 +1 +2
table below to figure out how much money each encounter 8-10 +2 +3
should give them.
11-12 +3 +4
13-15 +4 +5

29
Party Weapon Bonus Armor Bonus 2 Point -
Level Energy Resist – Pick an energy. While wearing this
16-17 +5 +6 armor, you have resistance 5 to that energy.
18 +6 +7 Shadowed – This armor grants a +4 bonus to all
Physical + AGI rolls or Subterfuge + AGI rolls to be stealthy.
19 +7 +8
3 point -
20 +8 +9
Medium Fortification – This armor grants you a
50% chance of turning a critical hit into a normal hit.
Weapon special powers – Some powers, when put on a
ranged weapon, apply to the ammunition instead (such as Nimble – This enhancement makes an armor one
Flaming) or count the ammo hitting (such as Bloodthirsty) size smaller (so Medium suits with this count as Light, and
Heavy suits with this count as Medium).
1 point -
4 point -
Corrosive – deals +1d6 acid damage
Energy Protected – Pick an energy. While wearing
Flaming – deals +1d6 fire damage this armor, you have resistance 15 to that energy. (Corroding
Frost – deals +1d6 cold damage Protected, Frost Protected, etc.)

Keen – The weapon lands a critical on one number 5 point -


lower (so 19 and 20 isntead of 20, 18, 19 and 20 instead of Energy Proof – Pick and energy. While wearing this
19, etc.) armor, you are immune to that energy.
Shock – deals +1d6 electricity damage Heavy fortified – This armor grants you a 75%
Thundering – deals +1d6 sonic damage. chance of turning a critical hit into a normal hit.

2 points -
Throwing – This makes a weapon able to be Potions – It's safe to give about 1d4+1 potions out per level
thrown, with a range increment of 10 ft. It returns to your of a spell the party could easily cast after 1st level. Before
hand as a Swift Aciton if it has a clear path. that, potions of 0 level spells are still wanted. Potions are
one time use, and affect the user or an item affixed to – so
3 points - there's no “potion of fireball” but there can be a “potion of
Bloodthirsty – The weapon deals +2d6 damage on transformation”.
every subsequent hit against an enemy after the first. If you Wands – Wands can only be used by a character whose class
hit another target, the damage switches to the new target and could potentially access that spell, even if it's in the wrong
you'd have to hit the original target again to get the ability on Aspect or Element. A wand can cast that spell 3 times a day
them again. – after that, it needs to recharge. Wands never have above a
Rapid – This weapon reloads itself automatically. 4th level spell in them.

4 points -
Deadly – The weapon deals double Wound damage Other magic items – Any item that copies the effect of a
on a critical hit. spell once a day is probably safe to give to the party at the
level they can cast that spell. If it is always actve or at will,
5 points - wait until they are at least 4 levels higher than when they
could cast it – so a Barkskin Necklace that always gives +2
Vorpal – this can only be put on a slashing weapon.
to AC would be a good item around 9th level. Never make
It automatically kills on a ciritcal hit.
unlimited healing items, it will backfire horribly.
Armor Special Powers -
1 point -
Lightly Fortified – This armor gives you a 25%
chance of turning a critical hit into a normal hit.
Throwing – a shield with this ability can be thrown
up to 20 feet. It deals 1d4 for bucklers, 1d6 for light, and 1d8
for heavy. This cannot be placed on a Tower Shield.

30
Dragon, Young
Monsters
HD 13d12+39 (123 hp, 36 wp)
Animal (small) SD 13d6+39 (85 sp)
HD 1d8+2 (6 hp) AC 21
AC 15 Attacks Bite +20 (2d6+7) or Claw +20 (1d6+4) or
Breath 10d10 (30 ft cone or 60 ft line,
Attacks Claw +4 (1d4-3)
depending on dragon) DC 24 Physical + AGI to
Special Can be a badger, a cat, a small weasel dodge for half damage.
Special Casts spells as a 10th level wizard of it's
Ankheg (Acid Ant) element.
Fly speed, 80 ft.
HD 3d10+12 (28 hp) Black dragons – acid line breath, Water
element. Blue dragons – electricity line breath,
AC 18
Earth element. Green dragons – acid cone
Attacks Bite +7 (2d6+7 plus 1d4 acid) breath, Air element. Red dragons – Fire cone
breath, Fire element. White dragon – cold cone
Special Giant, acid spraying ant. Size of a man.
breath, water element.

Bugbear
Dwarf Warrior
HD 3d8+3 (16hp, 18wp)
HD 1d8+2 (6 hp, 15 wp)
AC 17
AC 16
Attacks Morningstar +5 (1d8+2) or javelin +3 (1d6+2)
Attacks Waraxe +3 (1d10+1) or rifle +1 (1d10)
Special Big, furry yellow goblin. 7 feet tall. Do not
Special Has all dwarven traits.
anger.

Elemental, Huge
Deinonychus
HD 10d8+40 (85 hp, 38 wp)
HD 4d8+16 (34hp, 22wp)
AC 18
AC 16
Attacks 2 slams +17 (2s8+9)
Attacks Talons +6 (2d6+4) or bite +6 (1d8+4)
Special Air Elementals – Fly 40 ft.
Special
Earth Elementals - +1 AC
Fire Elementals - +2d4 fire damage on attacks
Dire Rat Water Elementals – Swim 30 feet

HD 1d8+1 (5 hp, 13 wp)


Elemental, Large
AC 15
HD 8d8+32 (68 hp, 26 wp)
Attacks Bite +4 (1d4 plus disease)
AC 17
Special Filth fever – Each day, make a save or take
1d4-1 FIT damage. After three saves, the Attacks Slam +12 (2d8+7)
disease is gone.
Special Air Elementals – Fly 40 ft.
Earth Elementals - +1 AC
Fire Elementals - +1d6 fire damage on attacks
Water Elementals – Swim 30 feet

31
Elemental, Medium Giant, Hill

HD 4d8+12 (32 hp, 24 wp) HD 12d8+48 (102 hp, 32 wp)


AC 17 AC 20
Attacks Slam +9 (1d8+7) Attacks Greatclub +16 (2d8+10) or rock +8 (2d6+7)
Special Air Elementals – Fly 40 ft. Special
Earth Elementals - +1 AC
Fire Elementals - +1d4 fire damage on attacks
Water Elementals – Swim 30 feet Giant, Storm

HD 19d8+114 (199 hp, 58 wp)


Elemental, Small AC 28
HD 2d8+2 (11 hp, 18 wp) Attacks Greatsword +27 (4d6+21) or 2 slams +26
(2d6+14) or longbow +15 (3d6+14) or rock
AC 16
+16 (3d6+14+2d6 electricity)
Attacks Slam +6 (1d6+4)
Special Can cast spells from the Storm aspect as a 5th
Special Air Elementals – Fly 40 ft. level cleric (but only those spells). 43 sp.
Earth Elementals - +1 AC Immune to electricity damage.
Fire Elementals - +1d4 fire damage on attacks 50 ft. speed, swim 40 ft. Can breathe water.
Water Elementals – Swim 30 feet Greatsword lands a critical on a 17, 18, 19 or
20.
Longbow deals x3 damage on a crit that affects
Elf Wizard hp.
HD 1d6 (2 hp, 11 wp)
AC 14 Goblin Warrior
Attacks Longsword +2 (1d8+1) or heavy crossbow +3 HD 1d8+1 (5 hp, 14 wp)
(1d8)
AC 15
Special Casts spells like a 1st level wizard, has
Attacks Morningstar +2 (1d6+1) or javelin +3 (1d4)
elemental special power.
Special

Gargoyle
Golem, Iron
HD 4d8+19 (37 hp, 19 wp)
HD 18d10+30 (129 hp)
AC 16
AC 28
Attacks Claw +6 (1d4+2)
Attacks 2 slams +28 (2d10+16)
Special Fly 20 ft.
Special Slams land a critical on a 19 or 20.
Immune to all magic except
Giant, Frost Heals when it takes fire damage
Hurt by electricity damage normally
HD 14d8+70 (133 hp, 43 wp)
Takes 5d6 damage from Rusting Grasp
AC 21
Attacks Greataxe +18 (3d6+13) or 2 slams +18 (1d8+9)
or rock +9 (1d8+13 + 1d6 cold)
Special Immune to cold.
Speed 40.

32
Golem, Stone Megalodon

HD 14d10+30 (107 hp) HD 15d8+45 (112 hp, 45 wp)


AC 26 AC 23
Attacks Slam +18 (2d10+9) Attacks Bite +17 (4d10+15)
Special Immune to magic except the Flesh to Stone Special Bite crits on 19 or 20. Grabs. If it crits, it can
spell – when cast backwards, it removes its swallow the target. If swalloed, they must deal
magic immunity for 1 round. 15 damage in one attack to get out.
Swim 60 ft. Useless on land. It's a giant shark.

Griffon
Ogre
HD 7d10+21 (59 hp, 24 wp)
HD 4d8+11 (29 hp, 21 wp)
AC 17
AC 16
Attacks Bite +11 (2d6+4)
Attacks Greatclub +8 (2d8+7) or javelin +1 (1d8+5)
Special Fly 40.
Special

Hellhound
Orc Warrior
HD 4d8+4 (22 hp, 17 wp)
HD 1d8+1 (5 hp, 14 wp)
AC 16
AC 13
Attacks Bite +5 (1d8+1 plus 1d6 fire)
Attacks Falchion +4 (2d4+4) or javelin +1 (1d6+3)
Special
Special

Human Commoner
Owlbear
HD 1d8+1 (5 hp, 14 wp)
HD 5d10+25 (52 hp, 25 wp)
AC 12
AC 15
Attacks Dagger +1 (1d4+1)
Attacks Claw +9 (1d6+5)
Special
Special

Kobold Rogue
Rust Monster
HD 1d8-1 (3 hp, 9 wp)
HD 5d8+5 (27 hp, 18 wp)
AC 15
AC 18
Attacks Spear +1 (1d6-1)
Attacks Antennae +3 (rusts metal)
Special Has the abilities of a rogue, +4 to Subterfuge
Special It's a big, fuzzy lobster with no claws, moth
antennae and it eats rust. It is your worst
Mammoth nightmare as an adventuerer.
HD 13d8+91 (149 hp, 46 wp)
AC 21
Attacks Gore +19 (2d6+11) or slam +19 (1d8+11)
Special

33
Shadow Stegosaurus

HD 3d12 (19 hp) HD 12d8+36 (90 hp, 39 wp)


AC 13 AC 22
Attacks Incorporeal touch +3 (1d6 FIT damage) Attacks Tail +16 (4d6+12 plus knocked prone)
Special Can't be hurt by normal damage – ethereal. Special

Shambling Mound Stirge

HD 9d8+27 (67 hp, 30 wp) HD 1d10 (5 hp, 11 wp)


AC 19 AC 16
Attacks 2 slams +11 (2d6+5) Attacks Sting +7 (attack)
Special Slams grab. If still grabbs on the mound's turn, Special Fly 20.
deal 2d6+7 damage. Resist fire 10. Immunity to An attached stirge drinks your blood, dealing
Electricity. Electrical attacks grant it 18 tHP. 1d4 FIT damage. After it's had 6 points of FIT
dealt, it flies away to digest.
They tend to swarm (3d6 stirges)
Skeleton

HD 1d12 (6 hp) Triceratops


AC AC 15
HD 14d8+56 (119 hp, 40 wp)
Attacks Scimitar +1 (1d6+1) or claw +1 (1d4+1)
AC 21
Special
Attacks Gore +17 (2d10+12)
Special If it charges (runs its whole move, then attacks)
Spider, Small Gore does 4d10+16.
HD 1d8 (4 hp)
AC 14 Troll
Attacks Bite +4 (1d4-2 plus poison) HD 6d8+36 (63 hp, 27 wp)
Special It's a spider roughly the size of a Welsh Corgi. AC 16
Poison deals 1d4-2 FIT damage for three
Attacks Claws +9 (1d6+6)
rounds. A DC 12 save negates this to 0 and
stops the poison. Special Regeneration – Trolls heal 5 damage every turn
unless they are hit by acid or fire damage
before their turn. Fire and acid are they only
Squid, Giant ways to kill a troll.
HD 12d8+48 (102 hp, 37 wp)
AC 20 Tyrannosaurus
Attacks Bite +14 (2d6+7), 2 arms +14 (1d6+7), HD 18d8+72 (153 hp, 50 wp)
tentacles +12 (4d6+3)
AC 21
Special Tentacles crit on 19 or 20 and grab.
Attacks Bite + 20 (4d6+22)
Swim speed 60, can jet away 260 ft as a move
action. Special Bite – Crits on a 19 or 20. Grapples when hits.
Useless outside of water. It's a giant squid.

34
Werewolf The following are some half-empty sheets of the
HD 3d8+7 (20 hp, 17 wp) characters from the story – you are welcome to use
them for your own game, or as a springboard, or
AC 16
even just as an example of how to fill in the blank
Attacks Claw +4 (1d4+2) sheet at the back of this.
Special Curse – Any creature the werewolf deals Also, I encourage you to make copies of the blank
Wound damage must make a DC 25 save or sheet – you can never have too many character
become a werewolf themselves! sheets.

Wight

HD 4d12 (26 hp)


AC 15
Attacks Slam +3 (1d4+1 plus energy drain)
Special Energy Drain – Make a DC 13 save or gain 1
negative level.

Wolf

HD HD 2d8+4 (13 hp, 16 wp)


AC 14
Attacks Bite +3 (1d6+1)
Special

Wyvern

HD HD 7d12+14 (59 hp, 26 wp)


AC 18
Attacks Sting +10 (1d6+4 plus poison) or talon +10
(2d6+4) or Bite +10 (2d8+4)
Special Poison – make a save DC 17 or lose 1d4 FIT.
Large, flying, scorpion tailed reptile.

Zombie

HD 2d12+3 (16 hp)


AC 11
Attacks Slam +2 (1d6+1)
Special Instantly killed by a critical hit.

35
MICROLITE 20 SKILLS
CHARACTER SHEET Trained Rank = Level + Class bonus + Race bonus
Untrained Rank = ½ Level + Race bonus
Name Andrew Steelarrow RANK
Class/Level Gunslinger 6 Communication +7
Race Human Knowledge +4
Gender Male Physical +10
Height 5'10” Subterfuge +4
Weight 170lbs Survival +4
Hair Color Sandy brown ATTACKS
Melee (Level + STR mod) +8
Eye Color Hazel
Ranged (Level + DEX mod) +11 (+13 with guns)
CHARACTER STATISTICS Magic (Level + MND mod) +8
SCORE MOD.
Supernatural (Level + CHA mod) +7
Fitness (FIT) 15 +2 WEAPONS
Agility (AGI) 20 +5 Weapon Attack Damage Range
Mind (MND) 14 +2 +1 Revolver +14 1d8+8 60ft
Presence (PRS) 13 +1 Dad's gun +14 1d8+8 60ft
(+1 Five Shooter
Hit Points and Wounds
(1d6+ __4_ +FIT mod per level)
Current Max. Current Max.
EQUIPMENT
57 18
Item Item

Spell Points Various candies


(1d_0__+______ mod per level)
Current Maximum
0

Armor Class Armors Worn


(10 + Armor
+ Shield +
AGI mod)
18 +1 Studded Leather
WEALTH
Coin Amount
Copper (0.01)
Silver (0.10) NOTES

Gold (1.00)
Platinum (10.00)

36
MICROLITE 20 SKILLS
CHARACTER SHEET Trained Rank = Level + Class bonus + Race bonus
Untrained Rank = ½ Level + Race bonus
Name Bazrim Dazrak RANK
Class/Level Alchemist 7 Communication +3
Race Dwarf Knowledge +10
Gender Male Physical +3
Height 4'6” Subterfuge +3
Weight 160 lbs Survival +7
Hair Color Blonde ATTACKS
Melee (Level + STR mod) +8
Eye Color Brown
Ranged (Level + DEX mod) +9
CHARACTER STATISTICS Magic (Level + MND mod) +10
SCORE MOD.
Supernatural (Level + CHA mod) +9
Fitness (FIT) 12 +1 WEAPONS
Agility (AGI) 14 +2 Weapon Attack Damage Range
Mind (MND) 17 +3 Pistol +9 1d8 20 ft.
Presence (PRS) 14 +2 Bomb +9 3d6 30 ft.

Hit Points
(1d6+ __2___ +FIT mod per level)
Current Maximum EQUIPMENT
Item Item
46
Potion of cure light 50 ft rope
Spell Points wounds (x5)
(1d_6__+__MND_ mod per level) Backpack 10 sunrods
Current Maximum
Whetstone Stonewall Bank Identification
46 papers
12 bullets
Armor Class Armors Worn
(10 + Armor
+ Shield +
AGI mod)
16 Chain shirt
WEALTH
Coin Amount
Copper (0.01)
Silver (0.10)
NOTES
Gold (1.00) Signatures – Resistance, Cure Light Wounds, Bull Strength,
Platinum (10.00) Fox's Cunning, Barkskin, Resist Energy, Neutralize Poison
Bombs – Fire, Acid

37
MICROLITE 20
CHARACTER SHEET SKILLS
Trained Rank = Level + Class bonus + Race bonus
Name Saemah Windstar Untrained Rank = ½ Level + Race bonus
RANK
Class/Level Wizard (Wood element) 7
Communication +7
Race Elf
Knowledge +10
Gender Female
Physical +3
Height 5'7”
Subterfuge +3
Weight 125lbs
Survival +3
Hair Color Maple brown
ATTACKS
Eye Color Green
Melee (Level + STR mod) +7
CHARACTER STATISTICS Ranged (Level + DEX mod) +9
SCORE MOD. Magic (Level + MND mod) +12
Fitness (FIT) 10 +0 Supernatural (Level + CHA mod) +8
Agility (AGI) 15 +2 WEAPONS
Weapon Attack Damage Range
Mind (MND) 20 +5
Staff +7 1d6 -
Presence (PRS) 13 +1
Splintering Spear +10 1d6+1 30 ft
Hit Points
(1d6+ _____ +FIT mod per level)
Current Maximum
EQUIPMENT
25
Item Item

Spell Points
(1d_6__+___MND mod per level)
Current Maximum
60

Armor Class Armors Worn


(10 + Armor
+ Shield +
AGI mod)
16 Mage Armor
WEALTH
Coin Amount
Copper (0.01)
Silver (0.10) NOTES
Signatures – Light, Entangle, Cat's Grace, Barkskin, Ghost
Gold (1.00) Sound, Mage Armor, Levitate, Spider Climb, Dispel Magic,
Platinum (10.00) Vampiric Touch, Arcane Eye

38
MICROLITE 20
CHARACTER SHEET SKILLS
Trained Rank = Level + Class bonus + Race bonus
Name Zonn Asael Untrained Rank = ½ Level + Race bonus
RANK
Class/Level Cleric 5
Communication +9
Race Human
Knowledge +6
Gender Male
Physical +3
Height 6'0”
Subterfuge +3
Weight 180lbs
Survival +3
Hair Color Black
ATTACKS
Eye Color Green
Melee (Level + STR mod) +7
CHARACTER STATISTICS Ranged (Level + DEX mod) +5
SCORE MOD. Magic (Level + MND mod) +8
Fitness (FIT) 15 +2 Supernatural (Level + CHA mod) +7
Agility (AGI) 10 +0 WEAPONS
Weapon Attack Damage Range
Mind (MND) 17 +3
Spiked Chain +7 2d4+2 -
Presence (PRS) 14 +2

Hit Points
(1d6+ __2___ +FIT mod per level)
Current Maximum
EQUIPMENT
28
Item Item

Spell Points
(1d_6__+_MND__ mod per level)
Current Maximum
33

Armor Class Armors Worn


(10 + Armor
+ Shield +
AGI mod)
15 Battle Harness (+5 AC)
WEALTH
Coin Amount
Copper (0.01)
Silver (0.10) NOTES
Signatures – Read Magic, Protection from Chaos, Fox's
Gold (1.00) Cunning, Speak with Dead, Guidance, Cure Light Wounds,
Platinum (10.00) Aid, Prayer

39
MICROLITE 20
CHARACTER SHEET SKILLS
Trained Rank = Level + Class bonus + Race bonus
Name Amber “Fire Opal” Wezrik Untrained Rank = ½ Level + Race bonus
RANK
Class/Level Warlock 4
Communication
Race Human
Knowledge
Gender Female
Physical
Height 5'0
Subterfuge
Weight 110lbs
Survival
Hair Color Red
ATTACKS
Eye Color Black
Melee (Level + STR mod) +6
CHARACTER STATISTICS Ranged (Level + DEX mod) +7
SCORE MOD. Magic (Level + MND mod) +5
Fitness (FIT) 14 +2 Supernatural (Level + CHA mod) +8
Agility (AGI) 16 +3 WEAPONS
Weapon Attack Damage Range
Mind (MND) 13 +1
Dagger +6 1d4+2 10 ft.
Presence (PRS) 19 +4

Hit Points
(1d6+ __1___ +FIT mod per level)
Current Maximum
EQUIPMENT
26
Item Item

Spell Points 10 daggers


(1d_8__+__PRS_ mod per level)
Current Maximum
34

Armor Class Armors Worn


(10 + Armor
+ Shield +
AGI mod)

WEALTH
Coin Amount
Copper (0.01)
Silver (0.10) NOTES
Fire aspect
Gold (1.00) Patron – Vadrez, Dethroned Efriti King
Platinum (10.00) Signatures – Detect Magic, Magic Missile, Feather Fall,
Acid Arrow, Light, Burning Hands, Flaming Sphere

40
MICROLITE 20
CHARACTER SHEET SKILLS
Trained Rank = Level + Class bonus + Race bonus
Name Marinna Untrained Rank = ½ Level + Race bonus
RANK
Class/Level Rogue 6
Communication +3
Race Gorgel
Knowledge +3
Gender Female
Physical +6
Height 6'1”
Subterfuge +9
Weight 170lbs
Survival +3
Hair Color Dark blue
ATTACKS
Eye Color Black
Melee (Level + STR mod) +8
CHARACTER STATISTICS Ranged (Level + DEX mod) +10
SCORE MOD. Magic (Level + MND mod) +7
Fitness (FIT) 15 +2 Supernatural (Level + CHA mod) +7
Agility (AGI) 18 +4 WEAPONS
Weapon Attack Damage Range
Mind (MND) 13 +1
Dagger +8 1d4+2 10 ft.
Presence (PRS) 12 +1
Hand Crossbow +10 1d4 40 ft.
Hit Points Tail blade +8 1d4 + 2 plus
(1d6+ __1___ +FIT mod per level) poison
Current Maximum
39 EQUIPMENT
Item Item
Spell Points
(1d___+______ mod per level) Thieves' tools
Current Maximum 20 crossbow bolts
Poisons

Armor Class Armors Worn


(10 + Armor
+ Shield +
AGI mod)
15 +1 Studded Leather
WEALTH
Coin Amount
Copper (0.01)
Silver (0.10)
NOTES
Gold (1.00)
Platinum (10.00)

41
MICROLITE 20 SKILLS
CHARACTER SHEET Trained Rank = Level + Class bonus + Race bonus
Untrained Rank = ½ Level + Race bonus
Name RANK
Class/Level Communication
Race Knowledge
Gender Physical
Height Subterfuge
Weight Survival
Hair Color ATTACKS
Melee (Level + STR mod)
Eye Color
Ranged (Level + DEX mod)
CHARACTER STATISTICS Magic (Level + MND mod)
SCORE MOD.
Supernatural (Level + CHA mod)
Fitness (FIT) WEAPONS
Agility (AGI) Weapon Attack Damage Range
Mind (MND)
Presence (PRS)

Hit Points
(1d6+ _____ +FIT mod per level)
Current Maximum EQUIPMENT
Item Item

Spell Points
(1d___+______ mod per level)
Current Maximum

Armor Class Armors Worn


(10 + Armor
+ Shield +
AGI mod)

WEALTH
Coin Amount
Copper (0.01) NOTES
Silver (0.10)
Gold (1.00)
Platinum (10.00)

42
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43
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14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.

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