Advanced Dungeons&Dragons nd Player's Handbook 2 Edition Rules Supplement
The Complete
Nik Nak Handbook
Introduction
Introduction The information contained within these pages has been derived from a very very long drawn out campaign! "e have have all had these campaigns the high level campaign where each each player plays multiple characters and and the game balance is blown up! #any say that no good can come from such such a campaign! $ beg to di%er! &ame balance is essential for most campaigns but this one in particular has been greatly enriched by its lack thereof! thereof! Sure people have tried to restore restore game balance by stripping the characters of items making a more powerful dragon save vs! breath at ()* or be completely destroyed the original +ny, -ragon. but these attempts have only succeeded in ruining the main reason we play the /-0- game fun! The #ain Campaign as $ now call it it has spanned half a do1en worlds and included thousands of characters characters friend and foe alike! /dventures took place in the 2orgotten Realms Realms 3ara(Tur 3ara(Tur &reyhawk /nsalon /thas 4iprol Tre1elmonian Tre1elmonian and $ believe some of the characters started out in Taladas Taladas but 5ill my fellow -#. wouldn't be speci6c to our location! "e Spell7ammed and like our characters our ships got way out of hand! "e e,plored e,plored two new worlds 4iprol 4iprol and Tre1elmonian. Tre1elmonian. and created new spells and magic items! That is what is contained within these pages! The new spells and magic items created created throughout this grand campaign! This book is also a catalog of rule changes which $ have have put down so as not to forget them! $ have revised the attacking with shield rules and magic resistance resistance rules! The 8#agical "avelength8 "avelength8 rules are entirely new! new! The reason for this rule is e,plained in the description of that rule! $ have also included many nik naks such as the Triple Triple Crossbow a Crossbow Speed loader a Spell7ammer 8#ain &un8 a weapon of planet rending rending mass destruction! /n e,panded system for creating creating magic items has been included for those who have the problem of the PCs creating 9ong swords of Speed:; by the do1en!
Table of Contents $ntroduction!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!< Chapter )= New #agic $tems!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!> $tems!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!> #agic $tem 9ist!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 9ist!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!> > #agic $tem -escriptions!!!!!!!!!!!!!!!!!!!!!!!!!!!? Chapter <= New "i1ard Spells!!!!!!!!!!!!!!!!!!!!!!!!!!!!)) Spells!!!!!!!!!!!!!!!!!!!!!!!!!!!!)) Spell 9ist!!!!!!!!!!!!!!!!!!!! 9ist!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!)) !!!!!!!!!!!!!!!!!)) Spell -escriptions!!!!!!!!!!! -escriptions!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!)< !!!!!!!!!!!!)< Chapter >= New "u @en Spells!!!!!!!!!!!!!!!!!!!!!!!!!!!>< Spell 9ist!!!!!!!!!!!!!!!!!!!! 9ist!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!>< !!!!!!!!!!!!!!!!!>< Spell -escriptions!!!!!!!!!!! -escriptions!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!>> !!!!!!!!!!!!>> Chapter ?= /dvanced Rules!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!>A Bnchanting #agic $tems!!!!!!!!!!!!!!!!!!!!!!!!!>A /ttacking with Shields!!!!!!!!!!!!!!!!!!!!!!!!!!!!> /ltering #agic Resistance!!!!!!!!!!!!!!!!!!!!!!?* #agical "avelengths!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?* Crossbow -ouble Speciali1ation!!!!!!!!!!!!!?* Chapter ;= New -evices!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?) Triple Triple Crossbow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Crossbow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ?) Speed 9oader #echanism!!!!!!!!!!!!!!!!!!!!!!?) 2laming +il /rrow Heads!!!!!!!!!!!!!!!!!!!!!!!!?) Spell7ammer #ain &un!!!!!!!!!!!!!!!!!!!!!!!!!!!?< Teleportation Teleportation System!!!!!!!!!!!!!!!!!!!!!!!! System!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?< !!!!!!?< 2lag &alleon Hull!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?> Chapter D= New #onsters -ragon /luminum!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?? -ragon $ron!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?; -ragon 9ead!!!!!!!!!!!!!!!!!!!! 9ead!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?D !!!!!!!!!!!!!!!!!!!!!!?D -ragon #agnesium!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?E
-ragon +ny,!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! +ny,!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?A ?A -ragon +range!!!!!!!!!!!!!!!!!!!!!!! +range!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!? !!!!!!!!!!!!!!!? -ragon Pink!!!!!!!!!!!!!!!!!! Pink!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!! ;* -ragon Fellow!!!!!!!!!!!!!!!!!!!!!!!!! ellow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!;) !!!!!!!!!!!!!!!;) -ragon Ginc!!!!!!!!!!!!!!!!!!!!!!!!! Ginc!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!;< !!!!!!;< -ragon Conversion Process!!!!!!!!!!!!!!!!!!!!;> Process!!!!!!!!!!!!!!!!!!!!;>
Introduction
Introduction The information contained within these pages has been derived from a very very long drawn out campaign! "e have have all had these campaigns the high level campaign where each each player plays multiple characters and and the game balance is blown up! #any say that no good can come from such such a campaign! $ beg to di%er! &ame balance is essential for most campaigns but this one in particular has been greatly enriched by its lack thereof! thereof! Sure people have tried to restore restore game balance by stripping the characters of items making a more powerful dragon save vs! breath at ()* or be completely destroyed the original +ny, -ragon. but these attempts have only succeeded in ruining the main reason we play the /-0- game fun! The #ain Campaign as $ now call it it has spanned half a do1en worlds and included thousands of characters characters friend and foe alike! /dventures took place in the 2orgotten Realms Realms 3ara(Tur 3ara(Tur &reyhawk /nsalon /thas 4iprol Tre1elmonian Tre1elmonian and $ believe some of the characters started out in Taladas Taladas but 5ill my fellow -#. wouldn't be speci6c to our location! "e Spell7ammed and like our characters our ships got way out of hand! "e e,plored e,plored two new worlds 4iprol 4iprol and Tre1elmonian. Tre1elmonian. and created new spells and magic items! That is what is contained within these pages! The new spells and magic items created created throughout this grand campaign! This book is also a catalog of rule changes which $ have have put down so as not to forget them! $ have revised the attacking with shield rules and magic resistance resistance rules! The 8#agical "avelength8 "avelength8 rules are entirely new! new! The reason for this rule is e,plained in the description of that rule! $ have also included many nik naks such as the Triple Triple Crossbow a Crossbow Speed loader a Spell7ammer 8#ain &un8 a weapon of planet rending rending mass destruction! /n e,panded system for creating creating magic items has been included for those who have the problem of the PCs creating 9ong swords of Speed:; by the do1en!
Table of Contents $ntroduction!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!< Chapter )= New #agic $tems!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!> $tems!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!> #agic $tem 9ist!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 9ist!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!> > #agic $tem -escriptions!!!!!!!!!!!!!!!!!!!!!!!!!!!? Chapter <= New "i1ard Spells!!!!!!!!!!!!!!!!!!!!!!!!!!!!)) Spells!!!!!!!!!!!!!!!!!!!!!!!!!!!!)) Spell 9ist!!!!!!!!!!!!!!!!!!!! 9ist!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!)) !!!!!!!!!!!!!!!!!)) Spell -escriptions!!!!!!!!!!! -escriptions!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!)< !!!!!!!!!!!!)< Chapter >= New "u @en Spells!!!!!!!!!!!!!!!!!!!!!!!!!!!>< Spell 9ist!!!!!!!!!!!!!!!!!!!! 9ist!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!>< !!!!!!!!!!!!!!!!!>< Spell -escriptions!!!!!!!!!!! -escriptions!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!>> !!!!!!!!!!!!>> Chapter ?= /dvanced Rules!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!>A Bnchanting #agic $tems!!!!!!!!!!!!!!!!!!!!!!!!!>A /ttacking with Shields!!!!!!!!!!!!!!!!!!!!!!!!!!!!> /ltering #agic Resistance!!!!!!!!!!!!!!!!!!!!!!?* #agical "avelengths!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?* Crossbow -ouble Speciali1ation!!!!!!!!!!!!!?* Chapter ;= New -evices!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?) Triple Triple Crossbow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Crossbow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ?) Speed 9oader #echanism!!!!!!!!!!!!!!!!!!!!!!?) 2laming +il /rrow Heads!!!!!!!!!!!!!!!!!!!!!!!!?) Spell7ammer #ain &un!!!!!!!!!!!!!!!!!!!!!!!!!!!?< Teleportation Teleportation System!!!!!!!!!!!!!!!!!!!!!!!! System!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?< !!!!!!?< 2lag &alleon Hull!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?> Chapter D= New #onsters -ragon /luminum!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?? -ragon $ron!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?; -ragon 9ead!!!!!!!!!!!!!!!!!!!! 9ead!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?D !!!!!!!!!!!!!!!!!!!!!!?D -ragon #agnesium!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?E
-ragon +ny,!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! +ny,!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!?A ?A -ragon +range!!!!!!!!!!!!!!!!!!!!!!! +range!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!? !!!!!!!!!!!!!!!? -ragon Pink!!!!!!!!!!!!!!!!!! Pink!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!! ;* -ragon Fellow!!!!!!!!!!!!!!!!!!!!!!!!! ellow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!;) !!!!!!!!!!!!!!!;) -ragon Ginc!!!!!!!!!!!!!!!!!!!!!!!!! Ginc!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!;< !!!!!!;< -ragon Conversion Process!!!!!!!!!!!!!!!!!!!!;> Process!!!!!!!!!!!!!!!!!!!!;>
Introduction
New Magic Items /lchemy Spade /lchemy 4at /mulet against -ragons /mulet of Cleric Turning /mulet of -ragonHuman change /mulet of 2irst Choice /mulet of 9inking /mulet of 9ycanthrope Change Control /mulet of #ind Shielding /mulet of Terofe, /mulet of Tyrella 5ag of Paradise Paradise Canteen of Bndless 5ananas Canteen of Bndless -ecanters Canteen of Bndless Bggs Canteen of Bndless 2aeces Canteen of the +tyugh Cloak of -isplacement:; Coin of 9uck Coin of B,tra 9uck -agger of Hurling -ecanter of Bndless Coca(Cola -ecanter of Bndless +o1e -ecanter of Bndless Irine Bgg Sling:> Bl6n Cloak of -isplacement:; 2lask of /udible &rumbles 2lutter 5oard:) &em of Homose,ual -etection &em of Teleporting &irdle of Titan Strength Hammer of Hurling Helm of 4ision $mproved Helm of 9iaison #ain 4iewer #ancatcher of Hold #onster Juiver of Bndless /rrows /rrows Ring of the 5lade 5arrier Ring of Bngagement Ring of &hast /ura Ring of 9ycanthrope Change Control Ring of #agic #issiles Ring of Spell Stealing Robe of Nifty 9ooks Shield:; of Hovering Sta% of /Kueous Sta% of 2ireballs Sta% of the /pprentice Sta% of the /rchmagi Sta% of "i1ardry "i1ardry Sword Spark 5lade Tactical Tactical -isplay #odi6ed Planetary 9ocator. 9ocator. Talisman Talisman of Negative Plane Protection Protection Tarblesword Tarblesword TeroLail TeroLail Teromace Teromace Teroplate Teroplate Teroshield Teroshield Teroswor Terosword d )) types. Token Token of /dvancement /dvancement
"and of Continual /ction "and of "onder and Bnchant the &round "ineskin of Bndless "ine
Magic Item Descriptions Alchem !pade" This magic tool appears appears to be be a normal normal spade! "hen used to unearth soil or dirt it performs an ama1ing transformation on those substances turning them into an eKual volume of feathers! Alchem #at" This appears to be ' tall >' diameter tube with a metal disc at each end! The 4at 4at is accessed through a door which opens in the glass at the 8front8 of the vat! The 4at 4at has several powerful enchantments! "hen a creature creature is placed within the /lchemy 4at 4at the user makes makes an /lchemy Pro6ciency Pro6ciency check! $f the check succeeds the following spells may be performed with the 4at! 4at! ( $mproved Polymorph +ther ( Bnlarge ( Reduce Spells are considered considered <*th level for the purposes of -ispel #agic! $f the pro6ciency pro6ciency check is failed the recipient su%ers the e%ects of a 8-arwin's &rab 5ag8 spell! Amulet Against Dragons" This amulet allows the user to turn turn -ragons as though they were Indead of Hit -ice eKual to their age category! category! Bach /mulet has a Turning Turning 9evel and only work against dragons of opposing alignment to the character employing the /mulet! /ny obliteration results are are treated as as automatic turning! Amulet of Cleric Turning" This device allows the user to turn turn Clerics as though they were were undead and the user were were a Cleric! The chance of turning clerics is determined determined as followsM ( The level of turning is eKual to half the e,perience level of the user! ( The type of undead the Cleric is eKuivalent to is determined by the Cleric's level ie! 9evel 9evel ) Cleric Skeleton etc!.! etc!.! Note that a high level character vs! many low level clerics may turn into a fairly messy situation! Amulet of Dragon$%uman Change" This is a magic item for -ragons! "hen this amulet is worn by a dragon it magically si1es to 6t its owner. it bestows upon the dragon the ability to Polymorph Self > times per day into a humanoid form! This is used by dragons such as Copper and 5rass who do not possess the Polymorph Self ability but wish to move within a human society! society! Amulet of irst Choice" This powerful amulet allows a wi1ard wi1ard to choose a 6rst level spell at the the time of casting as opposed to the time of memori1ation! $t is important to note that that the wi1ard wi1ard must still spend time memori1ing the 6rst level spells glancing over all the spells as opposed to memori1ing one in particular.! Amulets of 'in(ing" These amulets come in groups of si, and bind the hit points of all creatures creatures using them together in one large pool! To kill one bearer of the the amulet of linking you must do enough damage to kill all the people! ( $f a creature has regeneration the poo l increases at the creature's creature's regeneration rate ( $f healing spells are used they contribute to the pool not to the individual! Thus a Heal will put the characters characters up very very high in the hit points! ( $f a spell such as -isintegrate is cast and one person fails hisher saving throw then the the other bearers must must also make saving saving throws or su%er the e%ects e%ects of the spell as well! ( /rea spells hitting several targets will remove from the hit point poo l for each target struck! Amulet of 'canthrope Change Control" This /mulet allows its wearer wearer if infected with 9ycanthropy to attain complete control over hisher change in forms! The wearer may change to any 9ycanthrope 9ycanthrope form at will and is allowed allowed a saving throw vs! spell spell to avoid the change during a full moon! Bven if the wearer wearer changes during the light of a full moon heshe remains in control of hisher body during this time! Amulet of Mind !hielding" This protects against against all mind e%ecting spells including #ind 2layer mind blast attacks! The protection also e,tends to spells such as as Hold Person Charm Charm Person Person Suggestion and
even Psionic attacks! attacks! The /mulet is however an impenetrable barrier barrier from both sides and thus any Psionic powers in which the user's mind must be in contact with the outside world are also blocked! 2or e,ample it wouldn't stop an Bnergy Containment but would prevent use of Telepathy Telepathy or Telekinesis! Telekinesis! Amulet of Terofe)" This /mulet allows Clerics to turn undead as if they were two levels higher! higher! Amulet of Trella" This /mulet has several several special powers! 2irst it contains an enchantment enchantment similar to the bracelets used by the 2laming 2ist mercenary company leaders but function on ly in a )* mile radius on the plane of the user! user! This allows user of the amulet to communicate telepathically with any person using another /mulet of Tyrella! Tyrella! $n addition the /mulet is able to do a Stoneskin once per day at the Eth level of casting which will block )d?:> attacks! *ag of +aradise" This bag is basically a bag of holding e,cept that it opens into a huge pocket dimension with either a sunny beech ;*O. or a #agni6cent #ansion ;*O.! $t is a complete safe safe haven and may be used to by powerful adventurers to protect the weaker weaker while they are taking them somewhere e,cellent e,cellent for 2ollowers and Henchmen! $f the 5ag of Paradise Paradise is destroyed mordenkainen's dis7unction etc!. all the inhabitants of the bag spill out in a pile at the location of the holder of the bag! Note= The 5ag of Paradise Paradise with the beach contains many trees trees which provide food for all within! The #ansion variety contains the standard standard servants and food contained within a #ordenkainen's #agni6cent #ansion! Canteen of Endless *ananas" This canteen shoots forth bananas in an unending amount! amount! How hard hard and fast the bananas come is up to the user! user! Canteen of Endless Decanters" This canteen shoots forth decanters in an unending amount! How hard and fast the decanters come is up to the user! user! The Canteen shoots &lass ;*O. and "ooden ;*O. -ecanters always in an even mi,! Canteen of Endless Eggs" This canteen shoots forth eggs in an an unending amount! How hard hard and fast fast the eggs come is up to the user! user! Canteen of Endless aeces" This canteen shoots forth faeces in an unending amount! How hard hard and fast the faeces come is up to the user! user! Canteen of the ,tugh" This canteen opens into a pocket dimension with an an +tyugh inside! The hole in the canteen is too small for the +tyugh to come out but things can be put in and one of the +tyugh's tentacles can reach reach out! $t is an e,cellent e,cellent garbage disposal! Cloa( of Displacement-." This powerful cloak combines the powers of the Cloak Cloak of -isplacement and a Cloak of Protection:;! Protection:;! The result isM (E /C -isplaced as per Cloak of -isplacement :; saving throws Cloak of -isplacement bonuses negated because Cloak of Protection Protection bonuses overpower them. Coin of 'uc(" This magic coin gives the user :) to hit and damage as well well as improving armour class class by one point! Coin of E)tra 'uc(" This magic coin gives the user :) to hit and damage as well well as improving armour class by three points! Dagger of %urling" This dagger is enchanted with the the same enchantment enchantment as the /,e of Hurling! $t can can be thrown up to )A*' and will always return to the thrower thrower! -amage inLicted is doubled ie!
Decanter of endless 1rine" This special decanter functions as a -ecanter of endless "ater e,cept that the water is 8processed8 as it is drawn from the elemental plane of water! Egg !ling-" This is a special sling specially designed to throw eggs as opposed to sling bullets and sling stones! Range is halved unless the user has a strength of )A**. or more where heshe gains full sling range! $f metal eggs are used they do )dD damage plus all normal bonuses! El3n Cloa( of Displacement-." This is the 6nest in magic cloaks! $t combines a Cloak of Blvenkind Cloak of -isplacement and Cloak of Protection:;! The result isM (E /C -isplaced as per cloak of -isplacement :< Saving throws to maintain game balance. $nvisibility as per Cloak of Blvenkind las( of Audible 4rumbles" "hen opened this Lask issues forth loud grumbles! lutter *oard-5" "hen used as a weapon the magical Lutter board does )d? damage with :) to hit and damage! The board is more useful however in its natural habitat the water! $n water the Lutter board allows a swimming movement rate of )D and confers water breathing! The Lutter board reKuires only one arm to hold and the user may attack normally with the other arm no penalties! Note ( #issile weapons would not work under water very well! 4em of %omose)ual Detection" This magical &em when looked through will display a large red arrow pointing downwards above the head of any homose,ual which comes into its line of vision! 4em of Teleporting" Isually containing ;* charges when found each charge can be used for a 8Teleport "ithout Brror8 spell! 4irdle of Titan !trength" The ne,t and 6nal step up from a &irdle of &iant strength! The &irdle of Titan Strength increases the wearer's strength to <; giving :E to hit and :)? to damage! See PH5 for weight allowances etc! 2or purposes of hurling boulders use the stone weight range and base damage for Storm &iant Strength! %ammer of %urling" These magic weapons are identical to /,es of Hurling e,cept that they are hammers and thus can be used by Clerics! They Ly up to )A*' and always return to the user! The base damage )d?:). is doubles to
6uiver of Endless Arrows" This Kuiver as its name implies is never empty! / particular Kuiver will contain Sheaf /rrows )O(?;O. 2light /rrows ?DO(;O. or both DO()**O.! Bvery time the user reaches back to take an arrow a new one will pop up in its place! /ll arrows are non(magical! /lthough not magical themselves the arrows are magically created and due to this fact the arrows vanish thirty minutes after being drawn from the Kuiver! 5ecause the Kuiver produces new arrows so rapidly a Kuiver can never be put back into the Kuiver! 7ing of *lade *arrier" This ring can be used three times per day! "hen used it creates a blade barrier as per spell. two feet in front of the character or in the ne,t he, or sKuare if in tactical combat.! $n some ways the blade barrier is attached to the user's 6nger and may be moved left and right if the user so wishes! / strength check must be made whenever the blade barrier is to be moved as well as when it is created or the character must make a saving throw vs! death magic! 2ailing the strength check and saving throw results in the character dropping the blades on hisher legs causing damage as per blade barrier.! 7ing of 4hast Aura" This ring useable once per day surrounds the user with a stinking aura like that of a ghast! The user is not e%ected by the stench but hisher companions may be! 7ing of 'canthrope Change Control" This ring allows a character inLicted with 9ycanthropy to change form at will as well as keep control over himselfherself when in the other form! 7ing of Magic Missiles" This ring shoots magic missiles as often as the user desires at a rate of one per round! The ring never runs out of charges! 7ing of !pell !tealing" This ring allows any character able to cast wi1ard spells to tap into the mind of an enemy Spell caster up to );*' away within clear sight. and gain access to hisher spells! / spell can only be stolen if the user is of high enough level to cast it! The spell must not be forbidden to the stealer! "hen the spell is stolen it is cast immediately and at the level of the user of the ring! Casting time is the same! The wi1ard whom the spell is being taken from will loose that spell! / Ring or /mulet of #ind Shielding will prevail over the Ring of Spell Stealing! 7ing of Engagement" These are one use magic rings! Bach holds a 8Command8 spell! 7obe of Nift 'oo(s" This robe appears normal unless the possessor is aware of its powers! $f activated through a mental command the robe changes in appearance! The robe will change to be whatever clothing is in style in the particular area the character is in! $f combined with bracers of defense the robe will change to resemble well polished armour! !hield-. of %overing" This shield is enchanted with a 89evitate8 spell which functions whenever the shield is thrown down with its arm straps face up! The 9evitation spell then keeps the shield one foot from the ground at all times! / character may stand on the shield and by 7umping on the shield and tilting it properly propel himself at high speeds! /ny character using the shield must make a -e,terity to get it moving and for each change of direction! -e,terity checks for special maneuvers may be as high as ()* at the -#'s discretion! 2irst time users should also have a penalty 7ust to get it going! $f a character devotes a Non("eapon pro6ciency slot to 8Shield Sur6ng8 heshe may get the shield moving and change direction with no -e,terity check reKuired! Special maneuvers reKuire a -e,terity check with a modi6er up to the -#! /ttacks from shield back are treated as attacks from horse back e,cept that the -# must remember that the user of the shield is a ground level! The 5ase movement rate for the Shield of Hovering is );! 2aster speeds may be achieved but a -e,terity Check must be made with a () to the roll for every three movement points above ); the character is attempting! +nly one check is needed acceleration is not reKuired! The result of a failure may cause the character to simply fall down on the shield or a more spectacular accident at the -#'s discretion! !ta8 of A9ueous" / close relative of the 8Sta% of the #agi8 this sta% has many spells cast at the Ath level of e,perience! $t will also do a retributive strike if overloaded or broken and can absorb spells as per the 8Sta% of the #agi8! The spells available to the user are as followsM -rain * Charges
( -etect #agic ( -etect 9ife ( Read #agic -rain ) Charge ( Seduce Person ( $ce #issile ( 2ireball ( #inor &lobe of Physical $nvulnerability ( &ravel #issile ( 4ocali1e ( Cloak from Indead -rain < Charges ( Heal ( $mproved Polymorph +ther ( Crack ( 5estow 9ycanthropy ( Remove 9ycanthropy !ta8 of ireballs" This sta% holds up to <; AH- 2ireballs! $f the sta% is broken all remaining 6reballs are detonated immediately centred on the holder of the sta%! !ta8 of the Apprentice" This is a 7unior version of the Sta% of the #agi used often by students of powerful wi1ards who are of signi6cant power themselves! These are more common than staves of the magi and have the following spellsM -rain * Charges ( -etect #agic ( 9ight ( Hold Portal -rain ) Charge ( $nvisibility ( 2ireball ( 3nock ( 9ightning 5olt ( "eb ( -ispel #agic -rain < Charges ( Con7ure Blemental +f the AH- type. ( Passwall /ll spells are cast at the Eth level of ability! 9ike the Sta% of the #agi the Sta% of the /pprentice can absorb spells cast at the wi1ard but can only absorb spells up to level >! "hen the charge goes above <; all charges e,cept one are e,pended in a massive web spell on the holder of the sta%! The sta% cannot be broken for a retributive strike! !ta8 of the Archmagi" This powerful magic item was created by a wi1ard of at least level ;*! $t is a double strength sta% of the magi! $ts powers are as followsM -rain * Charges ( -etect #agic ( Bnlarge ( 9ight
( Hold Portal ( Protection from &oodBvil -rain ) Charge ( $nvisibility ( 2ireball ( 3nock ( 9ightning 5olt ( Pyrotechnics ( $ce Storm ( "eb ( "all of 2ire ( -ispel #agic ( Passwall -rain < Charges ( "hirlwind 9ike that of a -7inni. ( Con7ure Blemental )Ahd type. ( Plane Travel ( Telekinesis #a, ?** pounds. /ll spells are cast at the )Dth level of ability and the sta% can hold up to ;* charges! $t absorbs as a sta% of the #agi does but e,plodes once over ;* charges! The Sta% of the /rchmagi is Kuite ecient in absorbing spell energy! 2or every level of the spell absorbed the Sta% of the /rchmagi will gain two charges! !ta8 of :i0ardr" / close relative of the 8Sta% of the #agi8 this sta% has many spells cast at the Ath level of e,perience! $t will also do a retributive strike if overloaded or broken and can absorb spells as per the 8Sta% of the #agi8! The spells available to the user are as followsM -rain * Charges ( Protection from SKuips ( 3now true /ge ( Summon #icro Blemental -rain ) Charge ( #agic &auss &un ( #agic #issile ( 2ire #issile ( $ce #issile ( Skeleton ( Partial Polymorph other ( 2lam 2an ( &ravel #issile ( Crack ( 2ur 5all -rain < Charges ( $mproved Polymorph other ( $ceball !word; !par( *lade" /n enhancement to a sword like 2rost 5rand 2lame Tongue etc!. Spark 5lade weapons shed light in the form of sparks bouncing around their blades! Two held close will produce a @acob's ladder e%ect! "hen used in combat the Spark 5lade will function as a normal magical sword e,cept that any creature struck by it will feel a 7olt! $f a creature is e,posed to the spark blade for a longer period o f time
holding it against it's skin etc!. the creature will su%er )dD damage from the sword's electricity! $f a creature is in a conductive material water for e,ample. and the Spark blade is inserted in the water the creature will also su%er the damage! $t is important to note that a spark blade should not be used to attack a creature such as a shambling mound! "hen such a creature is struck by a spark blade it gains one hit die for each die of damage the sword would do regardless of type of die! ie! 9ong sword does )d)< and would add )H-! / <(Handed sword would do >dD adding >H-. Tactical Displa" This planetary locater see Spell7ammer bo, set. has been altered! $t's range has been decreased to a very small distance the si1e of the tactical map. and the detail of the device has been greatly enhanced! The tactical display is able to show the user often the Spell7amming mage. e,actly where all ships in the area are and what type they are! Inidenti6ed ships may have names manually entered by the user! Ships behind obstacles may be detected at the -#'s discretion! /nything that interferes with the tactical display is also up to the -#! Talisman of Negative +lane +rotection" This piece of 7ewellery makes the user immune to all the e%ects of the Negative #aterial Plane! Indead who rely on the negative material plane to drain levels Spectres wraiths etc!. will not have their special attack take e%ect on the bearer of such a Talisman! Tarblesword" These weapons are 9ong swords of Speed:; 5lack 5lue &reen Red and "hite -ragon Slayer! The Tarbleswords were invented by the "i1ard Tarbol as the weapon to be used by the 9eaders of the Juadrelian! Bach sword is forged of #ithril! Tero
. 9ongsword of Speed:; Spark 5lade ?. 9ongsword of Speed:; 2lame Tongue Holy /venger ;. 9ongsword of Speed:; 2rost 5rand Holy /venger D. 5roadsword of Speed:; 2lame Tongue E. 5roadsword of Speed:; 2rost 5rand A. <(Handed Sword of Speed:; 2lame Tongue . <(Handed Sword of Speed:; 2rost 5rand )*. <(Handed Sword of Speed:; 2lame Tongue Holy /venger )). <(Handed Sword of Speed:; 2rost 5rand Holy /venger Note= Terofe, no longer creates Teroswords having become a full Ledged &od! Teroswords are still around and change hands every now and then as with all Tero(eKuipment. but most still rest in the hands of the original owners many of which are Juadrelian! To(en of Advancement" This magic coin if taken between the thumb and fore6nger and sKuee1ed will vanish making a 8ping noise8! $nstantly the character who used the token will gain e,actly enough e,perience to advance to hisher ne,t level! The tokens work for members of any race or class! / level * character using a Token of /dvancement will become a 9evel ) 2ighter! :and of Continual Action" Bach time this wand is used the target of the wand will be able to perform strenuous action for an e,tended period of time!
:and of :onder and Enchant the 4round" "hen this item is used the target location within )**'. is enchanted with a random "and of "onder spell in a ;' radius! /nyone entering this area will be e%ected by the spell! :ines(in of Endless :ine" This magical wineskin produces wine in an endless amount! The operation of the wineskin is the same as that of a -ecanter of Bndless "ater!
Chapter 2" New :i0ard !pells New Magic 1ser !pells 9evel ) #agic &auss &un Bvoc!. #agic #ushroom Bvoc!. #onster Summoning * Con7!Summ. Protection from SKuips /b7!. 9evel < /%ect Normal and #agical 2ires /lt!. /larm System /b7!. 5estow SKuip /b7!. 2lame 2an Bvoc!. &hast Stink Bvoc!. Hardbody /lt!. $mproved $ndigestion Bvoc!. 9oud $llPhant!. #ushroom Cloud Bvoc!. Partial Polymorph other /lt!. Poltergeist Nec!. Remove SKuip /b7!. Seduce Person Bnc!Charm. Skeleton Nec!. Summon #icro Blemental Con7!Sum. Tarbol's 2ire #issile Bvoc!. Tru7ek's $ce #issile Bvoc!. 4isalt /lt!. "eb Spray Bvoc!. 9evel > Cause $mpotence Nec!. Create Rabbit Con7!. Crushing 5alls Bvoc!. Cure $mpotence Nec!. 2ur 5all Bvoc!. Hecuva Nec!. @anacine's Seige Nuke Bvoc!. 3now True /ge -iv!. #ushroom 5all Bvoc!. Protection 2rom Homose,uals Bvoc!. Snapping 5ra Bvoc!. Gombie Nec!. 9evel ? -imension #ushroom /lt!. Haunt Nec!. Revnant Nec!. Remove 5rain /lt!. Replace 5rain /lt!. 9evel ; Cone of #ushrooms Bvoc!. Crack Bvoc!. -arwin's &rab 5ag /lt!. &houl Nec!. &ravel #issile Bvoc!. #inor &lobe of Physical $nvulnerability /lt!. Neonund's Nifty Nuke Bvoc!.
9evel D Chain #ushroom Bvoc!. &hast Nec!. $ceball Bvoc!. $mproved Polymorph +ther /lt!. #ummy Nec!. $mproved Summon 2ire Blemental Con7Summ. 2lesh to Plush /lteration. Plush to 2lesh /lteration. 9evel E 5estow 9ycanthropy /lt! Con7Summ. -elayed 5last #ushroom 5all Remove 9ycanthropy /lt! Con7Summ. 9evel A 5anshee Nec!. Polymorph into #ushroom /lt!. 9evel 5eholderblast Bvoc!. -estroy Indead Nec!. &olem Nec!. $mproved Curse /b7!. 9ich Nec! /lt!. #ushroom Swarm Bvoc!. Tactical Nuke Bvoc!. Re(/nimate Nec!. Spectre Nec!. Spelluserbane Bvoc!. 4ampire Nec!. "raith Nec!. Con7ure <
'evel 5 !pells Magic 4auss 4un $nvoc!Bvoc!. Range= D* yards : )* yardslevel Components= 4 S -uration= $nstant Casting Time= ) /rea of B%ect= Special Saving Throw= None This spell is identical to magic missile with regard to damage range duration etc! There is only one di%erence! $nstead of con7uring up missiles which do )d?:) damage #agic &auss &un con7ures up many sharp pieces of metal each doing a single point of damage! Higher level mages will send a bli11ard of sharp pieces of metal at their foes! The pieces of metal may be directed by the wi1ard at di%erent targets! +nce damage is rolled the player may decide how many pieces heshe wants directed at which targets ie! from >A points direct 6ve at each of the si, orcs and the eight at the 3obold!. Note that this spell is often used in the preparation of swiss cheese! Magic Mushroom $nvoc!Bvoc!. Range= )* yards : )* yardslevel Components= 4 S -uration= $nstant Casting Time= ) /rea of B%ect= ) target Saving Throw= None This spell 6res energy blasts shaped like mushrooms! 2or every two levels the caster may 6re an additional mushroom with this spell ie! ) at level ) 0 < < at level > 0 ? !!!. Bach mushroom does )dD damage! Monster !ummoning = Con7!Summ!. Range= * Components= 4 S -uration= Permanent Casting Time= ) /rea of B%ect= >*' radius circle on the ground Saving Throw= Nil This spell summons a large Kuantity of small annoying creatures known as sKuips! The spell summons a total of ;* sKuips placing them scattered throughout the area! /lthough SKuips are not particularly harmful they can be Kuite annoying! "henever anything comes in contact with a sKuip there is a ) in > chance that the sKuip will elect to attach itself onto the ob7ect! / roll to 5end 5ars must be done to remove the sKuip! / sKuip on the leg slows movement to half. a SKuip on the arm gives penalties to strike! / sKuip on the face may blind or even su%ocate! +rotection from !9uips /b7uration. Range= Touch Components= 4 S -uration= ) Round9evel Casting Time= ) /rea of B%ect= ) Person Saving Throw= Nil
This spell keeps any sKuips from approaching within ;' of the recipient! $f the spell is cast when a sKuip is already within ;' it is pushed outside the spell radius unless it is latched onto the character!
'evel 2 !pells A8ect normal and magical 3res /lteration. Range= )* yardslevel Components= S -uration= ? roundslevel Casting Time= ) /rea of B%ect= Person touched Saving Throw= None /llows the caster to control normal 6res! "hen attacked by a 6re based spell heshe won't be a%ected if a save vs! spell is successful and the spell can be turned against the caster of the o%ensive spell! Alarm !stem /b7uration. Range= <* yards Components= S # -uration= A hours : ) hourlevel Casting Time= ; /rea of B%ect= up to ?* foot cube Saving Throw= None This is a higher power alarm spell! "hen creatures approach the party the entire party will be awakened and given information about the approaching threat! $f the party lays in ambush they may gain a :? initiative if the approaching creatures are unaware of them! *estow !9uip Con7urationSummoning. Range= Touch Components= 4 S -uration= Permanent Casting Time= < /rea of B%ect= ) Target Saving Throw= Nil "hen this spell is cast the caster must successfully strike an opponent! Ipon touching the target a SKuip will appear on the target and will stick until a "ish or Remove SKuip is used! "here the target hits and the e%ect of the SKuip appearing on that body part is up to the -#! lame an Bvocation. Range= ;' Components= S -uration= $nstantaneous Casting Time= ) /rea of B%ect= )<* degree arc Saving Throw= Nil This is a more powerful version of 5urning Hands spell! The damage is )-D plus ? points of damage per level of the caster! 4hast !tin( Bvocation.
Range= Touch Components= 4 S # -uration= ) roundlevel Casting Time= < /rea of B%ect= Person Touched Saving Throw= Special This spell surrounds the recipient with an aura identical to that of a &hast! $f the target is unwilling a strike must be made and the target is entitled to a saving throw vs! spell to negate the e%ect! %ardbod /lteration. Range= Touch Components= S # -uration= Special Casting Time= ; /rea of B%ect= < Creatures Touched Saving Throw= None "hen this spell is cast on two creatures the caster may be one of them. the spell recipients are granted an armour class of < or < points of additional protection! Placing the spell on only one single recipient does not give any additional bene6ts! Improved Indigestion Bvocation. Range= Touch Components= 4 S -uration= >-<* rounds Casting Time= > /rea of B%ect= Person touched Saving Throw= Special "hen this spell is cast the caster must make a successful attack roll! $f the attack roll succeeds the recipient is infected with the spell! /nyone infected with the spell must make a saving throw vs! death every round the spell is in e%ect or vomit! "hen a target begins to vomit hisher constitution is considered > with regard to constitution checks for the duration of the spell! The person may not attack or cast spells and hisher weight has a ;*O chance of being reduced each round by )-? pounds! $n addition to weight loss anyone who is vomited upon must make a constitution check or be infected with the spell as well! 'oud $llusionPhantasm. Range= )<* yards : <* yardslevel Components= 4 # -uration= D Roundslevel Casting Time= ) /rea of B%ect= Hearing range Saving Throw= None This spell allows the caster to yell with the volume of eight men per level of the caster! Note that the volume will be ear shattering near the caster! Mushroom Cloud Bvocation. Range= ?*' Components= 4 S
-uration= ) round9evel Casting Time= < /rea of B%ect= )*' cube cloud Saving Throw= Neg! "hen this spell is cast it summons a cloud of weightless rotting mushrooms! The mushroom cloud acts identical to a stinking cloud! +artial +olmorph ,ther /lteration. Range= Touch Components= 4 S -uration= Permanent Casting Time= < /rea of B%ect= ) body part Saving Throw= Special This spell works similar to Polymorph other e,cept that there are no mental e%ects and only one body part of the target arm leg 6nger head etc!. is polymorphed! The target is allowed a saving throw vs! spell to escape the e%ects! No system shock roll is reKuired! The spell can only be reversed by a wish dispel magic or second partial polymorph other! The mage cannot command the spell to end because it will not listen to himher! +oltergeist Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= ) round /rea of B%ect= ) 5ody Saving Throw= None This spell animated a single dead humanoid body as a poltergeist! The Poltergeist cannot wander more than )** feet from where the body was animated! See the #onstrous Compendium for a description of Poltergeists! 7emove !9uip /b7uration. Range= Touch Components= 4 S -uration= Permanent Casting Time= < /rea of B%ect= ) Person Saving Throw= Nil This spell causes any sKuips attached to the person touched to fall o% and sit on the ground! !educe +erson BnchantmentCharm. Range= )* yards : )* yards9evel Components= 4 S -uration= )* Turns9evel Casting Time= < /rea of B%ect= ) Person Saving Throw= Neg! The target of this spell is entitled to a saving throw vs! spell (< if the caster is beautiful and of the opposite se, :? if the caster is of the same se,.! Characters with 8Kuestionable8 tendencies use the
opposite modi6ers :? for opposite se, (< for same se,.! $f the target fails its saving throw heshe will view the caster with great lust and desire which will cause himher to abando n any and all other actions to seek intercourse with the caster of the spell! !(eleton Necromancy. Range= Special Components= 4 S # -uration= Permanent Casting Time= < /rea of B%ect= )*' Cube Saving Throw= Nil This spell animates all dead bodies in the area of e%ect as skeletons! $n order to be animated the bodies must be piled in the area and the caster must be touching at least one body! !ummon Micro Elemental Con7urationSummoning. Range= Special Components= 4 S -uration= Special Casting Time= < /rea of B%ect= Special Saving Throw= None This spell summons a tiny elemental from one of the elemental planes or Para(Blemental planes.! The elemental is <8 tall and has the following statistics! /C * H- )() HP E Thac* <* Q/T ) -amage )-? Si1e T #orale )* P );! The elemental appears <-D feet from the caster! $t looks like a smaller version of its type and will possess similar characteristics ie! a #icro 2ire Blemental will set things on 6re etc!.! The #icro Blemental will stay until it has performed its 7ob! /t this time there is still a chance at the -#'s -iscretion. that the #icro Blemental will grow attached to the caster and opt to stay! $f the caster has no familiar the #icro Blemental may be adopted as a familiar also at the -#'s -iscretion! Tarbol>s ire Missile Bvocation. Range= )* yards : )* yards9evel Components= 4 S -uration= $nstant Casting Time= < /rea of B%ect= ) Target Saving Throw= None This spell is a cross between #agic #issile and 2ireball! $t hits a single target unerringly with no saving throw! $t does )-D damage per level of the caster! 5ecause this spell has adopted one of magic missile's better traits it has no saving throw for half damage! 2ire missile is only a single missile growing more powerful at higher levels and is thus unable to attack multiple targets! Tru?e(>s Ice Missile Bvocation. Range= )* yards : )* yards9evel Components= 4 S -uration= $nstant Casting Time= < /rea of B%ect= ) Target Saving Throw= None This spell is an $ce counterpart to 2ire #issile!
#isault /lteration. Range= Touch Components= S -uration= ?-? round : ? roundlevel Casting Time= ) /rea of B%ect= Person Touched Saving Throw= Special This spell allows the caster to alter the appearance of the recipient dramatically! $t can add or remove height up to half the recipient's height and can change skin hair and eye colour! Thus with several of these spells a person's appearance can be changed from that of a fair maiden to a troll! $f the recipient is unwilling heshe is allowed a save vs! spell with (? penalty to avoid the spell's e%ect! :eb !pra Bvocation. Range= Special Components= 4 S -uration= $nstant Casting Time= < /rea of B%ect= ;*' 9ong Cone ;'(<*' "ide Saving Throw= Neg! This spell casts a cone of strands similar to that of a "eb spell! This spell can e%ectively web targets in place to walls etc! / target is allowed a save vs! spell at (< to avoid the "eb Spray when it is cast! / target then may cut or break themselves out of the web at the following rateM Cut ( ) strand per attackround )<()E Strength ( ) strand per round )A: Strength ( < strands per round +nce a target has broken D strands heshe is allowed a save vs! spell no penalty. to escape the web or must break an additional D strands before saving again! The strands are Lammable and if lit aLame all creatures entrapped within the "eb su%er <-? damage as the "eb is destroyed! Note that all creatures within are freed when the web is destroyed!
'evel !pells Cause Impotence Necromancy. Range= Touch Components= 4 S -uration= Permanent Casting Time= > /rea of B%ect= ) Target Saving Throw= None "hen this spell is cast the caster must make a successful attack roll to hit the target! $f the hit is successful the target su%ers )-D damage and is doubled over in pain for >-D rounds unable to perform any action! $n addition the recipient is unable to perform any sort of se,ual activity until a 8Cure $mpotence8 is cast! Create 7abbit Con7urationSummoning. Range= * Components= 4 S #
-uration= Permanent Casting Time= > /rea of B%ect= ) Hat Saving Throw= N/ "hen this spell is cast the mage brings into e,istence a fully grown cute fu11y rabbit! The 6nal Somatic component of the spell is to reach into a hat the caster is holding! The Caster then 8Pulls a rabbit out of the Hat8! The -# is free to have all the fun in the world with this spell! $f the time and place are appropriate ie! the players are not abusing the spell and something either funny or useful can come out of it!. then the casting of the spell will be accompanied by some sudden streak of luck for the caster and hisher party! Such a use might include the mage of a stranded party casting the spell and a rescue ship suddenly 6nding them! This is completely up to the -#'s discretion! $f this spell is used too often the character may simply 8run out of luck8! The rabbit created is a normal rabbit and has no e,ceptional traits e,cept for the streak of luck which may accompany its arrival! The rabbits are permanent and may not be dispelled! +nce created they may live and breed as normal rabbits! The #aterial component of this spell is a hat which is N+T consumed in the casting! Top hats are most appropriate but any head covering large enough to conceal a rabbit may be used for the spell! Crushing *alls Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstant Casting Time= > /rea of B%ect= <*(foot radius Saving Throw= Half "hen this spell is cast all male characters in the area of e%ect take )-? damage per levels of the caster! The targets are doubled over in pain for >-D rounds unable to act unless a saving throw vs! spell is successful! Regardless if the saving throw was successful or not the recipients are unable to perform any sort of se,ual activity until a cure impotence is cast! Cure Impotence Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= > /rea of B%ect= ) person Saving Throw= None "hen this spell is cast it removes any form of magical impotence caused by a Crushing 5alls spell Cause $mpotence or any other such spells! The material component for the spell is a pair of rubber balls which are consumed when the spell is cast! ur *all Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstant Casting Time= > /rea of B%ect= <*(foot radius Saving Throw= None "hen this spell is cast it con7ures a huge ball of fur in the same area and range etc!. as a 2ireball spell! The fur does no damage but any who were within the area when the spell was cast may be su%ocated or entangles! -etails on this are up to the -#! $n addition the 2ur is very Lammable! $f set on 6re it will ignite as a 6reball of half the caster's level!
%ecuva Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= > /rea of B%ect= ) 5ody Saving Throw= None This spell animates a single body as a Hecuva See #onstrous Compendium.! @anacine>s !eige Nu(e $nvoc!Bvoc!. Range= )* yards : )* yardslevel Components= 4 S # -uration= $nstantaneous Casting Time= > /rea of B%ect= ?(yard radius per level of the caster Saving Throw= Half This spell is similar to a 2ireball and when 6rst learned at level ; will be identical a ;dD e,plosion in a <*(foot radius with a D* yard range! $nstead of the damage increasing at higher levels however the damage remains constant but the radius increases! Note that the range increases faster than the radius! The #aterial Components are the same as those of the 2ireball spell! now True Age -ivination. Range= Touch Components= 4 S -uration= ) round Casting Time= > /rea of B%ect= Person touched Saving Throw= None This spell allows the caster to determine the e,act biological age of the caster! This spell may be used to tell the e,act e,tent of magical aging so the wi1ard knows 7ust how far to go when trying to reverse it by the Restore Fouth spell or Bli,irs of Fouth etc!. Mushroom *all Bvocation. Range= )* yards : )* yards9evel Components= 4 S -uration= $nstant Casting Time= > /rea of B%ect= <*(foot radius Saving Throw= Half This spell acts as a 2ireballs pell e,cept that the damage is caused by a large mushroom which appears in the centre and e,plodes in a powerful concussion blast! +rotection from %omose)uals Bvocation. Range= Touch Components= 4 S -uration= ) #onth9evel Casting Time= ;
/rea of B%ect= Person Touched Saving Throw= None "hen this spell is cast the recipient is surrounded by a magical 6eld of protection! The 6eld lasts until the duration e,pires or until the caster wishes it to end! $f any homose,ual person tries to approach within ;' of the recipient heshe will encounter an impenetrable wall of force! !napping *ra Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstant Casting Time= > /rea of B%ect= <*(foot radius Saving Throw= Half "hen this spell is cast all females within the area of e%ect receive )-? damage per level of the caster and must save vs! Spell or be doubled over in pain for >-D rounds unable to act! The material component for this spell is an elastic which is snapped when the spell is cast!
Bombie Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= > /rea of B%ect= ) 5ody Saving Throw= None This spell animates a body touched by the caster as a Gombie See #onstrous Compendium 4ol! <.
'evel !pells Dimension Mushroom /lteration. Range= Sight Components= 4 S # -uration= $nstant Casting Time= ? /rea of B%ect= Special Saving Throw= None "hen this spell is cast the caster must stand on a mushroom of any si1e. and can teleport to any other mushroom within sight! %aunt Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= ? /rea of B%ect= ) 5ody Saving Throw= None This spell animates a single body as a Haunt See #onstrous Compendium.
7evnant Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= ? /rea of B%ect= ) 5ody Saving Throw= None This spell animates a body as a Revnant See #onstrous Compendium.! 7emove *rain /lteration. Range= Touch Components= 4 S -uration= Permanent Casting Time= ? /rea of B%ect= ) 5rain Saving Throw= Neg! This spell removes a recipient's brain and places it in hisher lap! Inwilling sub7ects are entitled to a save vs! spell at :; to avoid the spell's e%ects! The brain is magically sustained for ) day per level of the caster and can be restored with a replace brain at any time during that duration with no permanent harm! $f the brain is damaged the character will su%er brain damage! Note= this type of damage must be healed with a Heal or "ish spell! 7eplace *rain /lteration. Range= Touch Components= 4 S -uration= Permanent Casting Time= ? /rea of B%ect= ) 5rain Saving Throw= Neg! This spell causes a brain sitting in a recipient's lap to be teleported into the body and magically attached! The body must have an empty cranial cavity to accept the brain! / system shock check must be made to see if the body accepts the brain! This is not necessary if the brain is going back into the body it came from!
'evel . !pells Cone of Mushrooms Bvocation. Range= Special Components= 4 S -uration= $nstant Casting Time= ; /rea of B%ect= ;*' 9ong Cone ;'(<*' "ide Saving Throw= Half This spell causes a swarm of hard stale mushrooms to 7et forth from the caster's hand at a high velocity causing )-?:) damage per level of the caster save vs! spell for half! Crac( Bvocation.
Range= )* yards : )* yards9evel Components= 4 S -uration= $nstant Casting Time= ; /rea of B%ect= >*(foot radius Saving Throw= Half "hen this spell is cast all targets in the area of e%ect su%er )-D damage per level of the caster save vs! spell for half! Half of the damage is from 6re damage the other half from cold damage! The spell takes two seconds to take e%ect the 6rst second is 6re damage the second is c old damage! /ny brittle ob7ects within the area of e%ect must save vs! crushing blow or be shattered by the crack spell! This includes all glass stone and most metal! Darwin>s 4rab *ag /lteration. Range= Touch Components= 4 S # -uration= Permanent Casting Time= ; /rea of B%ect= ) PersonCreature touched Saving Throw= Special This spell causes the recipient to undergo a sudden unorthodo, transformation! Bach part of the target is e%ected separately and is allowed a saving throw vs! Polymorph to avoid the change! Bach limb as well as the head and torso of the target of the spell must roll on the appropriate tables provided below! Bach part undergoes . 9imb now made of wood ?. Colour Change Table ;. ;. 9imb turns to rubber D. 9imb becomes made of stone E. &ain e,tra -igit A. 9oose one -igit . Colour Change Table ;. )*. 9imb reduces by >-)*.O )). B,tra 9imb Table <. )<. 9imb Bnlarges by A-<*.O )>. /ny -igits grow claws )?. Colour Change Table ;. );. Chameleon Colour )D. Colour Change Table ;. )E. B,tra 9imb Table <. )A. 9imb reduces by ?-<*.O ). 9oose one -igit <*. &row )-? 9imbs Table <.
Table >(?. ). New 9imb Type Table <. <. 9imb &rows 2eathers >. 9imb grows scales ?. 9imb becomes Spider like ;. Colour Change Table ;. D. >D* degree swivel 7oint E. Bnd becomes pincer )-D. A. 9imb grows 2ur . &rows long stringy hair )*. Colour Change Table ;. )). B,tra 9imb Table <. )<. 9imb Bnlarges by >-)*.O )>. -evelops B,o(Skeleton )?. &rows <-D Spines 5elow. );. >D* degree swivel 7oint )D. "ebbed 2ingersToes )E. B,tra 9imb Table <. )A. 9imb reduces to ))< si1e ). &ain e,tra -igit <*. Roll 2ive Times
( Spines do )-< damage and may also be 6red as missiles with the same range as a sling! Spines grow back each month! ( "hen an additional limb grows it grows near the limb the modi6cation was rolled on! The new limb also gets )-D transformations applied to it! ( $f a modi6cation would be repetitive ie! Scales on a 9i1ard #an etc!. the modi6cation willM )(;*O ( /mplify the trait ;)()**O ( Reverse ie! claws become nails scales skin!.
Table 2 / 'imb Tpes Roll )-)< )(>. Humanoid /rm ?(;. Humanoid 9eg D(E. /nimal 9eg A. /nimal 9eg with Hoof . 9eg with "heel )*. "ing )). 2in )<. Tentacle Table / %ead Modi3cations Roll )-? Table )(<. ). Byes on Stalks <. Remove one Bye >. /dd one Bye ?. &row /ntennae ;. 9ateral moving @aw D. Pointed Bars E. Blephant Bars A. #andibles . Snake Tongue )*. Nose 0 #outh 5ecome snout )). 9onger nose ?-<*.O )<. Shorter nose ?-<*.O )>. Colour Change Table ;. )?. B,tra Bar );. Head becomes cone shape )D. Remove one Bar )E. Sharper Teeth )A. B,tra @aw ). )-D Horns >-<* inches. <*. Remove one #outh
Table >(?. ). 5lank 2ace <. Blongated head >. &ills ?. 2ace on 5ack of Head ;. 2ace upside down D. Nose and mouth become beak E. Re(9ocate Byes -#'s choice. A. Scales . 2eathers )*. 2ur )). Colour Change Table ;. )<. /ltered 4oice 5o, -#'s choice. )>. Head increases by >-<*.O si1e )?. Head reduces by >-<*.O si1e );. Hair &rows 9ength -#'s Choice. )D. B,tra mouth )E. No Teeth )A. )-> Horns ?-? inches long. ). Colour Change <*. Bnlarged 2orehead
Table / *od Modi3cations Roll )-? Table )(<. ). Scales <. 2eathers >. -orsal 2in ?. #ane ;. B,o(Skeleton D. /dd e,tra 9imb Table <. E. Colour Change Table ;. A. 5ecome Hump(5acked
Table >(?. ). Colour Change Table ;. <. 2ur >. Plates on 5ack ?. Pronounced spine ;. Colour Change Table ;. D. /dd e,tra 9imb Table <. E. Si1e $ncrease ;-<*.O A. Si1e -ecrease ;-<*.O
Table . / Colour Change Roll )-)< ). Red >. Fellow ;. Purple E. Pink . 5lack )). Plaid
<. 5lue ?. &reen D. +range A. 5rown )*. "hite )<. #i, -#'s Choice.
The #aterial Component for this spell is a set of dice a lump of clay and the recipient of the spell! The recipient is N+T consumed in the casting! 4houl Necromancy.
Range= Touch Components= 4 S # -uration= Permanent Casting Time= ; /rea of B%ect= ) 5ody Saving Throw= None This spell animates a dead body as a &houl See #onstrous Compendium. 4ravel Missile Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstant Casting Time= ; /rea of B%ect= <*(foot radius Saving Throw= Half This spell causes a large rock to appear at the centre radius and e,plode causing all within the area of e%ect to su%er <-? damage per level of the caster save vs! spell for half! The stone does not e,tend beyond the spell's radius! The gravel is magically created but will not vanish later thus this spell leaves rubble in its wake! Minor 4lobe of +hsical Invulnerabilit /b7uration. Range= * Components= 4 S # -uration= ) round9evel Casting Time= ? /rea of B%ect= ;(foot radius sphere Saving Throw= None This spell e%ectively renders the caster 8:) or better to hit8! The material component is a glass or crystal bead which is crushed when the spell is cast! Neomund>s Nift Nu(e Bvocation. Range= D* yards Components= 4 S # -uration= $nstant Casting Time= ; /rea of B%ect= Special Saving Throw= None "hen this spell is cast up to )* foes of < Hit -ice or less are instantly struck dead no saving throw! The material component is nightshade!
'evel !pells Chain Mushroom Bvocation. Range= )* yards : )* yards9evel Components= 4 S -uration= Special Casting Time= D /rea of B%ect= Special Saving Throw= Special
"hen this spell is cast it causes a giant >' wide mushroom shaped energy 6eld to appear and begin to bounce from one target to another! $n all functions the spell is identical to Chain 9ightning! 4hast Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= ? /rea of B%ect= ) 5ody Saving Throw= None This spell animates a body as a &hast See #onstrous Compendium. Iceball Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstant Casting Time= > /rea of B%ect= <*(foot radius Saving Throw= Half This spell is like a cold 6reball! $t is identical to 2ireball with respect to 6lling area and spreading out when contained to 6ll hallways etc! This spell is more powerful doing <-D per level of the caster! Improved +olmorph ,ther /lteration. Range= ; yards9evel Components= 4 S # -uration= Permanent Casting Time= D /rea of B%ect= ) Target Saving Throw= None This spell acts 7ust like the ?th level 8Polymorph +ther8 e,cept that it does not allow a saving throw to avoid the change! The regular rules apply with respect to weather or not the target takes on the mentality of the new form! Mumm Necromancy. Range= Touch Components= 4 S # -uration= Permeant Casting Time= > /rea of B%ect= ) dead body Saving Throw= None This spell when cast on a dead body animates the body as a #ummy! Note= there must be a con nearby to rest in and it is treated as a normal mummy in all respects including being resurrected as a Eth level 6ghter.! Improved !ummon ire Elemental Con7urationSummoning. Range= )D* yards Components= 4 S
-uration= < Turns9evel Casting Time= > rounds /rea of B%ect= Special Saving Throw= None This spell acts as the Priest Spell 8Con7ure 2ire Blemental8 e,cept that it always summons a )DH2ire Blemental! $t is identical to the priest spell with regards to maintaining concentration while controlling the Blemental etc! lesh to +lush /lteration. Range= )* yards9evel Components= 4 S # -uration= Permanent Casting Time= D /rea of B%ect= ) creature Saving Throw= Special This spell acts as a 2lesh to Stone spell in every respect e,cept that it transforms the recipient to a plush form like that of a stu%ed animal! +lush to lesh /lteration. Range= )* yards9evel Components= 4 S # -uration= Permanent Casting Time= D /rea of B%ect= ) creature Saving Throw= Special This spell acts as a Stone to 2lesh spell in every respect e,cept that it functions on Plush ob7ects as opposed to stone ob7ects! $f an actual plush ob7ect is turned to Lesh then there is a ;*O chance that it is Lesh all the way through and a ;*O chance that the spell improvised bones blood and organs inside!
'evel !pells *estow 'canthrop /lteration Con7!Summoning. Range= Touch Components= 4 S # -uration= Permanent Casting Time= ) round /rea of B%ect= person touched Saving Throw= Neg! "hen this spell is cast the caster must successfully strike an opponent! $f the target fails a saving throw vs! spell heshe is infected with 9ycanthropy! The disease can be removed as any case of 9ycanthropy! The material component is a piece of a creature infected with 9ycanthropy already! Delaed *last Mushroom *all Bvocation. Range= )* yards : )* yards9evel Components= 4 S -uration= Special Casting Time= E /rea of B%ect= See 5elow Saving Throw= )<
This spell is identical to the spell 8-elayed 5last 2ireball8 e,cept that instead of creating a &em it creates a #ushroom which then grows and e,plodes in a concussion blast when the delay runs out! 7emove 'canthrop /lteration Con7!Summoning. Range= Touch Components= 4 S # -uration= Permanent Casting Time= ) round /rea of B%ect= Person Touched Saving Throw= Neg! "hen this spell is cast it cures 9ycanthropy! $f the recipient is not a willing one a save vs! spell is allowed! This does not e%ect natural 9ycanthropes!
'evel F !pells *anshee Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= ? /rea of B%ect= ) 5ody Saving Throw= None This spell animates a single dead body as a 5anshee See #onstrous Compendium.! Note that it must be that of a dead evil female elf! +olmorph Into Mushroom /lteration. Range= )* yards9evel Components= 4 S -uration= Permanent Casting Time= A /rea of B%ect= Special Saving Throw= None This spell acts like the level D spell 8$mproves Polymorph +ther8 See above. e,cept that the target always becomes a large mushroom about <' tall.!
'evel G !pells *eholderblast Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstant Casting Time= ) Round /rea of B%ect= ) Target Saving Throw= Neg! This is a powerful spell which when cast causes the target to make the following saving throws! Save vs! spell or be Slain Save vs! Poison or die of Poison
Save vs! Spell or Save vs! Spell or Save vs! Spell or Save vs! Spell or Save vs! Spell or
be be be be be
-isintegrated Charmed -isintegrated -isintegrated -isintegrated
$f the recipient fails any one saving throw the spell is terminated at that point! The spell 6rst tests the target's saving throws to determine level. and if they are good it tries to charm them! $f not it attempts to destroy them! The material component of the spell is a 5eholder eye which is consumed in the casting! Destro 1ndead Necromancy. Range= ; yards9evel Components= 4 S # -uration= Permanent Casting Time= /rea of B%ect= Special Saving Throw= None This spell destroys one Hit -ie of undead per level of the caster! The material component of the spell is a priest's holy symbol which is not consumed in the spell! 4olem Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= /rea of B%ect= ) statue Saving Throw= None This spell animates a statue as a particular type of golem with standard golem statistics! /n $ron Statue becomes an $ron &olem a Stone Statue becomes a Stone &olem etc! Statue types which do not have accompanying golem types &old Platinum etc!. leaves the -# plenty of 9eeway with regard to the &olem's Capabilities! Improved Curse /b7uration. Range= ; feet Components= 4 S -uration= Special Casting Time= < rounds /rea of B%ect= ) Person Saving Throw= None "hen this spell is cast the caster may put any curse heshe wished upon the recipient with one limitation! The worse the e%ect of the curse the easier it is to remove! / curse which causes the character to die will be easy to remove while a simple curse such as to always have an itchy nose etc! will be much more dicult to remove! 'ich Necromancy/lteration. Range= * Components= 4 S # -uration= Permanent Casting Time= > -ays
/rea of B%ect= Self Saving Throw= None "hen this spell is cast the Caster enters 9ichdom! $f the character is Neutral or Bvil See 9ich in the #onstrous Compendium! $f the character is of &ood alignment see the /rchlich in the Spell7ammer accessory 89ost Ships8! The caster must have a Phylactery or other magic item if of good alignment. which is the material component of the spell! This obtains the same e%ect as enter 9ichdom the standard way e,cept that the character has no chance of dying in the process! This spell may only be reversed by a "ish Spell! Mushroom !warm Bvocation. Range= )* yards : )* Fards9evel Components= 4 S -uration= $nstant Casting Time= /rea of B%ect= ?*' radius Saving Throw= )< This spell causes a large mushroom to appear at the centre of the area of e%ect and e,plode outwards causing a concussion blast to all within the area of e%ect for <-D damage per level of the caster! This spell's main advantage is that it has a very large area of e%ect it's radius is twice that of a 6reball! 7e/Animate Necromancy. Range= ;' Components= 4 S # -uration= Permanent Casting Time= /rea of B%ect= );' Rad Saving Throw= None This spell restores ;()* Indead within the radius to full strength even if they have been destroyed by a high level cleric! 7estore Necromancy. Range= * Components= 4 S -uration= Permanent Casting Time= /rea of B%ect= );' Radius Saving Throw= None This spell restores -O hit points to all undead and <-<* hit points to all living creatures within the area of e%ect! !pectre Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= /rea of B%ect= ) 5ody Saving Throw= None This spell animates a single body as a Spectre See #onstrous Compendium.
!pelluser *ane Bvocation. Range= )* yards : )* yards9evel Components= 4 # -uration= Special Casting Time= ) round /rea of B%ect= Special Saving Throw= Half "hen this spell is cast it causes four targets selected by the caster to be e%ected by #elf's /cid arrow! $f less than ? targets are available then the wi1ard may put more than one on a single target! Tactical Nu(e Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstantaneous Casting Time= /rea of B%ect= <*(foot radius Saving Throw= Half "hen this spell is cast it causes all targets within the area of e%ect to su%er )-D:D damage per level of the caster! / saving throw vs! Spell for half damage is allowed! Since the blast is pure concussion immunity to 6re does not protect targets! Con?ure 22%D Elemental Con7urationSummoning. Range= D* yards Components= 4 S # -uration= ) turn9evel Casting Time= ) turn /rea of B%ect= Special Saving Throw= None This spell is identical to the ;th level Con7ure Blemental spell e,cept that the Blementals con7ured have <
Chapter " New :u @en !pells
New :u @en !pells 9evel ) #agic &auss &un Bvoc!. #onster Summoning * Con7!Summ!. Protection from SKuips /b7!. 9evel < 5estow SKuip /b7!. &hast Stink Bvoc!. Remove SKuip /b7!. Seduce Person Bnch!Charm. Stella's Steam #issile Bvoc!. 9evel > Cause $mpotence Nec!. Crushing 5alls Bvoc!. Cure $mpotence Nec!. 2ur 5all Bvoc!. Protection from Homose,uals Bvoc!. Snapping 5ra Bvoc!. Stella's Seige Nuke Bvoc!. 9evel ; Crack Bvoc!. #inor &lobe of Physical $nvulnerability /b7!. 9evel D $mproved Polymorph +ther /lt!. 9evel Tactical Nuke Bvoc!.
New :u @en !pells
'evel 5 !pells Magic 4auss 4un $nvoc!Bvoc!. Range= D* yards : )* yardslevel Components= 4 S -uration= $nstant Casting Time= ) /rea of B%ect= Special Saving Throw= None This spell is identical to magic missile with regard to damage range duration etc! There is only one di%erence! $nstead of con7uring up missiles which do )d?:) damage #agic &auss &un con7ures up many sharp pieces of metal each doing a single point of damage! Higher level mages will send a bli11ard of sharp pieces of metal at their foes! The pieces of metal may be directed by the wi1ard at di%erent targets! +nce damage is rolled the player may decide how many pieces heshe wants directed at which targets ie! from >A points direct 6ve at each of the si, orcs and the eight at the 3obold!. Note that this spell is often used in the preparation of swiss cheese! Monster !ummoning = Con7!Summ!. Range= * Components= 4 S -uration= Permanent Casting Time= ) /rea of B%ect= >*' radius circle on the ground Saving Throw= Nil This spell summons a large Kuantity of small annoying creatures known as sKuips! The spell summons a total of ;* sKuips placing them scattered throughout the area! /lthough SKuips are not particularly harmful they can be Kuite annoying! "henever anything comes in contact with a sKuip there is a ) in > chance that the sKuip will elect to attach itself onto the ob7ect! / roll to 5end 5ars must be done to remove the sKuip! / sKuip on the leg slows movement to half. a SKuip on the arm gives penalties to strike! / sKuip on the face may blind or even su%ocate! +rotection from !9uips /b7uration. Range= Touch Components= 4 S -uration= ) Round9evel Casting Time= ) /rea of B%ect= ) Person Saving Throw= Nil This spell keeps any sKuips from approaching within ;' of the recipient! $f the spell is cast when a sKuip is already within ;' it is pushed outside the spell radius unless it is latched onto the character!
'evel 2 !pells *estow !9uip Con7urationSummoning. Range= Touch Components= 4 S -uration= Permanent Casting Time= <
New :u @en !pells /rea of B%ect= ) Target Saving Throw= Nil "hen this spell is cast the caster must successfully strike an opponent! Ipon touching the target a SKuip will appear on the target and will stick until a "ish or Remove SKuip is used! "here the target hits and the e%ect of the SKuip appearing on that body part is up to the -#! 4hast !tin( Bvocation. Range= Touch Components= 4 S # -uration= ) roundlevel Casting Time= < /rea of B%ect= Person Touched Saving Throw= Special This spell surrounds the recipient with an aura identical to that of a &hast! $f the target is unwilling a strike must be made and the target is entitled to a saving throw vs! spell to negate the e%ect! 7emove !9uip /b7uration. Range= Touch Components= 4 S -uration= Permanent Casting Time= < /rea of B%ect= ) Person Saving Throw= Nil This spell causes any sKuips attached to the person touched to fall o% and sit on the ground! !educe +erson BnchantmentCharm. Range= )* yards : )* yards9evel Components= 4 S -uration= )* Turns9evel Casting Time= < /rea of B%ect= ) Person Saving Throw= Neg! The target of this spell is entitled to a saving throw vs! spell (< if the caster is beautiful and of the opposite se, :? if the caster is of the same se,.! Characters with 8Kuestionable8 tendencies use the opposite modi6ers :? for opposite se, (< for same se,.! $f the target fails its saving throw heshe will view the caster with great lust and desire which will cause himher to abando n any and all other actions to seek intercourse with the caster of the spell! !tella>s !team Missile $nvocation. Range= D* yards : )* yards9evel Components= 4 S -uration= $nstant Casting Time= ) /rea of B%ect= ) Creature Saving Throw= None
New :u @en !pells This spell combines #agic #issile and Steam breath to create a missile which hits a single foe unerringly doing )-D damage per level of the caster! This spell has adopted one of #agic #issile's better traits lack of a saving throw even for half damage!
'evel !pells Cause Impotence Necromancy. Range= Touch Components= 4 S -uration= Permanent Casting Time= > /rea of B%ect= ) Target Saving Throw= None "hen this spell is cast the caster must make a successful attack roll to hit the target! $f the hit is successful the target su%ers )-D damage and is doubled over in pain for >-D rounds unable to perform any action! $n addition the recipient is unable to perform any sort of se,ual activity until a 8Cure $mpotence8 is cast! Crushing *alls Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstant Casting Time= > /rea of B%ect= >*' radius sphere Saving Throw= Half "hen this spell is cast all male characters in the area of e%ect take )-D damage for every two levels of the caster! The targets are doubled over in pain for >-D rounds unable to act unless a saving throw vs! spell is successful and regardless if the saving throw was successful or not the recipients are unable to perform any sort of se,ual activity until a cure impotence is cast! Cure Impotence Necromancy. Range= Touch Components= 4 S # -uration= Permanent Casting Time= > /rea of B%ect= ) person Saving Throw= None "hen this spell is cast it removes any form of magical impotence caused by a Crushing 5alls spell Cause $mpotence or any other such spells! The material component for the spell is a pair of rubber balls which are consumed when the spell is cast! ur *all Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstant Casting Time= > /rea of B%ect= <*(foot radius sphere Saving Throw= None
New :u @en !pells "hen this spell is cast it con7ures a huge ball of fur in the same area and range etc!. as a 2ireball spell! The fur does no damage but any who were within the area when the spell was cast may be su%ocated or entangles! -etails on this are up to the -#! $n addition the 2ur is very Lammable! $f set on 6re it will ignite as a 6reball of half the caster's level! +rotection from %omose)uals Bvocation. Range= Touch Components= 4 S -uration= ) #onth9evel Casting Time= ; /rea of B%ect= Person Touched Saving Throw= None "hen this spell is cast the recipient is surrounded by a magical 6eld of protection! The 6eld lasts until the duration e,pires or until the caster wishes it to end! $f any homose,ual person tries to approach within ;' of the recipient heshe will encounter an impenetrable wall of force! !napping *ra Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstant Casting Time= > /rea of B%ect= >*' Radius Saving Throw= Half "hen this spell is cast all females within the area of e%ect receive )-D damage per every < levels of the caster and must save vs! Spell or be doubled over in pain for >-D rounds unable to act! The material component for this spell is an elastic which is snapped when the spell is cast! !tella>s !eige Nu(e $nvoc!Bvoc!. Range= )* yards : )* yardslevel Components= 4 S # -uration= $nstantaneous Casting Time= > /rea of B%ect= ?(yard radius per level of the caster Saving Throw= Half This spell is similar to a 2ireball and when 6rst learned at level ; will be identical a ;dD e,plosion in a <*(foot radius with a D* yard range! $nstead of the damage increasing at higher levels however the damage remains constant but the radius increases! Note that the range increases faster than the radius! The #aterial Components are the same as those of the 2ireball spell!
'evel . !pells Crac( Bvocation. Range= )* yards : )* yards9evel Components= 4 S -uration= $nstant Casting Time= ;
New :u @en !pells /rea of B%ect= >*(foot radius Saving Throw= Half "hen this spell is cast all targets in the area of e%ect su%er )-D damage per level of the caster save vs! spell for half! Half of the damage is from 6re damage the other half from cold damage! The spell takes two seconds to take e%ect the 6rst second is 6re damage the second is c old damage! /ny brittle ob7ects within the area of e%ect must save vs! crushing blow or be shattered by the crack spell! This includes all glass stone and most metal! Minor 4lobe of +hsical Invulnerabilit /b7uration. Range= * Components= 4 S # -uration= ) round9evel Casting Time= ? /rea of B%ect= ;(foot radius sphere Saving Throw= None This spell e%ectively renders the caster 8:) or better to hit8! The material component is a glass or crystal bead which is crushed when the spell is cast!
'evel !pells Improved +olmorph ,ther /lteration. Range= ; yards9evel Components= 4 S # -uration= Permanent Casting Time= D /rea of B%ect= ) Target Saving Throw= None This spell acts 7ust like the ?th level 8Polymorph +ther8 e,cept that it does not allow a saving throw to avoid the change! The regular rules apply with respect to weather or not the target takes on the mentality of the new form!
'evel G !pells Tactical Nu(e Bvocation. Range= )* yards : )* yards9evel Components= 4 S # -uration= $nstantaneous Casting Time= /rea of B%ect= <*(foot radius Saving Throw= Half "hen this spell is cast it causes all targets within the area of e%ect to su%er )-D:D damage per level of the caster! / saving throw vs! Spell for half damage is allowed! Since the blast is pure concussion immunity to 6re does not protect targets!
Chapter " Advanced 7ules
Enchanting Magic Items The following is a system designed for creating magical items! $n the -ungeon #aster's &uide a very vague system is suggested for not only the spells reKuired to enchant a magic item but the special ingredients reKuired as well! This system streamlines that process! 2or each plus on the weapon rarer and rarer materials are reKuired to allow the metal enchanted to retain the magical properties! $f a -# wishes to use this system but the players try to take short cuts such as simply casting enchant an item 6ve enchanted weapons and a permanency heshe may say that the metal refuses to receive the magic! This system is by no means complete it is 7ust the beginning! $t details the basics for o%ensive and defensive enchantment of weapons and armour as well as the addition of some special enchantments such as weapons of speed and frost brands! $tems such as &auntlets of +gre Power and Helms of Inderwater /ction are completely up to individual -#s as to their manufacture if possible at all! The process isM Parts in $talics are spells which are cast on or into the item during enchantment! Enchant an Item +%ensive :) ( 2orged of #ithril or 5lessed prior to Bnchantment ( Enchanted Weapon +%ensive :< ( 2orged of #ithril or Bndowed with a piece of a -ragon's Claw ( Enchanted Weapon +%ensive :> ( 2orged of #ithril or Bndowed with 5eholder Bye ( Enchanted Weapon +%ensive :? ( -ipped in 5eulette 5lood during Bnchantment ( Enchanted Weapon +%ensive :; ( Bnchanted under the Lame of a Red -ragon ( Enchanted Weapon -efensive :) ( 2orged of #ithril or 5lessed prior to Bnchantment ( Shield -efensive :< ( 2orged of #ithril or Bndowed with a piece of a -ragon's Claw ( Shield -efensive :> ( 2orged of #ithril or Bndowed with a 5eholder Bye ( Shield -efensive :? ( -ipped in 5eulette 5lood during Bnchantment ( Shield -efensive :; ( Bnchanted under the Lame of a Red -ragon ( Shield Speed ( Hilt of Speed wood or 2orged in Juickling blood ( Haste 2lame Tongue ( Touched by 2ire Blemental ( Fire Spell (Fireball, Burning Hands etc.) 2rost 5rand ( Touched by $ce Para(Blemental ( Cold Spell (Ice Storm, Cone of Cold etc.) Spark 5lade ( Struck by natural lightning not 9ightning 5olt spell. ( Electrical Spell (ightning Bolt, Shoc!ing "rasp etc.) Holy /venger ( 2orged in Holy "ater 5asin ( Hol# Word -isruption ( Sprinkle with 9ich or -emi(9ich dust ( $estro# %ndead Slaying ( 2orged in blood of creature or Bndowed with a piece ( $eath Spell Hurling ( Bndow with the feather of a large bird or an $oun Stone ( Fl# 4orpal ( 2orged in &ithyankay blood See +uter Planar Compendium. ( $eath Spell Sharpness ( 2orged in TarasKue 5lood ( &egeneration and $ispel 'agic -ancing ( Touched by a 9eprechaun ( ttos Irresistible $ance
Chapter " Advanced 7ules -istance
( #issile "eapons +nly
/ccuracy
( Bnchanted upon a mountain highest in it's area. ( Feather Fall, *eleport ( #issile "eapons +nly ( Bndowed with an eagle's eye ( 'agic 'issile
+ermanenc# /n appropriate piece such as -ragon Scales -row Bars 3obold snout etc! Note= Ipon the casting of permanency any endowed items become part of the weapon itself and cannot be accidentally snapped o%! ie! / feather may become a carving of a feather on the handle a 5eholder Bye become a large Red gem on the hilt of the sword etc!
Notes on Creating Items #agic "eapons= Bnchant with +%ensive Pluses -efender Swords= Bnchant with +%ensive and -efensive Pluses same number. #agic /rmour= Bnchant with -efensive Pluses #agic Shields= Bnchant with -efensive Pluses Coin of 9uck= Bnchant with ) +%ensive and ) -efensive Plus Coin of B,tra 9uck= Bnchant with ) +%ensive and > -efensive Pluses! Spiked 5uckler= Bnchant with +%ensive and -efensive Pluses! Cloaks of -isplacement= -isplacer 5east hide! Bnchant and Permanency Cloaks of Protection= Bnchant with -efensive Pluses Rings of Protection= Bnchant with -efensive Pluses! :D are /damant! 5racers of -efense /C<= Bnchant #ithril 5racers with Shield Spell!
Attac(ing with !hields Characters have the ability to re6ne their skills to a great degree! "eapon speciali1ation has long been taken and many -#s allow player characters to speciali1e and double speciali1e in several weapons! The main bene6t of speciali1ation is multiple attacks! People employing Two("eapon speciali1ation and /mbide,terity have discovered the bene6ts of that style! This has caused a great decline in the use of shields of late! The shield punch manoeuvre has brought back some popularity! "hy can't a character practice with a spiked or bladed shield become a specialist with that weapon and gain the bene6ts of weapon speciali1ation! That's what $ said! $f the characters are willing to spend the pro6ciency slots let them have the training $ say! "hen using the "eapon(Shield Style Speciali1ation characters may attack with their shields as a second weapon! Ising this speciali1ation the following rules go into e%ect! Characters with "eapon(Shield Style Speciali1ation may attack with a shield! "ith only this pro6ciency the shield is considered a second weapon the same way a second weapon is under two( weapon style! (< to hit and only one attack per round! The weapon(shield style speciali1ation is considered to include a broad group pro6ciency in shields! $f ambide,terity and weapon(shield style are both taken then the character gets full attacks per round with a shield heshe is pro6cient in and has no penalties to hit! Speciali1ation and double speciali1ation may be taken in the shields gaining normal to( hit and damage bonuses! B,ample= a character takes weapon(shield style and uses a Spiked 5uckler! Heshe may now attack once per round at (< and hit for )d? damage! $f /mbide,terity is also taken and heshe is level E >< attacks per round may be made with no penalty! $f the level E warrior has Spiked 5uckler -ouble Speciali1ation "eapon(Shield Style Speciali1ation and /mbide,terity heshe may attack twice per round at :> to hit and damage doing )d? damage!
!hield !tatistics Type of Shield
Price
"t!
-amage
Type
Speed
Chapter " Advanced 7ules 5uckler Small Shield #edium Shield Spiked 5uckler Spiked Small Shield Spiked #edium Shield 5laded Small Shield 5laded #edium Shield
) >
> ;
E ; );
)* ; A
<> );
)? A
)E
)E
)-<((( )->)-< )->)-> )-?)-> )-D)-A )-A)-)< )-D)-A <-?)-D
5 5
< ?
5 P P
; ? D
P S
E D
S
Shields not designed for attacking do not get attack or damage bonuses for magical pluses!
Advanced 7ules
Magic 7esistance #agic resistance is modi6ed by ;O for each level or Hit -ie di%erence between the caster and the target! $f the creature has hit dice higher than the level of the caster magic resistance is increased by ;O for every hit die the creature has above the level of the caster! This works in reverse so that a caster of higher level than the hit dice of the creature has its magic resistance reduced by ;O for each level the caster has above the creature's hit dice! Creatures with bonuses to their hit dice are considered one hit die higher per three bonus hit points!
Magical :avelengths -ue to the massive number of magical protective devices introduced in the #agic Bncyclopedia the following rules have been devised to keep the /rmour Classes of characters wearing multiple Protective -evices from blowing itself through the roof! Ising these rules each magical protective device functions on a speci6c wavelength! $f two protective devices function on the same wavelength then the stronger one will cancel the weaker one out! The wavelengths and their items are as followsM "avelength Q)= #agic /rmour Ring of Protection! "avelength Q<= 5racers of -efense Robe of Protection 5ase /C. "avelength Q>= /pron 5lanket Cloak Clothes Coat 3owl and Shirt of Protection! "avelength Q?= /nklet /rmband 5elt Collar Headband and Neclace of Protection! "avelength Q;= /mulet /nkh 5adge 5and 5ell 5rooch 5uckle Cameo Barings &em and Scarab of Protection #edalion of -efense! "avelength QD= Coin of 9uck and Coin of B,tra 9uck "avelength QE= Caps Circlets Helms and #asks of Protection Helms of 5rilliance "avelength QA= Sta% of Power /C bonus Canes of Protection and -efender Sword Pluses Note= "ith "avelength Q) regardless of the strength of the two opposing charges the /rmour will always override the Ring of Protection! Note" #agical Pluses of shields are e,empt from these rules!
Crossbow Double !peciali0ation $n addition to the bonuses and e,tra attacks for crossbow speciali1ation characters may double speciali1e in the crossbow! This costs an e,tra pro6ciency total of > now. and gives an e,tra :> to hit and :) damage in addition to the range category modi6ers and e,tra attacks gained by crossbow speciali1ation!
Chapter ." New Devices
Triple Crossbow The Triple crossbow is as the name implies a Crossbow which allows for multiple Kuarrels to be 6red at once! This weapon resembles a light crossbow e,cept that instead of one slot for a Kuarrel there are three slots! $t uses the 9ight Crossbow Pro6ciency and Speciali1ation.! $f only the middle crossbow is used the Triple Crossbow operates as a 9ight Crossbow! "hen all three Kuarrel slots of the Triple Crossbow are used the following rules applyM ( Non(Pro6cient characters take three rounds to load the crossbow and 6re with the standard non( pro6ciency penalties on the following round! ( Pro6cient characters take one round to load and one round to 6re! No bonuses or penalties are applied! ( Characters with crossbow speciali1ation can 6re all three bolts each round! Specialist bonus attacks per round are negated due to the awkwardness of the weapon! $f an auto(loader unit is added to each launcher of the Triple Crossbow the following rules applyM ( Non(Pro6cient characters take one round to load and one to 6re the crossbow with standard non( pro6ciency penalties! ( Pro6cient characters can 6re all three bolts each round! ( Speciali1ed characters can 6re their normal number of crossbow attacks per round Q attacks per round chart. for each of the three 9uarrel slots ! Note ( / triple crossbow of speed will double the rate of 6re of the user overall! Characters who take one round to load and one to 6re may 6re every round! Characters who take three rounds to load and one to 6re will take one to load and one to 6re! Triple Crossbows of speed usually come with the auto(loaders usually built of dependable material! Ising these rules a non(pro6cient character would 6re three shots on every fourth round! / pro6cient character would have the same R+2 as a character with a heavy crossbow e,cept that they would have three bolts instead of one! / speciali1ed character would 6re like a character using darts! / speciali1ed character with a Triple Crossbow of Speed and auto(loaders on each launcher at level )>: would 6re a total of )< shots per round and eat up ammunition.!
!peed 'oad Mechanism This device is mounted on top of a crossbow and acts as an automatic feed device for the crossbow! The loader can hold up to Kuarrels and will feed these one after another into the Crossbow whenever the Crossbow is 6red! The e%ect this device has is to modify the rate of 6re of the Crossbow! 2or the Heavy Crossbow the loader brings the rate of 6re up to one per round speciali1ation starts at one per round and progresses normally from there.! The Crossbow must still be operated with two hands! 2or 9ight Crossbows there is no signi6cant rate of 6re increase but the crossbow may be operated one handed! 2or Hand Crossbows the weapon may be operated one handed as usual. and the other hand is not reKuired to load it! $n addition the loader also increases the rate of 6re by one per round! See above for the e%ect on Triple crossbows! -ue to the strange nature of the triple crossbow this weapon must still be held with two hands!
laming oil Arrow heads This special type of ammunition carries a half dose of Laming oil inside a specially designed tip! The head of the /rrow has been replaced with a glass arrow head! These weapons do half of the damage dice when they hit damage rolled on dice is halved.! Strength and #agic bonuses are unchanged! "hen a target is hit the arrow head shatters splashing Laming oil on the target! The dose is smaller doing only )dD damage but sets ob7ects on 6re causing them to burn as usual! These heads can also be installed on Kuarrels but may not be used with a speed loader!
!pell?ammer Main 4un
Chapter ." New Devices The #ain &un is a mass damage weapon developed by the "i1ard Tarbol! The #ain &un must be mounted in the front of a Spell7amming ship which is forked at the front such as a SKuid Ship or may be mounted on a ship such as an Blven #an(o(war which has space between its wings! The #ain &un takes 6ve rounds to prepare for a shot! -uring this 6ve rounds wi1ards stand around the 8#ain &un 2ocus8 in the bow of the ship! The #ain &un 2ocus draws power from the wi1ards and channels it into the booms of the ship either the sKuid ship spears or the #an(o("ar wings! / wi1ard may not 6re the main gun and Spell7am in the same day! "hen the main gun is 6red it draws the magical energy forth from all "i1ards participating in the 6ring! / beam of purely destructive force is then emitted forth from the bow of the 6ring ship! -amage done is discussed below! 5ecause the magic of the main gun is so powerful it interferes with the Spell7amming Helm! -ue to this the ship is struck motionless for 6ve rounds after the main gun is 6res! Ships within atmosphere do not drop but merely hang hovering! -amage done by the #ain &un is similar to a -isintegrate thus ships hit may save vs! -isintegrate for half damage! Creatures save vs! Spell for half damage! -amage done is )dD per spell level absorbed by the main gun focus! This means that for each 6rst level spell a character has one spell level is absorbed two per second level spell three per third level spell etc! Rings of "i1ardry and other such devices which enhance the number of spells the character may memori1e per day do not add to the e%ectiveness of the main gun but those 8bonus8 spells are retained after the gun is 6res as are specialist bonus spells! +nce the gun is 6red it cannot be 6red again for at least hours even if fresh wi1ards are available! The following chart summari1es the spell levels contained in fresh wi1ards those who have not used spells that day! 2or each spell cast that day subtract its level from the total! Thus a level )* "i1ard with > spell levels who has cast a 2ireball #agic #issile and $nvisibility will subtract si, from his contribution!
B,p! 9evel ) < > ? ; D E A )* )) )< )> )? );
Contribution #age ) < ? E )) )? <* ; > ;) DD EA A; ?
B,p! Contribution "u @en 9evel #age "u @en ) )D )); < )E )>* ? )A )> E ) )?E )* <* )D< )? <) )EE <* << )< <*E >> <)D ?* <; <<; ? ; ;E E< * <A
)*) ))> )<; )>; );* )D? )E< )A <*? <)) <>> ) <;D
/rea of B%ect= The beam from the main gun is )**' wide and emits from the bow of the ship or wings for an Blven #an(o("ar. and spans for )-<*:; tactical he,es D**'(<;**'. in a straight line from the bow of the ship! /ll ships in the e%ected he,es are hit! -amage to other ships is one hull point for each ten points of damage done! "hen 6red at a castle all modules of the castle absorb damage! "hen a module has absorbed points eKual to its structural points damage passes through to the modules directly behind it! #ain gun damage is dealt out to all front modules but due to thicker modules the gun may penetrate thicker into some areas of the castle than others!
Teleportation !stem This system allows rapid transport from one location to another! These systems consist of sets of four Teleportation Chamber See Tome of #agic. of the )* Cubic 2oot variety! The charges of the
Chapter ." New Devices Teleportation Chambers )** each. are all linked into a central pool of charges ?** charges total. and this central pool may be re(charged by a device similar to the main gun focus! 2or every 6ve spell levels absorbed by the crystal one charge is restored to the Teleportation Chamber pool! The Spell7amming Helm may also be used to re(charge the pool! Ising the helm to re(charge the pool drops the ship to tactical speeds and recharges one charge in the po ol per round!
New Devices
The lag 4alleon The following is a new spell7ammer hull type! Player Characters often start o% with the &alleon as their 6rst spell7amming ship! The &alleon is one of the most underrated ships! $t is viewed as a small weak slow unmanoeuvreable ship! The one bene6t the &alleon does have is that it can land and sail into most &roundling harbours unKuestioned! /s characters advance a more powerful ship may be reKuired causing the characters to abandon the ?* hull point &alleon for a ship such as a D* hull point Hammership! Here is another option! The 2lag &alleon is a large galleon! /ny who have read the series 8The 5elgaraid8 by -avid Bddings will remember the 5arak's warship! That is my idea of the 2lag &alleon! $t is 2lagship material weighing in at D* tons and can still sail into &roundling harbours! These ships are also the perfect Lagships for &roundling navies! lag 4alleon Cost= E;*** gp T= D* tons Crew= <*D* #C= B /R= D HP= D* Saving Throw= Thick wood 39= <** feet 59= ;* feet S/= ; 9arge "eapons Ram= +ptional 9anding= 9and((No "ater((Fes The 2lag &alleon is a larger version of the &alleon being D* tons as opposed to ?* tons! $t is larger less manoeuvreable but more durable! $t is often used as a 2lagship for Navy Leets and is powerful enough to be a Lagship in spell7amming Leets! $ts standard armament includesM ( < #edium 5allistae on medium turrets ( #ain -eck Port 0 Starbord ( < Heavy Catapults on Heavy Turrets ( 2orecastle and Stern Castle ( ) Heavy @ettison ( Rear mounted The "eapons are arrayed in such a way that by rolling the ship properly all weapons can be brought to bear on a single target since they are turreted! Note that the crew must be careful not to shoot o% their own mast while doing this!
Chapter " New Monsters
Dragon; Aluminum (((((((((((((((((((((((((((((((((((((( ClimateTerrain= /ny #ountains 2reKuency= 4ery Rare +rgani1ation= Solitary or Clan /ctive Cycle= /ny -iet= Special $ntelligence= B,ceptional );()D. Treasure= Special /lignment= 9awful &ood ((((((((((((((((((((((((((((((((((((((( No! /ppearing= ) <(;. /rmour Class= ) 5ase. #ovement= 2l >*C. 5r )< Hit -ice= )< 5ase. Thac*= A /t )< H-. No! of /ttacks= > : Special -amage/ttack= )-D)-D?-D Special /ttacks= Special Special -efenses= 4ariable #agic Resistance= 4ariable Si1e= & >;' 5ase. #orale= 2anatic );. P 4alue= 4ariable ((((((((((((((((((((((((((((((((((((((((( /ge ) < > ? ; D E A )* )) )<
5ody Tail >(D <(? A()A ?()* )A(<; )*()> <;(>; )>(<* >;(?; <*(>* ?;(D* >*(?* D*(E* ?*(;* E*(EA ;*(D* EA(A; D*(E* A;(* E*(A* *(A A*(* A()*; *()**
/c ? >
(E
5reath Spells <-D:) Nil ?-D:< Nil < D-D:> Nil ) A-D:? Nil * )*-D:; ) () )<-D:D ) (< )?-D:E < (> )D-D:A < ) (? )A-D: > ) (; <*-D:)* > < ) (D <<-D:)) ? < ) -D:)< ? > <
#R Nil Nil Nil EO ))O );O <)O )O >;O ?*O
p 4alue )?** <*** >*** D*** A*** *** )**** ))*** )>*** )D*** )E*** )A***
/ppearance= /t hatchling /luminum dragons are a bright silver which becomes brighter as the -ragon #atures until it 6nally dulls to grey Rather suddenly. upon reaching the 4ery +ld age category! /luminum dragons are able to speak Common a 9anguage common to all good dragons and );O of /luminum dragons have the ability to speak with all intelligent creatures at Hatchling! This ability increases )O for each age category of the dragon! Combat= /luminum dragons generally avoid violence but will welcome a chance to 6ght if provoked which doesn't take too much! They will attack a "hite -ragon on sight! The breath weapon of the /luminum -ragon is a *' long )*(;*' wide cone of cold! -amage is as listed save vs! 5reath "eapon for half damage! /luminum dragons are immune to Cold at birth and as they mature they gain the following abilitiesM ( #agic #issile ;day at @uvenile ( "all of ice )day at /dult ( Con7ure "ater Blemental >day at 4enerable ( Crystalbrittle )day at &reat "yrm /ll spells and spell like abilities are cast at Eth level plus combat modi6er! HabitatSociety= /luminum dragons prefer large amounts of treasure but not particularly valuable treasure! They will often sleep on huge mounds of copper coins! They care not for the overall value of their horde but rather the si1e and bulk of it! /n /luminum dragon would probably trade a small amount of gold for a larger amount of copper if it would increase the si1e of hisher horde and make for a better sleeping environment! Bcology= 5ecause of their metallic nature /luminum dragons prefer the taste of metal! They will however eat almost anything especially a creature which challenges the dragons! /luminum dragons also have a nasty habit of keeping a container of some kind around full of live monsters usually small creatures such as &oblins and 3obolds to munch on when hungry! +n occasion a larger creature may be found in this container but never one large enough to cause the -ragon a problem!
New Monsters
Dragon; Iron (((((((((((((((((((((((((((((((((((((( ClimateTerrain= #ountains 2reKuency= 4ery Rare +rgani1ation= Solitary or Clan /ctive Cycle= /ny -iet= Special $ntelligence= High )>()?. Treasure= Special /lignment= Chaotic &ood ((((((((((((((((((((((((((((((((((((((( No! /ppearing= ) <(;. /rmour Class= () 5ase. #ovement= 2l >* C. 5r )* Hit -ice= )< 5ase. Thac*= /t ) : Special -amage/ttack= )-A)-A<-)* Special /ttacks= Special Special -efenses= 4ariable #agic Resistance= 4ariable Si1e= & ??' base. #orale= /light )D base. P 4alue= 4ariable ((((((((((((((((((((((((((((((((((((((((( /ge ) < > ? ; D E A )* )) )<
5ody Tail /c >(D <(; < A()D ?(<* ) )D(>; <*(?* >;(?? >)(?* ?>(;> ?*(;* ;*(D* ;*(D* D*(E* D*(E* E*(A* E*(A* A*(; A*(* ;())* *()** (E )*;()<* *())* )<*()?* ))*()<*
5reath Spells #R <-?:) Nil Nil ?-?:< Nil Nil * D-?:> Nil () A-?:? ) (< )*-?:; < (> )<-?:D > (? )?-?:E ? (; )D-?:A ? ) (D )A-?: ? < <*-?:)* ? > ) ?*O (A <<-?:)) ? ? < ( -?:)< ? ? > )
Nil )*O );O <*O <;O >*O >;O ;*O D*O
p 4alue )?** <*** >*** D*** A*** *** )**** ))*** )>*** )D*** )E*** )A***
/ppearance= $ron dragons have a certain anity for humans feeling that they should 7oin with the humans and be like -ragons out of myth with the might dragon knight on hisher back! This particular breed of dragon is full of dreams often letting a human ride 7ust for the sake of living those dreams if only for a short time! $ron dragons have silvery scales which Kuickly become dull grey once the dragon reaches the Foung /dult stage! $ron -ragons speak Common and a language common to all &ood -ragons! DO of Hatchlings can communicate with all living creatures! This skill increases DO per age category of the -ragon! Combat= $ron -ragons love to battle! They especially love taking revenge upon foes for it gives them an e,cuse to use their most brutal attacks! The $ron -ragons have two breath weapons! +ne is a stream of #olten Rock which spews forth from the -ragon's #outh ;' wide and E*' long! This breath does the listed damage save vs! 5reath weapon for half damage! The other breath weapon is a gust of wind that is A*' long and )*(?*' wide from the dragon's mouth! $ron -ragons are immune to 2ire and Heat as well as not being e%ected by high winds while in Light! $ron -ragons gain the following abilities as they ageM ( "ind "all )day at Foung /dult ( Transmute Rock to #ud <day at /dult ( Control "eather ;day at &reat "yrm /ll spells and spell like abilities are used at Dth level plus combat modi6er! HabitatSociety= $ron -ragons en7oy the company of other creatures unlike most dragons and are especially fond of furry little forest creatures! Bcology= $ron -ragons eat anything especially #etal and Stone! They consider Stone &olems a particular delicacy and will go to great lengths to defeat one for the purposes of eating it!
New Monsters
Dragon; 'ead (((((((((((((((((((((((((((((((((((((( ClimateTerrain= Inder "ater 2reKuency= 4ery Rare +rgani1ation= Solitary or Clan /ctive Cycle= /ny -iet= Special $ntelligence= /verage ()*. Treasure= None /lignment= 9awful &ood ((((((((((((((((((((((((((((((((((((((( No! /ppearing= ) <(;. /rmour Class= ) 5ase. #ovement= 2l >*C. Sw )< Hit -ice= )> 5ase. Thac*= E /t )> H-. No! of /ttacks= > : Special -amage/ttack= )-A)-A>-)*:Special Special /ttacks= Special Special -efenses= 4ariable #agic Resistance= 4ariable Si1e= & ??' base. #orale= 2anatic );. P 4alue= 4ariable ((((((((((((((((((((((((((((((((((((((((( /ge ) < > ? ; D E A )* )) )<
5ody Tail >(D <(D D()D D(); )D(>D );(<* >D(?? <*(<; ??(;* <;(>; ;*(D* >;(?* D*(E* ?*(;* E*(E; ;*(D* E;(A* D*(E* A*(* E*(A* *(; A*(* ;())* *()**
/c ? >
(E
5reath Spells <-A:) Nil ?-A:< Nil < D-A:> Nil ) A-A:? ) * )*-A:; < () )<-A:D > (< )?-A:E ? (> )D-A:A ? ) (? )A-A: ? < (; <*-A:)* ? >) (D <<-A:)) ? ?< -A:)< ? ?> )
#R Nil Nil Nil )*O <*O >*O ?*O ;*O D*O D;O E*O E;O
p 4alue )?** <*** >*** D*** A*** *** )**** ))*** )>*** )D*** )E*** )A***
/ppearance= "hen hatched 9ead dragons have dull grey scales which become even duller as the dragon ages! 9ead -ragons speak Common a 9anguage common to all &ood -ragons and day at #ature /dult ( Polymorph Self >day at 4enerable ( Polymorph /ny +b7ect >day at &reat "yrm 9ead -ragons cast their spells at Eth level plus combat modi6er! HabitatSociety= 9ead dragons are not solitary but prefer the company of powerful allies! Their dedication towards good causes the 9ead -ragons to seek out these powerful allies and the 9ead -ragon's de6nition of a Powerful /lly is anyone powerful enough to best the dragon himself in combat ie! high level adventurers! Bcology= 9ead -ragons will eat anything! They are especially fond of Clay or $ron &olems and will go to great lengths to get one!
New Monsters
Dragon; Magnesium (((((((((((((((((((((((((((((((((((((( ClimateTerrain= /ny #ountain 2reKuency= 4ery Rare +rgani1ation= Solitary or Clan /ctive Cycle= /ny -iet= Special $ntelligence= B,ceptional );()D. Treasure= Special /lignment= Chaotic &ood ((((((((((((((((((((((((((((((((((((((( No! /ppearing= ) <(;. /rmour Class= * 5ase. #ovement= 2l >*5. @p > Hit -ice= )? 5ase. Thac*= A /t )? H-. No! of /ttacks= > : Special -amage/ttack= )-A)-A<-)< Special /ttacks= Special Special -efenses= 4ariable #agic Resistance= 4ariable Si1e= & ?;' 5ase. #orale= 2anatic )E()A. P 4alue= 4ariable ((((((((((((((((((((((((((((((((((((((((( /ge 5ody Tail /c 5reath Spells #R ) ;(); >(D > <-)*:) Nil Nil < );(<; D()< < ?-)*:< Nil Nil > <;(?* )<()D ) D-)*:> Nil ? ?*(;* )D(<* * A-)*:? Nil ; ;*(D; <*( () )*-)*:; Nil D D;(E* (>* (< )<-)*:D ) E E*(A* >*(>; (> )?-)*:E < A A*(AA >;(?* (? )D-)*:A < ) AA(; ?*(;* (; )A-)*: < < )* *()** ;*(E* (D <*-)*:)* <<) )) )**())* E*(* (E <<-)*:)) < < < )< ))*()<* *()** (A -)*:)< ><<
Nil Nil >;O ?*O ?;O ;*O ;;O
p 4alue >*** ?*** D*** A*** )**** )>*** )?*** );*** )E*** D*O )A*** D;O )*** E*O <****
/ppearance= /t birth #agnesium -ragons have silvery scales which shine! / #agnesium dragon's scales stay the same throughout its life! #agnesium -ragons speak Common a language common to all &ood dragons and ;O of Hatchlings have the ability to communicate with all intelligent creatures! This chance increases by *' wide doing the listed damage saving throw vs! 5reath weapon for half damage! #agnesium -ragons are immune to 2ire and Heat! They gain the following abilities as they ageM ( Continual light >day at young ( 9ight as per spell. at will at /dult ( Polymorph Self >day at +ld ( -ancing lights >day at 4enerable ( Cure 5lindness >day at "yrm #agnesium -ragons cast their spells at Eth level plus combat modi6er! The most uniKue ability of the #agnesium -ragon is its glowing ability! /lthough they are immune to damage caused by 6re based attacks the #agnesium dragons are e%ected by them! #agnesium -ragons do not apply their #agic Resistance towards 2ire 5ased attacks by choice! "hen a #agnesium -ragon is struck by a 6re based attack no damage is caused but the -ragon sheds a great amount of light! This light is harmless to the -ragon but very harmful to onlookers! The sphere of light emitted by a #agnesium dragon is ten yards in radius per die of damage the 6re based attack would have caused! Bach :> on the damage dice count as one additional die with regard to this e%ect! Thus a 2ireball cast by a )*th level wi1ard would cause the #agnesium -ragon to glow in a )** yard radius! /ny creature caught in the radius of the light sphere must roll a saving throw vs! spell or be blinded for one round per die of the attack! $f )* or more dice were used the roll is at a (> penalty and the blindness is permanent until a Cure 5lindness is caused! The #agnesium -ragon's favourite combat tactic is to breath on itself! / &reat "yrm #agnesium -ragon sheds light in a or be blinded until a cure blindness is cast! HabitatSociety= #agnesium -ragons are on a hopeless Kuest to unite all of good dragon kind! /ll good dragons are sub7ect to this Kuest! The #agnesium dragons strive to unite the good dragons against their evil brethren and destroy them once and for all! They also want any Neutral -ragons to 7oin too! Bcology= #agnesium dragons are capable of metaboli1ing 6re including their own breath weapon and thus need not actually eat though they 6nd their own 6re Kuite bland! #agnesium dragons often polymorph into human form and perform the circus trick of eating 6re literally! They consider lava a delicacy and will always try to eat an Bfreet when one is encountered! Should a #agnesium -ragon ever 6nd its way to the Blemental plane of 6re things would be interesting indeed! The $nhabitants of this plane have recently reali1ed what the #agnesium -ragon does and are taking careful steps to keep them from ever entering!
New Monsters
Dragon; ,n) (((((((((((((((((((((((((((((((((((((( ClimateTerrain= 2orest 2reKuency= 4ery Rare +rgani1ation= Solitary or Clan /ctive Cycle= /ny -iet= Special $ntelligence= B,ceptional );()D. Treasure= Special /lignment= Chaotic Bvil ((((((((((((((((((((((((((((((((((((((( No! /ppearing= ) <(;. /rmour Class= (? 5ase. #ovement= )< 2l ?*C. @P > Hit -ice= ); 5ase. Thac*= ; /t ); H-. No! of /ttacks= > : Special -amage/ttack= )-)*)-)*;-D Special /ttacks= Special Special -efenses= 4ariable #agic Resistance= 4ariable Si1e= & ?A' 5ase. #orale= 2anatic )E()A. P 4alue= 4ariable ((((((((((((((((((((((((((((((((((((((((( /ge ) < > ? ; D E A )* )) )<
5ody Tail /c ;(); >(D () );(<; D()* (< <;(>< )*()A ><(?A )A( ?A(;; (>* ;;(D< >*(>D D<(E* >D(?< E*(E; ?<(;* E;(A; ;*(D< A;(; D<(E* ;()*; E*(A* )*;()<; E*(;
5reath Spells #R <-)<:) Nil ;O ?-)<:< Nil )*O (> D-)<:> Nil )EO (? A-)<:? ) )O (D )<-)<:D < ) >AO (E )?-)<:E < < ?;O (A )D-)<:A < < ) ; < < D<) ()) <<-)<:)) ?>>< ()< -)<:)< ; ? > <
p 4alue >*** ?*** D*** A*** )**** )>*** )?*** );*** )E*** E*O )A*** E;O )*** A*O <****
/ppearance= +ny, -ragons appear similar to 5lack -ragons e,cept that their scales are Kuite shiny as well as the physical shape di%erences all dragon sub(species have! +ny, -ragons always have shiny scales even as they age! +ny, -ragons speak Common a language common to all Bvil -ragons and );O of Hatchlings have the ability to communicate with all intelligent creatures! This chance increases by ;O for each age category of the dragon! Combat= +ny, dragons are deadly predators! They prefer to lay in the shadows of their lairs letting their dark colour hide them and pounce out with their breath weapons at the last moment! The 5reath "eapon of the +ny, -ragon is a cloud of 8/nhialation &as8 which 6lls a )**' cube directly in front of the dragon! The gas does the damage listed save vs! 5reath weapon for half damage! /ny damage caused by this breath weapon is caused by destruction of the Lesh similar to that of a 8-isintegration8 spell and must be healed with a Regenerate spell! 4ictims slain by the breath weapon are considered to have been disintegrated! +ny, -ragons are immune to -isintegration at birth and gain the following abilities as it agesM ( Sphere of -arkness ;day at 4ery Foung <*' rad!/ge category. ( Cause 5lindness >day at #ature /dult ( -imension -oor >day at 4enerable ( -isintegrate )day at &reat "yrm +ny, -ragons cast their spells at ))th level plus combat modi6er! HabitatSociety= There are very few +ny, -ragons up and about! They are very dangerous and &ood dragons often band together to deal with them harshly! +ny, -ragons en7oy to terrori1e creatures and watch them Lee in terror! They scorn the lesser dragons and never co(operate with anything e,cept another +ny, -ragon which is their ma7or downfall! Two +ny, -ragons co(operating will eventually turn on one another! Bcology= +ny, -ragons live very solitary lives! They hunt good and other Bvil dragons alike! +ny, -ragons will eat anything even other dragons!
New Monsters
Dragon; ,range (((((((((((((((((((((((((((((((((((((( ClimateTerrain= /ny 2orest or #ountain 2reKuency= 4ery Rare +rgani1ation= Solitary or Clan /ctive Cycle= /ny -iet= Special $ntelligence= 4ery ))()<. Treasure= Special /lignment= 9awful Bvil ((((((((((((((((((((((((((((((((((((((( No! /ppearing= ) <(;. /rmour Class= () 5ase. #ovement= 2l >*C. 5r )< Hit -ice= )< 5ase. Thac*= /t )< H-. No! of /ttacks= > : Special -amage/ttack= )-A)-A<-)< Special /ttacks= Special Special -efenses= 4ariable #agic Resistance= 4ariable Si1e= & ??' 5ase. #orale= 2anatic )E 5ase. P 4alue= 4ariable ((((((((((((((((((((((((((((((((((((((((( /ge ) < > ? ; D E A )* )) )<
5ody Tail >(D <(? E(<* ?()* <*(>) )<(); ><(?? )D(<; ?;(;? <;(>; ;;(D> >;(?; D?(E* ?;(;; E*(EA ;;(D; EA(A; D;(E; A;(* E;(A; *(A A;(; A()*; ;()*;
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5reath Spells <-D:) Nil ?-D:< Nil * D-D:> Nil () A-D:? ) (< )*-D:; < (> )<-D:D < (? )?-D:E < (; )D-D:A > ) (D )A-D: > < (E <*-D:)* ? > ) (A <<-D:)) ? > < -D:)< ? ? >
#R Nil Nil Nil AO )DO
p 4alue )?** <*** >*** D*** A*** *** )**** ))*** )>*** )D*** )E*** )A***
/ppearance= +range -ragons are a dull orange as they hatch but become brighter and brighter as they age! +range -ragons speak Common a 9anguage common to all Bvil -ragons and <*O of hatchlings have the ability to communicate with all intelligent creatures! This chance increases by ;O per age category of the -ragon! Combat= +range -ragons are 6erce 6ghters who like to use all their combat abilities and not 7ust stick to the most e%ective ones! /n +range -ragon may use ClawClaw5ite "ing 5u%et Tail Slap 5reath then some spells and cycle through the entire routine again! They en7oy battles against large numbers of pathetic foes such as armies of level 1ero 6ghters and will attack these for fun whenever possible! The breath "eapon of an +range -ragon is a 7et of Lame E*' long and )*' wide all along its length! -amage is as listed above save vs! 5reath weapon for half damage! +range -ragons are immune to 2ire and gain the following abilities as they ageM ( Cantrip >day at very young! ( Polymorph other )day at 7uvenile ( Slay 9iving )day at adult ( 2ireball ;day at old ( -elayed 5last 2ireball >day at 4enerable ( #agic #issile at will at &reat "yrm /ll of the +range -ragons spell powers are at t he Ath level plus combat modi6er! HabitatSociety= +range dragons are particularly evil and malevolent in the fact that they will form alliances with other evil creatures if it serves to better their cause! $f one crosses an +range dragon the -ragon will ruin hisher life by destroying all hisher possessions and leaving the o%ender standing perfectly unharmed on the site of hisher former residence! Bcology= +range -ragons prefer to eat large numbers of &oblinoid creatures such as +rcs &oblins 3obolds and Hobgoblins! They don't like the te,ture of &nolls but will eat them gladly if th eir hair has been burnt o%! They consider Trolls a wonderful snack because there's always more for later!
New Monsters
Dragon; +in( (((((((((((((((((((((((((((((((((((((( ClimateTerrain= /ny +cean or 5each 2reKuency= 4ery Rare +rgani1ation= Solitary or Clan /ctive Cycle= /ny -iet= Special $ntelligence= B,ceptional );()D. Treasure= Special /lignment= 9awful Bvil ((((((((((((((((((((((((((((((((((((((( No! /ppearing= ) <(;. /rmour Class= * 5ase. #ovement= 2l >*C. Sw )< Hit -ice= )< 5ase. Thac*= )* /t )< H-. No! of /ttacks= > : Special -amage/ttack= )-D)-D?-A Special /ttacks= Special Special -efenses= 4ariable #agic Resistance= 4ariable Si1e= & >A' 5ase. #orale= /light );()D. P 4alue= 4ariable ((((((((((((((((((((((((((((((((((((((((( /ge ) < > ? ; D E A )* )) )<
5ody Tail >(D <(? A()A ?()* )A(<; )*()> <;(>* )?(<* >)(>A <)(>* ?)(;) >*(?* ;<(D> ?*(;; D?(DA ;;(D* D(E; D*(E; ED(A; E;(A* AD(; A*(* D()** *()**
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(A
5reath Spells <-A:) Nil ?-A:< Nil ) D-A:> Nil * A-A:? Nil () )*-A:; ) (< )<-A:D < (> )?-A:E > (? )D-A:A ? ) (; )A-A: ; < ) (D <*-A:)* D > < (E <<-A:)) E ? > -A:)< A ; ?
#R Nil Nil Nil O )AO DO ?;O ;?O D>O E
p 4alue )?** <*** >*** D*** A*** *** )**** ))*** )>*** )D*** )E*** )A***
/ppearance= "hen 6rst hatched the scales of a Pink -ragon are soft as felt /C )*. but Kuickly harden about a half hour after hatching! /s a Pink -ragon ages its scales become brighter and brighter! The sight of a &reat "yrm Pink -ragon is slightly painful to the eyes! Pink -ragons speak Common a 9anguage common to all Bvil -ragons and <;O of Hatchlings have the ability to communicate with all intelligent creatures this chance increases by day at 4enerable ( Polymorph /ny +b7ect <day at &reat "yrm Pink -ragons cast their spells at Eth level plus combat modi6er! HabitatSociety= Pink -ragons consider themselves the most beautiful creatures in e,istence and will work hard to maintain their beauty! Their treasure will often include many mirrors and other reLective surfaces! #any have considered Pink -ragons dainty and have paid for that as they were engulfed in Lames! Pink dragons are reluctant to 6ght hand to hand or Claw to Claw. but will share their breath weapon freely! $nsulting a Pink -ragon's appearance is almost certain doom or a good 6ght.! /s a race Pink -ragons feel insulted if they are not made into /rmour when slain! $f a Pink -ragon sees /dventurers walking away from the body of another Pink -ragon they have slain heshe will become angry if the scales are left intact as this is considered a great insult! Bcology= Pink -ragons are health food fanatics which is strange considering that their system can metaboli1e anything! They often eat salads not reali1ing that rock will do 7ust as well and taste better too! Since dragons have such highly ecient systems they do not gain weight and thus the origin of this trait is Kuite mysterious!
New Monsters
Dragon; Hellow (((((((((((((((((((((((((((((((((((((( ClimateTerrain= /ny -esert 2reKuency= 4ery Rare +rgani1ation= Solitary or Clan /ctive Cycle= /ny -iet= Special $ntelligence= /verage A()*. Treasure= Special /lignment= Chaotic Bvil ((((((((((((((((((((((((((((((((((((((( No! /ppearing= ) <(;. /rmour Class= () 5ase. #ovement= 2l >*C. 5r )< Hit -ice= ); 5ase. Thac*= E /t ); H-. No! of /ttacks= > : Special -amage/ttack= )-A)-A?-D Special /ttacks= Special Special -efenses= 4ariable #agic Resistance= 4ariable Si1e= & ?;' 5ase. #orale= 2anatic )E. P 4alue= 4ariable ((((((((((((((((((((((((((((((((((((((((( /ge ) < > ? ; D E A )* )) )<
5ody Tail >(D >(D E(<* E()< <)(>* )>()E >)(?; )A(<; ?D(;) ? ;<(D< >;(?> D>(E) ??(;; E<(EA ;D(DA EA(A; D(A< A;(* A>()*< *(A )*>())* A()*; )))()<*
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(E (A (
5reath Spells <-A:) Nil ?-A:< Nil * D-A:> Nil () A-A:? Nil (< )*-A:; Nil (> )<-A:D ) (? )?-A:E < (; )D-A:A > (D )A-A: > ) <*-A:)* ? < ) <<-A:)) ; > < -A:)< ; ? >
#R Nil Nil Nil EO )?O >O ?;O ;O D;O
p 4alue >*** ?*** D*** A*** )**** )>*** )?*** );*** )E*** )A*** )*** <****
/ppearance= /t birth Fellow -ragons are dull yellow! /s they age their colour becomes brighter but never glitters like gold instead appearing similar to a yellow crayon! Fellow dragons speak Common a 9anguage common to all Bvil -ragons and )O of Hatchlings have the ability to communicate with all intelligent creatures! This chance increases by ;O for each age category of the -ragon! Combat= Fellow dragons love to 6ght! They can never get enough combat and often go out looking for it! / yellow dragon motto is that if it doesn't 6ght back its not worth eating! Though di%erent species of Bvil dragons don't get along that well there is one e,ception! Fellow and +range dragons get along! Fellow dragons are the only dragons known to e,ist which have three breath weapons ( count them three! The 6rst is a cone of Lame ;*' long and )*(;*' wide doing the listed damage! The second is a 9ightning bolt which is )**' long and ;' wide also doing the listed damage! 5oth breath weapons allow a save vs! 5reath weapon for half damage! The third breath weapon of the Fellow dragon is a cloud of yellowish gas which 6lls a ?*' cube! This 89aughing &as8 e%ects all targets in the area of e%ect as a 8Tasha's uncontrollable hideous 9aughter8 unless a save vs! 5reath weapon is successful! Creatures with more hit dice or levels. than the dragon are immune! Fellow -ragons are immune to 2ire &as and all Blectrical attacks! They gain the following abilities as they ageM ( #agic #issile <day at very young! ( Stinking Cloud <day at @uvenile ( Tasha's Incontrollable Hideous 9aughter >day at /dult ( Haste )day at 4enerable ( +tto's $rresistible -ance )day at &reat "yrm Fellow dragons cast their spells at Ath level plus combat modi6er! HabitatSociety= Fellow -ragons consider themselves to be superior to all other dragons and tend t o brag about having three breath weapons! /nything in their domain must either leave or be attacked! They will tolerate other Fellow dragons and even +range -ragons providing they spar with them on occasion! Bcology= Fellow dragons love fruit especially those yellow in colour which th ey consider to be reLective of their own perfection!
New Monsters
Dragon; Binc (((((((((((((((((((((((((((((((((((((( ClimateTerrain= /nywhere Snow is 2reKuency= 4ery Rare +rgani1ation= Solitary or Clan Ski team. /ctive Cycle= /ny -iet= Special $ntelligence= 4ery ))()<. Treasure= Special /lignment= Chaotic &ood ((((((((((((((((((((((((((((((((((((((( No! /ppearing= ) <(;. /rmour Class= * 5ase. #ovement= 2l >*C. Slide ?A* Hit -ice= )? 5ase. Thac*= A /t )? H-. No! of /ttacks= > : Special -amage/ttack= )-)*)-)*<-D Special /ttacks= Special Special -efenses= 4ariable #agic Resistance= 4ariable Si1e= & >;' 5ase. #orale= 2anatic );. P 4alue= 4ariable ((((((((((((((((((((((((((((((((((((((((( /ge ) < > ? ; D E A )* )) )<
5ody Tail >(D <(? A()A ?()* )A(<; )*()> <;(>; )>(<* >;(?; <*(>* ?;(D* >*(?* D*(E* ?*(;* E*(EA ;*(D* EA(A; D*(E* A;(* E*(A* *(A A*(* A()*; *()**
/c > <
(A
5reath Spells <-D:) Nil ?-D:< Nil ) D-D:> Nil * A-D:? ) () )*-D:; < (< )<-D:D > (> )?-D:E > (? )D-D:A > ) (; )A-D: > < (D <*-D:)* > > ) (E <<-D:)) > > < -D:)< ? ? >
#R Nil Nil Nil )*O );O <*O <;O >*O >;O ?*O ;*O D*O
p 4alue )?** <*** >*** D*** A*** *** )**** ))*** )>*** )D*** )E*** )A***
/ppearance= /t birth Ginc dragons have dull silver scales as hatchlings which become more and more shiny as they age until they are almost indistinguishable from Silver -ragons! Ginc -ragons speak Common a language common to all g ood dragons and day at #ature /dult ( Polymorph Self >day at +ld ( Snillocs snowball swarm >day at 4enerable ( Polymorph /ny +b7ect >day at &reat "yrm! Ginc -ragons cast their spells at Eth level plus combat modi6er! HabitatSociety= Ginc -ragons are the playful dragons! $f more than one Ginc -ragon is in the same area in a snowy area they will set up what they refer to as a Ski Team! Ginc -ragons en7oy to race one another in the snow and will s earch far and wide for other competitors to 7oin their 8Ski Team8! Bcology= Ginc -ragons en7oy to eat 3obolds as they feel that it helps them slide on snow faster no one knows why they think this.! 9ike all dragons they can eat anything and often are forced to eat snow due to the scarcity of oth er creatures in their region! Ginc dragons will not eat snow if it is yellowU