Spells Known
Spell | Time | Range | Area of Effect | Components |
1st Level |
Comprehend Languages | 1 rd | Touch | 1 speaking creature or written text | V, S, M |
Detect Magic | 1 | 0 | 10 x 60 ft | V, S |
Detect Undead | 1 rd | 0 | 60 ft + 10 ft/lvl | V, S, M |
Read Magic | 1 rd | 0 | Special | V, S, M |
Shocking Grasp | 1 | Touch | Creature | V, S |
Wizard Mark | 1 | Touch | Up to 1 sq ft | V, S, M | | |
Cleric Spells Granted
Spell | Time | Range | Area of Effect | Components |
1st Level |
Analyze Balance | 1 rd | 80 yds | 1 creature, object, or 10' sq | V, S, M |
Anti-Vermin Barrier | 1 | 30 yds | 10-ft cube/lvl | V, S, M |
Astral Celerity | 4 | 0 | The caster | V, S |
Bless | 1 rd | 60 yds | 50-ft cube | V, S, M |
Blessed Watchfulness | 4 | Touch | Creature touched | V, S |
Calculate | 4 | 0 | The caster | S, M |
Cause Light Wounds | 5 | Touch | Creature touched | V, S, M |
Combine | 1 rd | Touch | Circle of priests | V, S |
Cure Light Wounds | 5 | Touch | Creature touched | V, S, M |
Curse | 1 rd | 60 yds | 50-ft cube | V, S, M |
Darkness | 4 | 120 yds | 20-ft radius globe | V, S, M |
Detect Evil | 1 rd | 0 | 10 ft x 120 yds | V, S, M |
Detect Good | 1 rd | 0 | 10 ft x 120 yds | V, S, M |
Detect Magic | 1 rd | 0 | 10 ft x 30 yds | V, S, M |
Detect Poison | 4 | 0 | Special | V, S, M |
Detect Snares & Pits | 4 | 0 | 10 x 40 ft | V, S, M |
Dispel Fatigue | 4 | 30 yds | 1 creature | V, S, M |
Emotion Read | 3 | 5 yds/lvl | 1 creature | V, S, M |
Endure Cold/Endure Heat | 1 rd | Touch | Creature touched | V, S, M |
Entangle | 4 | 80 yds | 40-ft cube | V, S, M |
Faerie Fire | 4 | 80 yds | 10 sq ft/lvl within a 40-ft radius | V, M |
Invisibility to Undead | 4 | Touch | 1 creature | V, S, M |
Know Age | 1 | 0 | 1 object or creature | V, S, M |
Know Direction | 1 | 0 | Special | V, S, M |
Know Time | 1 | 0 | The caster | V, S, M |
Light | 4 | 120 yds | 20-ft radius globe | V, S, M |
Locate Animals or Plants | 1 rd | 100 yds + 20 yds/lvl | 20 yds/lvl x 20 ft | V, S, M |
Log of Everburning | 1 | Touch | Special | V, S, M |
Orison | 4 | 10 yds | Varies | V, S |
Pass Without Trace | 1 rd | Touch | 1 creature | V, S, M |
Personal Reading | 2 turns | 0 | 1 creature | V, S, M |
Protection From Evil | 4 | Touch | 1 creature | V, S, M |
Protection From Good | 4 | Touch | 1 creature | V, S, M |
Protection from Chaos | 4 | Touch | 1 creature | V, S, M |
Purify Food & Drink | 1 rd | 30 yds | 1 cubic ft/lvl, in 10 sq ft | V, S, M |
Putrefy Food and Drink | 1 rd | 30 yds | 1 cubic ft/lvl, in 10 sq ft | V, S, M |
Ring of Hands/Ring of Woe* | 5 | 0 | Special | V, S, M |
Sacred Guardian | 1 | Touch | Creature touched | V, S, M |
Sanctuary | 4 | Touch | 1 creature | V, S, M |
Shillelagh | 2 | Touch | 1 oak club | V, S, M |
Speak With Astral Traveler | 1 rd | Touch | 1 creature | V, S, M |
Sunscorch | 4 | 40 yds | 1 creature | V, S |
Thought Capture | 3 | 0 | 10 yds | V, S, M |
Weighty Chest | 1 | Touch | 5-ft cube | V, S, M | | |
Wizard Spell Descriptions
Comprehend Languages (Divination) |
Reversible |
|
Level: | 1 |
Shek p'vars: | Savoryan (version) |
Range: | Touch |
Components: | V, S, M |
Duration: | 5 rounds/lvl |
Casting Time: | 1 round |
Area of Effect: | One speaking creature or written text |
Saving Throw: | None |
|
When this spell is cast, the
wizard is able to understand the spoken words of a creature or read an otherwise
incomprehensible written message (such as writing in another language). In
either case, the wizard must touch the creature or the writing. Note that the
ability to read does not necessarily impart understanding of the material, nor
does the spell enable the caster to speak or write an unknown language.
Written material can be read at the rate of one page or equivalent per round.
Magical writing cannot be read, other than to know it is magical, but the spell
is often useful when deciphering treasure maps. This spell can be foiled by
certain warding magic (the 3rd-level secret page and illusionary script spells),
and it does not reveal messages concealed in otherwise normal text. |
|
The material components of this
spell are a pinch of soot and a few grains of salt. |
|
The reverse of this spell,
confuse languages, cancels a comprehend languages spell or renders a writing or
a creature's speech incomprehensible, for the same duration as above. |
|
|
Detect Magic (Divination) |
|
Level: | 1 |
Shek p'vars: | All |
Range: | 0 |
Components: | V, S |
Duration: | 2 rounds/lvl |
Casting Time: | 1 |
Area of Effect: | 10 x 60 ft |
Saving Throw: | None |
|
When the detect magic spell is
cast, the wizard detects magical radiations in a path 10 feet wide and up to 60
feet long, in the direction he is facing. The intensity of the magic can be
determined (dim, faint, moderate, strong, overwhelming), and the wizard has a
10% chance per level to recognize if a certain type of magic (alteration,
conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc
per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch
thickness, or a yard or more of solid wood blocks the spell. Magical areas,
multiple types of magic, or strong local magical emanations may confuse or
conceal weaker radiations. Note that this spell does not reveal the presence of
good or evil, or reveal alignment. Otherplanar creatures are not necessarily
magical. |
|
|
Detect Undead (Divination, Necromancy) |
|
Level: | 1 |
Shek p'vars: | Savoryan |
Range: | 0 |
Components: | V, S, M |
Duration: | 3 turns |
Casting Time: | 1 round |
Area of Effect: | 60ft +10ft/lvl |
Saving Throw: | None |
|
This spell enables the caster
to detect all undead creatures out to the limit of the spell. The area of
effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer
per level of the wizard), in the direction the caster is facing. Scanning a
direction requires one round, and the caster must be motionless. While the
spell indicates direction, it does not give specific location or distance. It
detects undead through walls and obstacles but is blocked by 1 foot of solid
stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell
does not indicate the type of undead detected, only that undead are present. |
|
The material component for
this spell is a bit of earth from a grave. |
|
|
Read Magic (Divination) |
|
Level: | 1 |
Shek p'vars: | All |
Range: | 0 |
Components: | V, S, M |
Duration: | 2 rounds/lvl |
Casting Time: | 1 round |
Area of Effect: | Special |
Saving Throw: | None |
|
By means of a read magic
spell, the wizard is able to read magical inscriptions on objects--books,
scrolls, weapons, and the like--that would otherwise be totally unintelligible.
(The personal books of the wizard, and works already magically read, are
intelligible.) This deciphering does not normally invoke the magic contained in
the writing, although it may do so in the case of a cursed scroll. Furthermore,
once the spell is cast and the wizard has read the magical inscription, he is
thereafter able to read that particular writing without recourse to the use of
the read magic spell. The duration of the spell is two rounds per level of
experience of the spellcaster; the wizard can read one page or its equivalent
per round. |
|
The wizard must have a clear
crystal or mineral prism, which is not expended, to cast the spell. |
|
|
Shocking Grasp (Alteration) |
|
Level: | 1 |
Shek p'vars: | Tazmut |
Range: | Touch |
Components: | V, S |
Duration: | Special |
Casting Time: | a |
Area of Effect: | Creature touched |
Saving Throw: | None |
|
When the wizard casts this
spell, he develops a powerful electrical charge that gives a jolt to the
creature touched. The spell remains in effect for one round per level of the
caster or until it is discharged by the caster touching another creature. The
shocking grasp delivers 1d8 points of damage, plus 1 point per level of the
wizard (for example, a 2nd-level wizard would discharge a shock causing
1d8+2 points of damage). While the wizard must come close enough to his
opponent to lay a hand on the opponent's body or upon an electrical conductor
that touches the opponent's body, a like touch from the opponent does not
discharge the spell. |
-1 penalty.
|
The material component is the
enchanted item, one bandage from an adherer (or similar sticky creature), and a
500 gp ruby or other dark colored precious gem. |
|
|
Wizard Mark (Alteration) |
|
Level: | 1 |
Shek p'vars: | Tazmut |
Range: | Touch |
Components: | V, S, M |
Duration: | Permanent |
Casting Time: | 1 |
Area of Effect: | Up to 1 sq. Ft. |
Saving Throw: | None |
|
When this spell is cast, the
wizard is able to inscribe, visibly or invisibly, his personal rune or mark,
as well as up to six additional characters of smaller size. A wizard mark spell
enables the caster to etch the rune upon stone, metal, or any softer substance
without harm to the material upon which the mark is placed. If an invisible
mark is made, a detect magic spell will cause it to glow and be visible
(though not necessarily understandable). Detect invisibility, true seeing, a
gem of seeing, or a robe of eyes will likewise expose an invisible wizard mark.
A read magic spell will reveal the maker's words, if any. The mark cannot be
dispelled, but it can be removed by the caster or by an erase spell. If cast
on a living being, normal wear gradually causes the mark to fade. |
|
The material component for
this spell are a pinch of diamond dust (about 100 gp worth) and a pigment or
pigments for the coloration of the mark. If the mark is to be invisible, the
pigments are still used, but the caster uses a stylus of some sort rather
than his finger. | | |
Psionics
PSPs: 25 |
MTHAC0: 19 |
MAC: 5 |
Devotions: 4 |
Sciences: 2 |
Disciplines: 2 |
Attacks: Mind Thrust (MT) |
Defenses: Mind Blank (MBk) |
Power |
PSPs |
Range |
Area of Effect |
MAC |
Clairsentient (Primary) |
Sciences |
Clairvoyance | 5/2 |
Unlimited |
Special |
7 |
Devotions |
All-Round Vision |
5/2 |
0 |
Personal |
8 |
Danger Sense |
3/1 |
50 Yards |
Personal |
8 |
Psychometabolic (Primary) |
Sciences |
Metamorphosis |
6/3 |
0 |
Personal |
4 |
Devotions |
Cell Adjustment |
5+ |
Touch |
Individual |
6 |
Forced Symmetry |
12/5 |
0 |
individual |
7 |
Wild Talent |
Devotions |
Chameleon Power |
4/1 |
0 |
Personal |
7 | | |
Psionic Powers
Clairvoyance |
(Clairsentient Science)
|
MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
|
7 (base) 5/2 Unlimited 0 Special None
|
This power allows the user to see images from a distant
location. The user picks a spot he knows, makes an MTHAC0 roll, then looks
at everything he would be able to see if he were standing in that spot. The
user's field of vision is the same as normal, and turning his head allows
him to scan the area.
Clairvoyance doesn't replace normal vision. The user still sees what's
around his physical location, with the distant scene superimposed. Closing
one's eyes blocks the double vision and leaves only the distant scene. This
power doesn't enhance vision, so hidden or invisible objects remain
undetected. The distant scene is visual only; there is no sound.
The distance of the viewing spot modifies the power's MAC, as shown below.
Range Power's MAC
100 yards 7
1,000 yards 5
10 miles 3
100 miles 1
1,000 miles -1
10,000 miles -3
Interplanetary* -5
* Clairvoyance only works within a given plane or crystal sphere.
|
All-Round Vision |
(Clairsentient Devotion)
|
MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
|
8 5/2 0 0 Personal None
|
This power lets the user see in all directions simultaneously.
This has obvious benefits, including a +2 surprise roll bonus to the user for
encounters where being able to see is an advantage. There is a penalty, however.
While this power is in effect, gaze attacks against the user receive a +4 bonus.
|
Danger Sense |
(Clairsentient Devotion)
|
MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
|
8 3/1 50 yards Personal None
|
This power produces a slight tingling sensation at the back
of the user's neck whenever a hazard or threat is near. When a character wants
to activate this power, the DM makes the MTHAC0 roll for the character in
secret. The DM informs the user whether the power has been successfully
activated, but not how high the roll was. For every round that the user keeps
the power in effect, he receives advance warning about the general direction
of a threat.
No details about the type of danger are learned, or how or when the danger
will strike. How much warning depends on the MTHAC0 roll. If the roll succeeds
by +1 to +6, the user receives warning just moments before danger strikes.
This gives him the opportunity to act before the danger strikes in the round,
but no time to warn others. If the roll succeeds by +7 or better, the user
knows whether danger is lurking within the area of effect a full round before
it shows itself.
In addition to the above benefits, the power gives the user a +2 bonus to
surprise rolls.
|
Metamorphosis |
(Psychometabolic Science)
|
MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
|
4 6/3 0 0 Personal None
|
This power resembles magical polymorphing, but it has a
wider application. The user can change himself into anything with approximately
the same mass as his body: a wolf, a chair, or even a tree. While in this form,
the user retains his own hit points and THAC0, but he gains the AC of the new
form. He also gains all physical attacks the form allows, but no magical or
special abilities. A new attack ability depends on the form chosen; a tree, for
example, can't attack, so it has no THAC0. Nonmagical movement is also gained.
If the user metamorphs into another character race, use the Monstrous Manual
book's descriptions for that race.
Some forms have intrinsic advantages. Changing into a fish or rock renders
the user immune to drowning, though he doesn't retain any senses not normally
associated with his new form. He may opt to keep some of his own senses when
he transforms, but these are likely to give him away.
Like any massive change of shape, metamorphosis causes great physical stress.
The user must make a system shock roll. If the roll fails, he expends 6 PSPs,
changes form only for 1 round, and immediately passes out for 2d6 turns.
|
Cell Adjustment |
(Psychometabolic Devotion)
|
MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
|
6 5+/3+ Touch 0 Individual None
|
This power allows the user to heal wounds and cure nonmagical
diseases-excluding such unnatural diseases as mummy rot and lycanthropy. He can
cure a disease in 1 round by spending 5 PSPs and making a successful MTHAC0
roll. If the roll fails, the disease is too widespread in the victim's system.
The user must continue spending 5 PSPs each round until he succeeds in
activating the power. Note that a cure performed through this power doesn't
automatically restore lost hit points. However, the user can heal up to 4
points of damage in each subsequent round by spending 5 PSPs per hit point
recovered (4 hit points for 20 PSPs per round maximum). The user can't cure
a disease and restore hit points during the same round.
|
Forced Symmetry |
(Psychometabolic Devotion)
|
MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
|
7 12/5 20 yards Individual None
|
With this power the psionicist can force a creature into
perfect symmetry in order to temporarily cause or heal damage. Most
creature, including all the player character races, are laterally
symmetrical in arrangement; that is, they have two halves that are roughly
identical. This power lets the psionicist choose one of the halves and make
it identical to (a mirror image of) the other. For instance, a psionicist
can choose to make a one-eyed man completely blind or sited in both eyes
with the power.
In terms of existing combat damage, a creature probably has more damage to
one half than the other; the psionicist can take advantage of this and
increase the overall damage to the victim, but can not more than double the
original damage. In reverse, the psionicist can duplicate the less damaged
half, reducing damage possibly to zero. The DM decides how much damage in
inflicted or healed. Once employed, the power effects the creature's entire
body-selected portions can not be exempted. After rounds equal to the
psionicist's level, the creature resumes its normal form, though all damage
inflicted in the meantime remains. Items carried by the creature are
unaffected.
This power can have greater effect on creatures that are radially symmetrical
(a starfish, for example). The psionicist can pick one portion and make all
the others duplicate it, temporarily.
|
Chameleon Power |
(Psychometabolic Devotion)
|
MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
|
7 (base) 4/1 0 0 Personal None
|
This power changes the coloration of the user's skin,
clothing, and equipment to match the nearest background. The match is
automatic; the user doesn't choose the appearance. The change takes several
seconds to occur. As the user moves, the coloration shifts to reflect any
changes in the surroundings.
This power makes the user extremely difficult to spot. For every round the
power is in effect and the user remains still, he can avoid detection simply
by successfully rolling against the power's MAC. If the user moves, the MAC
score increases (to MAC 5). Chameleon power is most effective in natural
surroundings, where the user's coloration can best conceal him. In an urban
setting, or in an area without natural cover during broad daylight, the power's
MAC score changes to MAC 3.
| | |
Racial Abilities
Cold resistance - +1 bonus on saving throws vs. cold- and ice- based attacks,
as the elf's body is less susceptible to extreme temperatures.
Heat resistance - +1 bonus on saving throws vs. heat- and fire-based attacks, as
the elf's body is less susceptible to extreme temperatures.
Less sleep - The elf requires only four hours worth of sleep to be rested. This
is especially valuable to spell-casters.
Magic identification 10% - A 5% chance per experience level of identifying the
general purpose and function of any magical item, reflecting their interest in
the arcane. This is as per the bard ability - see the Player's Handbook for more
information.
Reason bonus - +1 bonus to the Reason subability.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
| |
Class Abilities Cleric
Hit point bonus - d10 is used as Hit Point die.
Turn undead - Allows the cleric to turn undead.
Minor Spheres of Magic - Astral, Healing, Necromantic, Plant, Wards, Weather
Major Spheres of Magic - All, Divination, Guardian, Law, Numbers, Protection,
Sun, Thought, Time, Travelers
Diviner
Automatic spells - Gains one free spell every time the mage gains a new level of spells.
Bonus spells - Gain one free spell per level from their area of speciality.
Detect magic - May detect magic once per day for every three levels.
Intense magic - -1 penalty to all saving throws on spells cast from the chosen school.
Learning bonus - +15% bonus to learning any spell in the chosen school.
Learning penalty - -15% penalty to learning rolls on spells outside the chosen school.
No components - No components are necessary for spells in the chosen school.
Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
Saving throw bonus - +1 bonus on saves against spells in their chosen school.
Schools of Magic - Abjuration, Alteration, Enchantment/Charm, Greater Divination, Illusion/Phantasm
Psionicist
Contact - The psionicist receives the contact proficiency
and gains attack modes as shown on the Psionic Progression table in the Skills and Powers book.
Hit Point Bonus - Psionicists with this ability roll
eight-sided dice for hit points rather than six-sided dice. The psionicist still
gains only two extra hit points per level at 10th level and beyond.
Mental Defense - The psionicist can close his mind to
psychic contact and gains defense modes. The psionicist also receives a +2
bonus to his mental armor class.
Psychic Adept - The psionicist receives extra power. The
two disciplines the psionicist chooses at first level count as primary disciplines.
Warrior Hit Point Bonus - The psionicist gains bonus hit
points from a high Constitution score as if he were a warrior.
| |
Traits
Wild Talent (free) - Allows automatic aquisition of a Wild Psionic Talent.
|
|
Disadvantages
Colorblind - Character sees only in shades of grey.
|
|
Movement and Encumbrance
Encumbrance |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs) |
0-35 |
36-50 |
51-65 |
66-80 |
81-90 |
Movement |
15 |
10 |
7 |
5 |
1 |
THAC0 |
|
|
-1 |
-2 |
-4 |
AC |
|
|
|
+1 |
+3 |
Currently carrying 19.01 pounds (None Encumbrance, 15 Movement) | | |
Inventory
- Items Carried
- Backpack
- Dry rations (1 week)
- Flint and steel
- Glass bottle
- Holy item
- Honey leather (sq. yd.)
- Iron Rations (1 week)
- Paper (per sheet)
- Rations, Iron (1 week)
- Sashling
- Spell Scroll, Priest (2 Neutralize Poison)
- Torch x5
- Wineskin
- Writing ink (per vial)
- Items Stored
- Spellbook
- Comprehend Languages (1)
- Detect Magic (1)
- Detect Undead (1)
- Read Magic (1)
- Shocking Grasp (1)
- Wizard Mark (1)
- Items Worn
- Belt pouch, large
- Good cloth cloak
- Gown, common
- Spending Money
| |
Henchmen |
No. | Name | Race | Class | Align | Lvl | HP | AC | Position | Psionics | Notes |
1 | | | | | | | | | | |
2 | | | | | | | | | | |
3 | | | | | | | | | | |
4 | | | | | | | | | | |
|
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