TEXT: COMPLETE HANDBOOK
  COMPILED INFORMATION FOR PLAYERS AND DUNGEON MASTERS
  By
  Joel Sparks
  Version 1.0 – February 21, 2005
  
  A CO M P I L E D VO LUME OF I N FO R M AT I O N FO R P LAYERS OF
  SAVAGE WORLDS® GAMES IN THE STYLE OF
  ADVANCED DUNGEONS & D R A G O N S®, INC LU D I NG : CH A R ACTER RACES, 
  C LASSES, AND RANK ABILITIES; SPELLS TABLES AND DESCRIPTIONS; 
  EQUIPMENT CO STS; WEAPONS DATA; AND INFO R M ATION ON CO N V E R S I O N.
  by Joel Sparks
  © 2005
  Playtested by:
  Bighara
  Chosh Navar
  Devyous D
  S avage Wo rlds and all associated re fe rences belong to Pinnacle Ente rtainment Group and are used without perm i s s i o n .
  AD&D and all associated re fe rences belong to Wi z a rds of the Coast and are used without perm i s s i o n .
  No claim is made to such mate rials, which are emp l oyed out of tri b u te and affe c t i o n .
  S P E C I A L R E F E R E N C E W O R K
  PLAYERS SECTION
  
  3
  CONTENTS
  CREATING THE PLAYER CHARACTER  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  CHARACTER RACES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  CHARACTER LANGUAGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  MONEY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  EDGES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  CHARACTER CLASSES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  CLASS ABILITIES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
  SAVING THROWS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
  Clerics  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
  Druids  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
  Animal companion  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
  Fighters  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
  Paladins  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
  Rangers  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
  Magic-Users  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
  Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
  Spellbooks  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
  Thieves  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Assassins  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Monks  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Bards  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  ALIGNMENT  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Sample Deities  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  EQUIPPING THE CHARACTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
  Armor and Shields  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
  Weapons  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
  SPELL TABLES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
  SPELL EXPLANATIONS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
  Clerics  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
  Druids  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
  Magic-Users  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
  TABLES AND CHARTS
  Savage Worlds Ranks Reminder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  List of Languages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Commonly Available Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Paladin Spell List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Ranger Spell List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Monk Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Bard Spell List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  The Nine Alignments and Sample Deities for Each . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Armor and Shields by Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Hand Held Weapons by Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Hurled Weapons and Missile by Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Armor and Weapons Permitted by Character Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Cleric Spell Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Druid Spell Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Magic-User Spell Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Dungeon Masters Section begins on Page 33
  
  4
  CREATING THE PLAYER CHARACTER
  These rules are for making new characters. To convert
  existing D&D characters, give them 10 experience points
  per D&D level and choose th abilities that fit best, with-
  out reference to AD&S character classes.
  Remember that Non Player Characters (NPCs) don't
  have to follow the same rules as PCs. The Dungeon
  Master (DM) just gives them whatever abilities she sees
  fit.
  Follow the character creation rules in Savage Worlds,
  but use 6 points for attributes.
  There are seven Races and ten Classes. Choose one Race
  and one Class. Any Race can be any Class.
  Race: Each Race comes with certain Hindrances and
  Edges. Some Racial Edges have easier requirements than
  standard versions, but the character must qualify for
  each Edge to receive its benefits. (Thus Elves, to get the
  Acrobat Edge, will tend to take high Agility.) If a charac-
  ter only later qualifies for a racial Edge, the benefits
  "kick in".
  Each Race balances to one Edge. The character can take
  up to two more Edges by taking two Minor Hindrances
  and one Major Hindrance, as usual in Savage Worlds.
  Class: Each Class comes with certain Hindrances and
  Edges. The character must qualify for the initial Class
  Edges in order to become that Class. A character who
  cannot qualify for any other Class can be a Fighter by
  taking a Fighting Skill of d8. 
  Edges: Certain Edges are available to anyone. The rest
  can only be acquired by being of an appropriate Race
  or Class. In addition to initial Class Edges, each Class has
  a list of Edges which its members may later acquire.
  The Arcane Resistance Edge does affect the character's
  own spells, except for Monks.
  Hindrances: Characters can take any Hindrance, except
  that Clerics and Magic-Users cannot be Illiterate. Druids,
  Bards, Monks and non-spellcasters may be Illiterate. An
  Illiterate character can never use magic scrolls or books.
  The All Thumbs Hindrance gives –2 on the Lockpicking
  Skill, and requires an Agility roll to activate any magic
  item that is not always on or self-activating. Each attempt
  is an action. A natural roll of 1, regardless of Wild Die,
  indicates a mishap: spilled potion, torn scroll, wand
  pointed backward, etc.
  Skills: Start with 15 Skill points, just as in Savage Worlds.
  Each Class has a list of available Skills. These are the
  only Skills available, but acquiring a new Class Skill at
  d4 after play begins does not cost double points. This dif-
  fers from Savage Worlds rules. If the DM allows a char-
  acter to acquire a Skill that is not on his Class list, it costs
  double both to acquire and to advance – triple when the
  Skill exceeds the associated attribute.
  Instead of the Guts skill, use a Spirit roll.
  Example: AD&S characters have many more Hindrances
  and Edges than standard Savage Worlds characters. For
  example, an Elven Magic-User with d6 Agility will have
  the Ac robat, Infravision, Arcane Back g round, and
  Wizard Edges, plus the Frail and Vow Hindrances, plus
  two Minor Hindrances, one Major Hindrance, and two
  more Edges chosen by the player.
  Alignment: Choose an Alignment, and a deity if applica-
  ble. See page 20.
  Equipment: Starting money is 200 gp, or 100 gp for
  those with Poverty. See more about money on page .
  Savage Worlds Ranks Reminder
  (N):
  Novice ............0 to 19 character points
  (S):
  Seasoned ........20 to 39 character points
  (V):
  Veteran ...........40 to 59 character points
  (H):
  Heroic .............60 to 79 character points
  (L):
  Legendary .......80 or more character points 
  CREATING THE PLAYER CHARACTER
  
  5
  CHARACTER RACES
  CHARACTER RACES
  CHARACTER RACES
  Each character belongs to one of the seven "civilized"
  races. Each racial package balances to one Edge.
  Dwarves:
  Racial Edges:
  Arcane Resistance (Sp d6)
  Infravision
  V: Giant Killer
  Racial Hindrances:
  Squat (+1 Toughness, –1 Pace, running die d4;
  counts as "small" for weapon/shield restrictions)
  Surly (–2 Charisma)
  Additional to Start:
  2 Minor Hindrances for 1 Edge
  1 Major Hindrance for 1 Edge
  Dwarves get the Arcane Resistance Edge with a Spirit of
  only d6. Improved Arcane Resistance still requires a
  Spirit of d8. When a Dwarf reaches Veteran, he gains
  the benefits of the Giant Killer Edge for free, against
  creatures of Size +3 or greater. All Dwarves speak
  Dwarvish and Common.
  Elves:
  Racial Edges:
  Acrobat (A d8)
  Infravision
  Racial Hindrances:
  Frail (–1 Toughness)
  Additional to Start:
  2 Minor Hindrances for 1 Edge
  1 Major Hindrance for 1 Edge
  Elves get the Acrobat Edge with no Strength require-
  ment. All Elves speak Elvish and Common.
  Gnomes:
  Racial Edges:
  Arcane Resistance (Sp d6)
  Infravision
  V: Giant Killer
  Racial Hindrances:
  Small (–1 Toughness; certain weapon and shield
  restrictions)
  Additional to Start:
  2 Minor Hindrances for 1 Edge
  1 Major Hindrance for 1 Edge
  Gnomes get the Arcane Resistance Edge with a Spirit of
  only d6. Improved Arcane Resistance still requires a
  Spirit of d8. When a Gnome reaches Veteran, he gains
  the benefits of the Giant Killer Edge for free, against
  creatures of Size +2 or greater. All Gnomes speak
  Gnomish and Common.
  Half-Elves:
  Racial Edges:
  Infravision
  Racial Hindrances:
  None!
  Additional to Start:
  2 Minor Hindrances for 1 Edge
  1 Major Hindrance for 1 Edge
  Half-Elves speak Elvish and Common.
  
  6
  Halflings:
  Racial Edges:
  Arcane Resistance (Sp d6)
  Quick
  Racial Hindrances:
  Small (–1 Toughness; certain weapon and shield
  restrictions)
  Additional to Start:
  2 Minor Hindrances for 1 Edge
  1 Major Hindrance for 1 Edge
  Halflings get the Arcane Resistance Edge with a Spirit of
  only d6. Improved Arcane Resistance still requires a
  Spirit of d8. Only some Halflings have Infravision; they
  can choose it as one of their open Edges. Halflings speak
  Common. 
  Half-Orcs:
  Racial Edges:
  Brawny
  Infravision
  Racial Hindrances:
  Outsider (–2 Charisma)
  Ugly (–2 Charisma)
  Additional to Start:
  2 Minor Hindrances for 1 Edge
  1 Major Hindrance for 1 Edge
  Half-Orcs are widely despised. They speak Orcish and
  Common.
  Humans:
  Racial Edges:
  None
  Racial Hindrances:
  None
  Additional to Start:
  2 Minor Hindrances for 1 Edge
  1 Major Hindrance for 1 Edge
  1 Free Edge
  Humans speak Common.
  CHARACTER LANGUAGES
  All characters, and many intelligent monsters, speak the
  common tongue, known as Common. In addition to the
  racial languages above, for each die type of Smarts
  above d6 a character can choose one of the languages
  listed below, subject to DM approval.
  - Draconic (dragons, kobolds, lizard men)
  - Dwarvish
  - Elvish
  - Fairy (sprites, pixies, dryads, etc.)
  - Giantish (ogres, giants, titans, etc.)
  - Gnomish
  - Orcish (orcs, goblins, most humanoids)
  - Mer (nixies, mermen, etc.)
  - Undercommon (Drow)
  Many other languages are possible, such as the Fiery
  Speech of efreets and fire elementals, dialects peculiar to
  humanoids like bugbears or minotaurs, and the secret
  cants of various guilds and religions.
  Literate characters can read and write in all languages
  they know, although some written forms may be limited.
  MONEY
  The standard unit of money is the gold piece (gp). A sil-
  ver piece (sp) is worth 1/10th gp. A copper piece is
  worth 1/100 gp. A platinum piece (pp) is worth 10 gp.
  All these coins weigh about ten to the pound.
  Conversion into more valuable coin types is done in
  towns for a 10% surcharge. For example, a character
  can trade 110 gp for 10 pp, saving 10 pounds in weight.
  Gems and jewelry are valued by their purchasing power.
  For example, a "100 gp gem" will buy as much as 100
  gold pieces. Purchase of gems and jewelry is at a 25%
  surcharge, because they are so portable. That same gem
  would cost a character 125 gp in the marketplace.
  Novice characters start with 200 gp worth of cash and
  equipment, or 100 gp for those with Poverty. See equip-
  ment lists starting on page XX.
  Additional funds can be bought with Skill Points. Each
  point (or half a level up) gets the character 200 gp at
  Novice, 400 gp at Seasoned, 800 gp at Veteran, 1,600
  gp at Heroic, or 3,200 gp at Legendary. Halve these
  amounts for those with Poverty.
  CHARACTER RACES
  MONEY
  
  7
  EDGES
  Any Race or Class can take the Edges listed below.
  Unless otherwise noted in Race or Class description, the
  character must still qualify for the Edge per Savage
  Worlds rules.
  Alertness*
  Ambidextrous* (A d8)
  Attractive* (V d6)
  Very Attractive*
  Brawny* (St d6, V d6)
  Charismatic (Sp d8)
  Combat Reflexes (S)
  Common Bond
  Danger Sense (WC, Sp d8)
  Fast Healer* (V d8)
  Fleet-Footed (A d6)
  Followers (L, WC)
  Hard to Kill (WC, Sp d8)
  Investigator (Sm d8, Investigation d8, Streetwise d8)
  Level-Headed (S, Sm d8)
  Improved Level-Headed
  Luck*
  Great Luck*
  Professional (L, d12 in trait)
  Expert
  Master (WC)
  Quick*
  Sidekick (L, WC)
  Steady Hands (A d8)
  Strong Willed (Intimidate d6, Taunt d6)
  Tough as Nails (L)
  Improved Tough as Nails
  Trademark Weapon ( Fighting, Shooting, or Throwing d10 )
  * These Back g round Edges must be ta ken at ch a ra c ter cre-
  a t i o n .
  Other Edges can only be acquired as Race or Class
  Edges. Certain Races and Classes automatically gain
  new bonus Edges when they become Seasoned (S) or
  Veteran (V).
  A character with a Racial Edge cannot take that Edge
  again. If a character gets the same Edge twice, it does
  not stack.
  CHARACTER CLASSES
  The following Classes are available:
  CLERIC
  DRUID
  FIGHTER
  PALADIN
  RANGER
  MAGIC-USER*
  THIEF
  ASSASSIN
  MONK
  BARD
  * See Dungeon Masters Section for rules on Illusionists.
  Bonus Experience. A character with a d10 or higher in
  the "prime requisite" of his Class gets 1 extra bennie per
  session. Prime requisites:
  Cleric, Druid, Monk: Spirit (Sp)
  Fighter, Ranger, Paladin: Strength (St)
  Magic-User, Illusionist: Smarts (Sm)
  Thief, Assassin, Bard: Agility (A)
  Multi-classing. A new Class is an Edge. When adding a
  Class (multi-classing), the character takes on all the
  Hindrances and advantages of both. The multi-classed
  character only gets one extra bennie for bonus experi-
  ence, and then only if he has a d10 in the prime requi-
  site of every Class. Only Clerics, Fighters, Magic-Users,
  and Thieves can multi-class. There are no multi-classed
  Druids, Paladins, Rangers, Monks, or Bards.
  To qualify for the new class, the character may have to
  learn skills that are not normally available. For example,
  to add the Thief class, a ch a ra c ter must learn
  Lockpicking. If the DM determines that a "special" source
  of instruction is available, such as a one-on-one mentor
  or a magical tome, the new skills can be learned at nor-
  mal cost. Otherwise, cross-class skills cost double. One
  PC can mentor another, but the teaching character must
  sacrifice a single level-up before the student can take on
  the new class. This represents the expenditure of consid-
  erable time and effort on the mentor's part.
  Multi-class Magic-Users do not get the benefit of the
  Wizard Edge while wearing armor, carrying shields, or
  carrying large weapons.
  Multi-class Thieves do not get the benefits of the Thief
  Edge while using or carrying shields, heavy armor, or
  non-thief weapons.
  CHARACTER EDGES
  CHARACTER CLASSES
  
  8
  CLASS ABILITIES
  Connections: Spellcasters with the Connections Edge con-
  tact supernatural forces. Use the appropriate arcane
  skill, not the Streetwise Skill. What they contact, and how
  it can be persuaded to help them, are up to the DM.
  Detecting Evil: Detect evil
  is a function of the Holy
  Warrior Edge. It costs one Power Point and has a range
  of Spirit. Detect evil will not reveal ordinary folk who
  profess an Evil alignment, only supernatural or intense
  evil.
  Finding / Removing Traps: Detecting traps is done with
  the skill Notice. Removing traps is done with Lockpicking
  (a skill that only Thieves have). The Thief Edge adds +2
  to both rolls. The All Thumbs Hindrance gives a –2 on
  Lockpicking.
  Healing: The Healer Edge adds +2 to skill rolls to use
  healing spells. It does not help use of most healing magic
  items.
  Spells: Most spells are equivalent to standard Savage
  Worlds Powers. Some are variants or new Powers. Full
  spell descriptions begin on page 26.
  Magic Item Use: Many magic items will function only for
  someone of the appro p ri a te Class or Arc a n e
  Background.
  Scrolls: Scrolls are Clerical, Druidic, or Magic-User.
  Thieves can attempt to use Magic-User scrolls with a lim-
  ited chance of success. Paladins and Rangers cannot use
  scrolls, even after they learn to cast spells. Monks do not
  use scrolls.
  SAVING THROWS
  Against certain high-damage attacks, the DM can allow
  a roll on Agility–2 to avoid the worst effects. This "sav-
  ing throw" is similar to the Dive in Savage Worlds, but it
  applies to more attack forms, and on a successful save,
  the character takes half damage (round up).
  At ta cks affe c ted by saving th rows include: dra g o n
  breath, fireball, ice storm, and ot her magical area
  attacks that do not allow a resistance roll. Magic missile
  and lightning bolt do not allow for a save. Many other
  spells, such as blade barrier, provide specific means of
  avoidance in the spell description and do not allow a
  save as well.
  Saving throws can be eliminated completely at the DM's
  option.
  CLASS ABILITIES
  SAVING THROWS
  
  9
  CLERICS
  Requirements: Spirit d8, Faith d6
  Starting Edges:
  Arcane Background: Miracles*
  Holy Warrior
  *Includes 10 Power Points, the spell cure light wounds,
  and two other first-level spells of the player's choice.
  Starting Hindrances:
  Vow: Use only blunt weapons (listed in italics on the
  weapons charts).
  Cleric Edges:
  Command (Sm d6)
  Fervor (V, Sp d8)
  Hold the Line! (S, Sm d8)
  Inspire (S)
  Natural Leader (Sp d8)
  Common Bond (WC, Sp d8)
  Connections (divine)
  Enchanter (V)
  Healer (Sp d8)
  New Power
  Power Points
  Rapid Recharge (S, Sp d6)
  Improved Rapid Recharge (V, Sp d8)
  Scholar (d8 in affected skills)
  Soul Drain (S)
  Cleric Skills:
  Craft: Scribe (A)
  Faith (Sp)
  Fighting (A)
  Guts (Sp)
  Healing (Sm)
  Intimidation (Sp)
  Investigation (Sm)
  Knowledge (Sm)
  Notice (Sm)
  Persuasion (Sp)
  Riding (A)
  Survival (Sm)
  Swimming (A)
  Taunt (Sm)
  Clerics must choose a deity to serve. The Cleric and the
  deity must be of the same or adjacent alignments.
  Deviations from alignment, or from the principles of the
  deity's religion, may result in temporary or permanent
  loss of Powers and of the benefit of the Holy Warrior
  Edge. See "Arcane Back g round (Miracles)" in th e
  Savage Worlds book.
  As Holy Warriors, Clerics can repulse evil, which is
  known as Turning Undead.
  Cleric Spells
  Spell Descriptions start on page 26.
  Enchanter
  Clerics with the Enchanter Edge can make magic items.
  See page 69.
  CHARACTER CLASSES (CLERIC)
  CHARACTER CLASSES (CLERIC)
  
  10
  DRUIDS
  Requirements: Spirit d8; neutral alignment
  Starting Edges:
  Arcane Background: Miracles*
  Beast Bond
  Beast Master (animal companion) (Sp d8)
  *Includes 10 Power Points, the spell animal friendship,
  and two other  first-level spells of the player's choice.
  Starting Hindrances:
  Vow: No metal equipment.
  Poverty
  Druid Edges:
  Beast Bond
  Berserk
  Common Bond (WC, Sp d8)
  Connections (elemental)
  Giant Killer (V)
  Healer (Sp d8)
  New Power
  Power Points
  Rapid Recharge (S, Sp d6)
  Improved Rapid Recharge (V, Sp d8)
  Soul Drain (S)
  Druid Skills:
  Boating (A)
  Climbing (St)
  Craft (A)
  Faith (Sp)
  Fighting (A)
  Guts (Sp)
  Healing (Sm)
  Intimidation (Sp)
  Investigation (Sm)
  Knowledge: Nature (Sm)
  Notice (Sm)
  Persuasion (Sp)
  Riding (A)
  Survival (Sm)
  Swimming (A)
  Taunt (Sm)
  Throwing (A)
  Druids must serve a nature deity, or nature itself. Both
  Druid and deity must be Neutral, Neutral Good, Lawful
  Neutral, Chaotic Neutral, or Neutral Evil; the Druid must
  be the same alignment as the deity, or an adjacent one.
  Deviations from alignment, or from the principles of the
  deity's religion, may result in temporary or permanent
  loss of Powers. See "Arcane Background (Miracles)" in
  Savage Worlds.
  Animal companion: A loyal animal, able to feed itself in
  the wild. Typical examples: 
  Wolf: A d6  Sm d6(A)  Sp d6  St d6  V d8
  Pace 8, Parry 5, Toughness 5, Bite d6+1
  Fighting d6, Guts d6, Intimidate d6, Notice d6+2
  Running die d10; Small; Alertness.  . . .Alerts Druid to
  strangers and animals nearby; fights for Druid.
  Hawk: A d10 Sm d4(A) Sp d4 St d4 V d6
  Pace 12, Climb 6, Parry 5, Toughness 3, Peck d4
  Fighting d4, Guts d4, Notice d10+2
  Flight die d10; Very small (-2 to be hit); Alertness.  . . .
  Scouts on high and alerts Druid to unusual activity; flees
  most combat.
  Druid Spells
  See Spell Descriptions starting on page 26.
  CHARACTER CLASSES (DRUID)
  CHARACTER CLASSES (DRUID)
  
  11
  FIGHTERS
  Requirements: Fighting d8
  Starting Edges:
  Block (+1 Parry)
  Fighters start with the Block Edge as Novices.
  Starting Hindrances:
  None!
  Class Edges:
  Berserk
  Improved Block (V)
  Command (Sm d6)
  Fervor (V, Sp d8)
  Hold the Line! (S, Sm d8)
  Inspire (S)
  Natural Leader (Sp d8)
  Dead Shot (WC, S, Shooting or Throwing d10)
  Dodge (S, A d8)
  Improved Dodge (V)
  First Strike (A d8)
  Improved First Strike (H)
  Florentine (A d8, Fighting d8)
  Frenzy (S, Fighting d10)
  Improved Frenzy (V)
  Improved Trademark Weapon (V, Trademark Wpn)
  Marksman (S)
  Mighty Blow (S, Fighting d12)
  Nerves of Steel (WC, V d8)
  Improved Nerves of Steel
  Quick Draw (A d8)
  Sweep (St d8, Fighting d8)
  Improved Sweep (V)
  Two-Fisted (A d8)
  Weapon Master (L)
  Master of Arms
  Class Skills:
  Boating (A)
  Climbing (St)
  Craft: Armory (St)
  Fighting (A)
  Gambling (Sm)
  Guts (Sp)
  Intimidation (Sp)
  Investigation (Sm)
  Notice (Sm)
  Persuasion (Sp)
  Riding (A)
  Shooting (A)
  Streetwise (Sm)
  Survival (Sm)
  Swimming (A)
  Taunt (Sm)
  Throwing (A)
  CHARACTER CLASSES (FIGHTER)
  CHARACTER CLASSES (FIGHTER)
  
  12
  PALADINS
  Requirements: Sp d8, St d6, V d8, Faith d6, Fighting d8
  Must be Lawful Good in alignment, and must follow a
  Lawful Good or Lawful Neutral deity.
  Starting Edges:
  Champion
  Charismatic
  S: Holy Warrior
  V: Arcane Background: Miracles
  Starting Hindrances:
  Heroic
  Code of Honor (serve Good, act humbly, tithe 10% of
  income, give away excess possessions)
  Class Edges:
  Beast Master (S)
  Block (S)
  Improved Block (V)
  Command (Sm d6)
  Fervor (V, Sp d8, Command)
  Hold the Line! (S, Sm d8, Command)
  Inspire (S, Command)
  Natural Leader (S, Sp d8, Command)
  Common Bond (WC, Sp d8)
  Dodge (S, A d8)
  Improved Dodge (V)
  First Strike (A d8)
  Improved First Strike (H)
  Improved Trademark Weapon (V, Trademark Wpn)
  Mighty Blow (S, Fighting d12)
  Nerves of Steel (WC, V d8)
  Improved Nerves of Steel
  New Power (AB: Miracles)
  Quick Draw (A d8)
  Sweep (St d8, Fighting d8)
  Improved Sweep (V)
  Two-Fisted (A d8)
  Weapon Master (L, Fighting d12)
  Master of Arms
  Class Skills:
  Faith (Sp)
  Fighting (A)
  Guts (Sp)
  Healing (Sm)
  Intimidation (Sp)
  Knowledge: Religion (Sm)
  Notice (Sm)
  Persuasion (Sp)
  Riding (A)
  Shooting (A)
  Survival (Sm)
  Swimming (A)
  Throwing (A)
  At Seasoned, the Paladin gains the Holy Warrior Edge
  and 5 Power Points. This includes the ability to Turn
  Undead (repulse evil) , and the ability to detect evil , but
  no other Powers. At Veteran, he gains the full Arcane
  Background: Miracles, including 5 more Power Points
  and two spells from the list below . Paladin spells are
  Clerical. They can't use scrolls.
  Paladin Spells: (see Cleric spells starting on page 27)
  1. Cure Light Wounds (non-reversible)
  2. Detect Magic
  3. Light
  4. Smite
  The Paladin's Warhorse:
  At any time after becoming Seasoned, the Paladin can
  take the Beast Master Edge to summon his Warhorse, a
  loyal and intelligent Wild Card:
  A d6, Sm d8(A), Sp d8, St d12+2, V d10
  Fighting d8 (d12+3), Guts d10, Notice d8
  Pace 8 + d8 running, Parry 6, Toughness 10
  When summoned, the warhorse has XP equal to half the
  Paladin's, with raises per DM's choice. It then earns 1/2
  XP on adventures.
  Deviations from Code of Honor, Lawful Good alignment,
  or the deity's religion may result in temporary or perma-
  nent loss of Powers, the Warhorse, or the Champion and
  Holy Warrior Edges. Paladins are held to an even high-
  er standard than Clerics.
  In an evil campaign, the DM might allow a player char-
  acter of the dreaded class Anti-Paladin – champion of
  evil. Details are in the Dungeon Masters Section.
  CHARACTER CLASSES (PALADIN)
  CHARACTER CLASSES (PALADIN)
  
  13
  RANGERS
  Requirements: Sp d6, Survival d8, Tracking d8
  Rangers must be Good in alignment. If a Ranger choos-
  es to follow a deity, it must be Good. 
  Starting Edges:
  Woodsman
  Quick
  V: Arcane Background: Miracles
  Starting Hindrances:
  Loyal
  Vow: Give away excess possessions.
  Class Edges:
  Beast Bond
  Command (Sm d6)
  Fervor (V, Sp d8, Command)
  Hold the Line! (S, Sm d8, Command)
  Inspire (S, Command)
  Natural Leader (Sp d8, Command)
  Dead Shot (WC, S, Shooting or Throwing d10)
  Dodge (S, A d8)
  Improved Dodge (V)
  First Strike (A d8)
  Improved First Strike (H)
  Florentine (A d8, Fighting d8)
  Frenzy (S, Fighting d10)
  Improved Frenzy (V)
  Giant Killer (V)
  Improved Trademark Weapon (V, Trademark Wpn)
  Marksman (S)
  Mighty Blow (S, Fighting d8)
  Nerves of Steel (WC, V d8)
  Improved Nerves of Steel
  New Power (AB: Miracles)
  Quick Draw (A d8)
  Sweep (St d8, Fighting d8)
  Improved Sweep (V)
  Two-Fisted (A d8)
  Weapon Master (L, Fighting d12)
  Master of Arms
  Class Skills:
  Boating (A)
  Climbing (St)
  Crafts (A)
  Fighting (A)
  Guts (Sp)
  Healing (Sm)
  Intimidation (Sp)
  Investigation (Sm)
  Notice (Sm)
  Persuasion (Sp)
  Riding (A)
  Shooting (A)
  Spellcasting (Sm)
  Stealth (A)
  Survival (Sm)
  Swimming (A)
  Taunt (Sm)
  Throwing (A)
  Tracking (Sm)
  At Veteran, the Ranger gains the Arcane Background:
  Miracles, which includes 10 Power Points and two spells
  from the list below. His spells are Druidic in nature and
  he cannot use scrolls.
  Ranger Spells (see Druid spells starting on page 29)
  1. Animal Friendship
  2. Barkskin 
  3. Cure Light Wounds
  4. Detect Magic
  5. Shillelagh
  The Ranger's Vow is meant to keep him mobile: he can
  own only what he can carry on his back and mount, and
  should keep his kit stripped down. Excess treasure should
  be given to the needy.
  Note that only Rangers can have the Tracking skill.
  CHARACTER CLASSES (RANGER)
  CHARACTER CLASSES (RANGER)
  
  14
  MAGIC-USERS
  (see Dungeon Masters Section for rules on Illusionists)
  Requirements
  Smarts d8, Knowledge: Arcana d8, Spellcasting d6
  Starting Edges
  Arcane Background: Magic*
  Wizard
  *Includes 10 Power Points, the spell detect magic, and
  three other first-level spells of the player's choice.
  Starting Hindrances
  Vow: No armor or shield; No weapons above STR+1
  or d6 damage, and none with ammunition. 
  Class Edges
  Arcane Resistance (Sp d8)**
  Improved Arcane Resistance**
  Beast Master (Sp d8)
  Connections: Demonic
  Enchanter (V)
  Jack of All Trades (Sm d10)
  New Power
  Power Points
  Power Surge (S, Spellcasting d12)
  Rapid Recharge (S, Sp d6)
  Improved Rapid Recharge (V, Sp d8)
  Scholar (d8 in affected skills)
  Soul Drain (S)
  **Arcane Resistance will resist even the magic-user's
  own spells.
  Class Skills
  Fighting (A)
  Gambling (Sm)
  Guts (Sp)
  Knowledge: Any (Sm)
  Intimidation (Sp)
  Investigation (Sm)
  Notice (Sm)
  Persuasion (Sp)
  Spellcasting (Sm)
  Survival (Sm)
  Swimming (A)
  Taunt (Sm)
  Throwing (A)
  Magic-User Spells
  See Spell Descriptions starting on page 26.
  The Magic-User's vow is based on his complete lack of
  time to learn about arms, his disdain for physical meth-
  ods, and the fact that large amounts of steel are believed
  to interfere with magical energies.
  Enchanter
  Magic-Users with the Enchanter Edge can make magic
  items. See page 65.
  CHARACTER CLASSES (MAGIC-USER)
  CHARACTER CLASSES (MAGIC-USER)
  
  15
  CHARACTER CLASSES (MAGIC-USER)
  CHARACTER CLASSES (MAGIC-USER)
  Familiars
  By taking the Beast Master Edge, the Magic-User sum-
  mons a familiar: a small creature (Size –2), magically
  bound to the Magic-User's soul. Examples: cat, snake,
  toad, lizard, bat, or raven. The familiar has 2 Power
  Points that the Magic-User can use while touching, and
  can send the Magic-User a silent mental alert if within 4".
  The familiar can share the Magic-User's bennies and
  Wild Die. If the familiar dies, the Magic-User immediate-
  ly suffers 3d6 non-lethal damage.
  Familiar (any):
  A d6  Sm d8(A)  Sp d6  St d4  V d6
  Pace 6, Parry 5, Toughness 4
  Size –2 (–2 t o be hit)
  Fighting d6, Notice d6, Stealth d8. Bite Str
  Two of the following abilities (player's choice):
  -Infravision
  -Flight: Pace 12, Climb 6, Flight die d10 (winged crea-
  tures only)
  -Poison bite (Monstrous ability Stun)
  -Wall Walker
  -Beast-talk: Magic-User can interpret the familiar's hiss-
  es, squawks, or croaks as crude messages.
  -Creepy: The familiar's appearance gives the Magic-
  User –1 Charisma, and gives non-monstrous foes –1 to
  resist his Intimidate or fear effects.
  Spellbooks
  Magic-Users have more than twice as many spells to
  choose from as any other class, but they must pay for the
  privilege. Each Magic-User carries a spellbook, which
  he's presumed to study every night. A two-pound book
  suffices for the usual needs. If the spellbook is unavail -
  able, the Magic-User does not recover Power Points. If
  he possesses copies of only some spells, he only recov-
  ers Power Points spent on those spells.
  Any spell the Magic-User knows has to be written in his
  spellbook with expensive special inks. When acquiring
  the New Power Edge, the Magic-User also has to buy or
  find the formula for the new spell and copy it into his
  spellbook. In large cities, most spell formulae are for
  sale, as is the necessary ink. The formula can instead be
  copied from a scroll (destroying the scroll), but the spe-
  cial ink must still be paid for.
  Spell Rank
  Cost for Formula
  Cost for Ink
  Novice
  300 gp
  200 gp
  Seasoned
  450 gp
  300 gp
  Veteran
  600 gp
  400 gp
  Heroic
  750 gp
  500 gp
  When selling formulae, the Magic-User will never realize
  more than half the cost above, which is charged by the
  organized libraries and guilds. A non-Magic-User would
  normally be unable to sell a spell or spellbook at all.
  It is possible, though inefficient, to read a page of a spell-
  book as if it were a scroll of that spell. The writing then
  vanishes from the page, and the Magic-User will not
  recover Power Points spent in later castings of that spell
  until the formula is written in the book once again.
  Spellbook rules can be eliminated entirely at the DM's
  option.
  
  16
  THIEVES
  Requirements: Agility d8, Climbing d6, Lockpicking d6,
  Stealth d6
  Starting Edges:
  Thief
  Starting Hindrances:
  Vow: No metal arm o r; no shields; no two -
  handed weapons (including bows).
  Thief Edges:
  Acrobat (A d8, St d6)
  Block (S, Fighting d8)
  Improved Block (V)
  Connections: Street
  Danger Sense
  Dead Shot (WC, S, Throwing d10)
  Dodge (S, A d8)
  Improved Dodge (V)
  First Strike (A d8)
  Improved First Strike (H)
  Florentine (A d8, Fighting d8)
  Investigator (Sm d8, Investigation d8, Streetwise d8)
  Jack of All Trades (Sm d10)
  Mighty Blow (S, Fighting d12)
  Quick Draw (A d8)
  Thief Skills:
  Boating (A)
  Climbing (St)
  Fighting (A)
  Gambling (Sm)
  Guts (Sp)
  Intimidation (Sp)
  Investigation (Sm)
  Knowledge (Sm)
  Lockpicking (A)
  Notice (Sm)
  Persuasion (Sp)
  Riding (A)
  Spellcasting (Sm)
  Stealth (A)
  Streetwise (Sm)
  Survival (Sm)
  Swimming (A)
  Taunt (Sm)
  Throwing (A)
  Use Arcane Scroll (Sm)
  Use Arcane Scroll:
  Thieves can attempt to cast spells using arcane scrolls
  (scrolls made by Magic-Users). Each attempt requires a
  skill roll at a penalty equal to the Power Points of the
  spell. Succeed or fail, the scroll is destroyed. The Thief
  can also read a page of a Magic-User spellbook as if it
  were a scroll; see Magic-Users: Spellbooks, above. A roll
  of 1 on the Use Arcane Scroll skill, regardless of Wild
  Die, results in the miscast spell taking effect in reverse:
  hitting the Thief with the bolt intended for the enemy,
  slowing the target instead of applying speed, etc. If
  reversal makes no sense, the Thief is Shaken.
  The Thief's vow is part of the practice of her stealthy arts.
  She considers metal armor and shields to be shiny and
  loud, and disdains weapons too large to be hidden
  under a cloak.
  Thieves are rarely Lawful in alignment, since they are
  trained to steal. However, in this system, they can be any
  alignment that the player can justify.
  CHARACTER CLASSES (THIEF)
  CHARACTER CLASSES (THIEF)
  
  17
  ASSASSINS
  Requirements: Agility d8, Climbing d6, Lockpicking d6,
  Stealth d6. Assassins must be Evil in alignment.
  Starting Edges:
  Quick Draw
  Thief
  Starting Hindrances:
  Vow: No metal armor.
  Assassin Edges:
  Acrobat (A d8, St d6)
  Block (S, Fighting d8)
  Improved Block (V)
  Connections: Street
  Danger Sense
  Dead Shot (WC, S, Shooting or Throwing d10)
  Dodge (S, A d8)
  Improved Dodge (V)
  First Strike (A d8)
  Improved First Strike (H)
  Florentine (A d8, Fighting d8)
  Investigator (Sm d8, Investigation d8, Streetwise d8)
  Jack of All Trades (Sm d8)
  Marksman (S)
  Mighty Blow (WC, S, Fighting d12)
  Steady Hands (A d8)
  Two-Fisted (A d8)
  Assassin Skills:
  Climbing (St)
  Fighting (A)
  Guts (Sp)
  Intimidation (Sp)
  Investigation (Sm)
  Knowledge (Sm)
  Knowledge: Poisons (Sm)
  Lockpicking (A)
  Notice (Sm)
  Persuasion (Sp)
  Shooting (A)
  Stealth (A)
  Streetwise (Sm)
  Survival (Sm)
  Swimming (A)
  Taunt (Sm)
  Throwing (A)
  Note that only Assassins can have the Knowledge:
  Poisons skill.
  CHARACTER CLASSES (ASSASSIN)
  CHARACTER CLASSES (ASSASSIN)
  
  18
  MONKS
  Requirements: DM permission, Spirit d8, Fighting d10;
  Lawful alignment
  Starting Edges:
  Arcane Resistance
  Improved Arcane Resistance
  Trademark Weapon: Unarmed
  S: Arcane Background: Miracles*
  * At Seasoned, the Monk gains the Arcane Background:
  Miracles, which includes two Powers and ten Power
  Points.
  Starting Hindrances:
  Code of Honor (Strict discipline & self-sacrifice)
  Poverty
  Vow: No armor or shield; only wood-hafted weapons
  (marked † on weapons charts).
  Monk Edges:
  Acrobat (A d8, St d6)
  Block (S, Fighting d8)
  Improved Block (V)
  Common Bond (WC, Sp d8)
  Danger Sense
  Dead Shot (WC, S, Shooting or Throwing d10)
  Dodge (S, A d8)
  Improved Dodge (V)
  First Strike (A d8)
  Improved First Strike (H)
  Frenzy (S, Fighting d10)
  Improved Frenzy (V)
  Giant Killer (V)
  Healer (Sp d8)
  Improved Trademark Weapon (Trademark Wpn)
  Mighty Blow (S, Fighting d12)
  Nerves of Steel (WC V d8)
  Improved Nerves of Steel
  New Power (AB: Miracles)
  Power Points (AB: Miracles)
  Quick Draw (A d8)
  Sweep (St d8, Fighting d8)
  Improved Sweep (V)
  Two-Fisted (A d8)
  Weapon Master (L, Fighting d12)
  Master of Arms
  Monk Skills:
  Climbing (St)
  Faith (Sp)
  Fighting (A)
  Guts (Sp)
  Healing (Sm)
  Notice (Sm)
  Shooting (A)
  Survival (Sm)
  Throwing (A)
  Monk Powers:
  All are usable only on the Monk herself, except lower
  trait, which is delivered to a target via a touch (unarmed
  melee attack). The Monk's Arcane Resistance does not
  affect her own powers.
  1. Armor of Faith [Armor]
  2. Curse Touch [Lower Trait]
  3. Effort of Will [Boost Trait]
  4. Heal Self [Healing]
  5. Precogniitive Dodge [Deflection]
  6. Quickness [Quickness]
  7. Smite (unarmed only) [Smite]
  8. Speed [Speed]
  Monks must be Lawful in alignment. If a Monk venerates
  a deity, it will be one of her own exact alignment.
  However, a Monk's power comes from within. Deviations
  from Lawful behavior or the Code of Honor can cause
  the Monk to lose focus and can lead to temporary or
  permanent loss of Powers. See "Arcane Background
  (Miracles)" in the Savage Worlds book.
  The Monk's profession has its origins in ancient laws for-
  bidding commoners to bear arms and armor. Thus the
  Monk traditionally learned to fight with farm implements
  (axes, pitchforks, flails, etc.), and with her fists and feet.
  A Monk is never considered unarmed when facing an
  armed foe.
  CHARACTER CLASSES (MONK)
  CHARACTER CLASSES (MONK)
  
  19
  BARDS
  Requirements: DM permission.
  Start as Fighter.
  At Seasoned, switch Class to Thief.
  At Veteran, with Spirit d8, switch Class to Bard.
  Starting Edges (upon becoming Bard):
  Arcane Background: Miracles (using Music Skill)
  Common Bond*
  Starting Hindrance (upon becoming Bard):
  Vow: No plate mail; no shields; no two - h a n d e d
  weapons except Spear and Staff.
  * Even non-Wild Card Bards get Common Bond.  By
  playing an instrument and singing, the Bard can give
  bennies or the benefit of Leadership Edges to all his allies
  within earshot, not just those he commands. This includes
  Wild Cards and player characters
  Bard Edges:
  Beast Bond
  Command (Sm d6)
  Fervor (V, Sp d8)
  Hold the Line! (S, Sm d8)
  Inspire (S)
  Natural Leader (S, Sp d8)
  Connections: Elemental
  Danger Sense
  Dodge (S, A d8)
  Improved Dodge (V)
  Healer (Sp d8)
  Jack of All Trades (Sm d10)
  New Power
  Power Points
  Scholar (d8 in affected skills)
  Bard Skills:
  Boating (A)
  Climbing (St)
  Fighting (A)
  Guts (Sp)
  Healing (Sm)
  Intimidation (Sp)
  Knowledge (Sm)
  Music (Sp)
  Notice (Sm)
  Persuasion (Sp)
  Riding (A)
  Streetwise (Sm)
  Survival (Sm)
  Swimming (A)
  Taunt (Sm)
  Throwing (A)
  Bard Spells:
  Used with the Music Skill by singing and playing an
  instrument. The target of a spell must be able to hear the
  Bard's music. The Bard's spell choices are a mix of
  Clerical and Magic-User spells. Bards cannot use scrolls.
  1. Armor of Confidence (Cleric, Armor of Faith)
  2. Cure Light Wounds (Cleric)
  3. Inspiration/Despondency (Cleric, Bless/Curse)
  4. Detect Magic (Cleric)
  5. Dispel Magic (Cleric)
  6. Fear (Magic-User)
  7. Light (Cleric)
  8. Legend Lore (Magic-User, Identify)
  9. Smite (Cleric)
  10. Haste (Magic-User)
  Bards must be Neutral, Neutral Good, Lawful Neutral,
  Chaotic Neutral, or Neutral Evil. The Bard's spells are
  Druidic, and a Bard is always associated with one or
  more Druids of Heroic rank, most likely non-player char-
  acters.
  A Bard avoids heavy arms and armor, preferring to
  appear as a non-threatening, wandering minstrel. When
  using only equipment permissible to Thieves, the Bard
  gains the benefits of the Thief Edge.
  CHARACTER CLASSES (BARD)
  CHARACTER CLASSES (BARD)
  
  20
  ALIGNMENT
  Every character must choose one of the nine alignments.
  Certain Edges and Hindrances have alignment implica-
  tions.
  Law
  Lawful people respect authority, dislike lying, and strong-
  ly avoid crime. Any Lawful character should have the
  Code of Honor Hindrance and may not be Berserk. He
  will have trouble with the Bloodthirsty, Major Greedy, or
  Major Vengefulness Hindrances in societies where killing
  is a crime (as is usual). If a Lawful character were
  Wanted, he would at least consider turning himself in.
  Chaos
  A Chaotic character wants freedom to act in any situa-
  tion. He may not have Code of Honor or Cautious, and
  will do well to avoid Vows other than those required by
  Class.
  Good
  Good people value everyone's life and the golden rule.
  A truly Good character should have at least one of
  Heroic, Loyal, or Pacifist as a Hindrance, and may not
  have Bloodthirsty, Major Greed, or Major Vengefulness,
  since they require a willingness to kill merely for one's
  own convenience.
  Evil
  Evil people are ruthless. They consider that might makes
  right and that the ends justify any necessary means. An
  Evil character may not be Heroic or Pacifist, and may
  expect to suffer Charisma penalties from ord i n a ry,
  peace-loving folk if his evil deeds become known. Major
  Greed and Vengefulness are appropriate options.
  Neutrality
  People whose choose to be Neutral between Law and
  Chaos tend not to have Code of Honor. People who are
  Neutral between Good and Evil do not have Heroic or
  Major Greed, and seldom take Bloodthirsty or Major
  Vengefulness.
  Evil Acts
  In addition to murder and torture, it is considered Evil to
  use poison, attack the helpless, or create undead.
  Alignment Behavior
  The DM is free to award or take away bennies based
  solely on her idea of alignment-appropriate behavior.
  Many Classes have alignment requirements as well, and
  characters who violate them can lose Class abilities as a
  result, temporarily or permanently.
  ALIGNMENT
  SAMPLE DEITIES
  LAWFUL GOOD
  Athene of the Cities
  Moradin Dwarf-maker
  NEUTRAL GOOD
  Demeter of the Fields
  Yondalla of the Hearth
  (Halflings)
  CHAOTIC GOOD
  Zeus, the Sky
  Corellon of the Elf-Woods
  Glittergold of the Gnomes
  LAWFUL NEUTRAL
  Donblas the Justice Maker
  Hades, the Earth
  NEUTRAL
  Ki of the Great Cycle
  Ptah the Aloof
  CHAOTIC NEUTRAL
  Hermes the Slippery
  Triton, the Sea
  Azazoth the Abberation
  LAWFUL EVIL
  Loviatar, Maiden of Discipline
  Gruumsh the Tyrant (Orcs)
  NEUTRAL EVIL
  Hecate the Heartless
  Death
  CHAOTIC EVIL
  Lolth the Blood Drinker
  Laogzed the Monster
  The Nine Alignments and Sample Deities for Each
  Nature deities, suitable for Druids, are in italics.
  
  21
  ARMOR AND WEAPONS
  EQUIPPING THE CHARACTER
  EQUIPPING THE CHARACTER
  Hand Held Weapon Type
  Damage
  Weight
  Cost
  Min Str
  Notes
  Axe, Battle
  Str+3
  8 lbs
  5 gp
  d8
  Axe, Hand †
  Str+2
  2 lbs
  1 gp
  d6
  Bardiche † 2H
  Str+4
  13 lbs
  7 gp
  d10
  Armor Piercing 1
  Parry –1
  Club †
  Str+1
  3 lbs
  —
  —
  Dagger (includes obsidian)
  Str+1
  1 lb
  2 gp
  —
  Flail
  (or Morning Star)
  Str+2
  8 lbs
  8 gp
  d6
  Ignores shield Parry bonus
  Halberd † 2H
  (or Bill, Guisarme, Lochaber Axe, Military
  Fork, Poleaxe, Voulge, or combination of
  any two)
  Str+3
  15 lbs
  9 gp
  d8
  Reach 1
  Lance
  Str+2
  10 lbs
  6 gp
  d8
  Armor Piercing 1
  Reach 2
  Horseback only
  With a charge of at least 6", use mount's
  Strength to determine damage
  Lucern Hammer † 2H
  (or Bec-de-Corbin)
  Str+3
  20 lbs
  7 gp
  d10
  Armor Piercing 2
  Parry –1 vs. Plate
  Mace
  Str+2
  8 lbs
  8 gp
  d6
  Pike, Awl † 2H
  Str+3
  25 lbs
  3 gp
  d8
  Reach 2
  Spear † 2H (includes stone head, or
  Partisan, Ranseur, or Spetum)
  Str+2
  5 lbs
  1 gp
  d6
  Parry+1
  Reach 1
  Staff † 2H
  (Quarter Staff)
  Str+1
  8 lbs
  —
  —
  Parry+1
  Reach 1
  Sword, Long
  Str+3
  6 lbs
  15 gp
  d6
  Sword, Short
  Str+2
  4 lbs
  8 gp
  —
  Sword, Two-handed 2H
  Str+4
  12 lbs
  30 gp
  d10
  Parry –1
  Armor Type
  Effect
  Weight
  Cost
  Leather*
  +1 Armor
  15 lbs
  5 gp
  Banded or Scale
  +2 Armor
  40 lbs
  45 gp
  Chain
  +2 Armor
  25 lbs
  75 gp
  Plate
  +3 Armor
  45 lbs
  400 gp
  Shield Type
  Effect
  Weight
  Cost
  Small shield*
  +1 Parry
  3 lbs
  5 gp
  Medium shield
  +1 Parry
  +2 Toughness vs. ranged
  5 lbs
  10 gp
  Large shield
  +2 Parry
  +2 Toughness vs. ranged
  User cannot be Small
  10 lbs
  15 gp
  Weapons in italics are blunt.
  † Weapons marked with a dagger are wood-hafted.
  2H: Weapons requiring two hands to use. Small creatures cannot use melee weapons that require two hands.
  * Only leather armor and small shields can be made non-metallic.
  
  22
  EQUIPPING THE CHARACTER
  EQUIPPING THE CHARACTER
  Hurled Weapon or Missile Type
  Range
  Damage
  Cost
  Weight
  Min Str
  Notes
  Axe, Throwing †
  3/6/12
  Str+2
  1 gp
  2 lbs
  Bow, Short 2H
  12/24/48
  2d6
  15 gp
  3 lbs
  d6
  Bow, Long 2H
  15/30/60
  2d6
  60 gp
  5 lbs
  d8
  Requires Shooting d8
  User cannot be Small
  • Arrows, 10
  1 gp
  2 lbs
  Club †
  3/6/12
  Str+1
  –
  3 lbs
  Crossbow 2H
  15/30/60
  2d6
  20 gp
  10 lbs
  d6
  Armor Piercing 2
  • Bolts, 10
  1 gp
  2 lbs
  One action to reload
  Dagger
  3/6/12
  Str+1
  2 gp
  1 lb
  Dart
  4/8/16
  Str
  1 gp
  1 lb
  Sling
  4/8/16
  –
  1 lb
  Used with Throwing Skill
  • Stones, 10
  Str
  –
  1 lb
  Druids may use
  • Bullets, 10
  Str+1
  1 gp
  2 lbs
  Druids may not use
  Spear †
  3/6/12
  Str+2
  1 gp
  5 lbs
  d6
  Weapons in italics are blunt.
  † Weapons marked with a dagger are wooden-hafted.
  2H: Weapons requiring two hands to use.
  •: Ammunition: Arrows for bows, bolts for crossbows, stones or bullets for slings.
  ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS
  Class of
  Character
  Armor
  Shield
  Weapons
  CLERIC
  any
  any
  club, flail/morning star, mace, staff, sling
  DRUID
  leather
  small
  club, dagger (obsidian), spear (stone head), staff, sling (with stones)
  FIGHTER
  any
  any
  any
  PALADIN
  any
  any
  any
  RANGER
  any
  any
  any
  MAGIC-USER
  none
  none
  club, dagger, staff
  THIEF
  leather
  none
  battle axe, hand axe, club, dagger, flail, mace, long sword, short sword,
  throwing axe, dart, sling
  ASSASSIN
  leather
  any
  any
  MONK
  none
  none
  hand axe, club, halberd, lucern hammer, awl pike, spear, staff, throwing axe
  BARD
  any but plate
  none
  battle axe, hand axe, club, dagger, flail, mace, long sword, short sword, 
  spear, staff, throwing axe, dart, sling
  
  23
  Number Novice
  Seasoned
  Veteran
  Heroic
  Legendary
  1
  Armor of Faith
  Blade Barrier
  Animate Dead
  Raise Dead
  Resurrection
  2
  Bless / Curse
  Dispel Magic
  Cure Critical 
  Wounds
  Regeneration
  3
  Create Water
  Know Alignment
  Divination
  4
  Cure Light Wounds
  Tongues
  Quest
  5
  Detect Magic
  6
  Hold Person
  7
  Light / Darkness
  8
  Protection
  9
  Resist Cold / 
  Resist Fire
  10
  Smite
  11
  Spiritual Bludgeon
  Number
  Novice
  Seasoned
  Veteran
  1
  Animal Friendship
  Cure Light Wounds
  Control Weather
  2
  Barkskin
  Dispel Magic
  Earthquake
  3
  Call Lightning
  Fire Seed
  4
  Detect Magic
  Shape Shift
  5
  Elemental Manipulation
  Wall of Thorns
  6
  Entangle
  7
  Faerie Fire
  8
  Shillelagh
  9
  Tree Walk
  10
  Water Breathing
  Number Novice
  Seasoned
  Veteran
  Heroic
  Legendary
  1
  Affect Normal Fires
  Blink
  Animate Dead
  Polymorph Other
  Wish
  2
  Burning Hands
  Dispel Magic
  Fly
  Teleport
  3
  Comprehend
  Languages
  ESP
  Polymorph Self
  4
  Darkness
  Fire Shield / 
  Ice Shield
  Puppet
  5
  Detect Magic
  Fireball
  Telepathy
  6
  Fear
  Haste / Slow
  Wall of Force
  7
  Gust of Wind
  Hold Portal / Knock
  8
  Hold Person
  Ice Storm
  9
  Identify
  Invisibility
  10
  Jump
  Lightning Bolt
  11
  Light
  Phantasm
  12
  Mage Armor
  Telekinesis
  13
  Magic Missile
  Wall of Fire
  14
  Shield
  Wall of Ice
  15
  Spider Climb
  Web
  16
  Stun
  SPELL TABLES
  CLERICS
  DRUIDS
  MAGIC-USERS
  
  24
  CLERIC SPELLS
  Notes on Cleric spells:
  A Cleric must always have a Holy Symbol of his or her
  religion to cast spells. Even a crude, homemade symbol
  will do, if the Cleric takes the time to bless it. Other mate-
  rial components are assumed to be available, except
  when the DM rules otherwise.
  Many Cleric spells deal with healing. The Healer Edge
  adds +2 to skill rolls to cast the following spells: cure light
  wounds, cure critical wounds, raise dead, regeneration,
  resurrection.
  Many Cleric spells are reversible. The character takes the
  New Power Edge once and chooses which version to cast
  each time. Some reversed spells are considered evil, and
  Clerics of Good alignment risk losing their spellcasting
  ability if they perform such acts.
  Wherever a Savage Worlds Power has a range based on
  Smarts, the Cleric version uses Spirit instead.
  Novice Spells:
  Armor of Faith
  Exactly as the Savage Worlds Power armor.
  Bless / Curse (Reversible)
  Exactly as the Savage Worlds Power boost / lower trait.
  Create / Purify Water
  Exactly as the Savage Worlds Power elemental manipu -
  lation: water.
  Cure Light Wounds (Reversible)
  Exactly as the Savage Worlds Power healing. The
  reverse, cause light wounds, inflicts 2d6 points of dam-
  age on a successful touch attack and is considered an
  evil act.
  Detect Magic
  Exactly as the Savage Worlds Power detect arcana.
  Clerics cannot conceal arcana.
  Hold Person
  Rank: Novice
  Power Points: 3
  Range: Spirit
  Duration: 3
  The Cleric selects one living target within range, no big-
  ger than Size +1, and gestures making a fist. The target
  makes a Spirit roll vs. the Cleric's Faith roll; if the target
  loses, he is unable to move at all for three rounds. Hold
  person cannot be maintained.
  Light / Darkness
  Exactly as the Savage Worlds Powers light and obscure.
  By taking this single reversible spell, the Cleric can
  choose to cast either light or darkness with each casting.
  Darkness is pitch black and blocks infravision as well.
  Protection
  Exactly as the Savage Worlds Power deflection.
  Resist Cold / Resist Fire (Reversible)
  Resist cold grants +4 toughness vs. cold attacks and pro-
  vides the equivalent of the Savage Worlds Power envi -
  ronmental protection against cold conditions. Resist fire
  grants +4 Toughness vs. fire and heat attacks, provides
  environmental protection against heat, and the protect-
  ed character cannot catch on fire. By taking this single
  reversible spell, the Cleric can choose to protect against
  either cold or heat with each casting.
  Smite
  Exactly as the Savage Worlds Power smite.
  Spiritual Cudgel
  Rank: Novice
  Power Points: 1
  Range: 3/6/12
  Duration: 1 (1/r)
  Similar to Savage Worlds Power bolt. Spiritual cudgel
  creates a ghostly blunt weapon of the Cleric's choosing,
  which speeds to the target and administers a single 2d6
  blow. The spell can be maintained, attacking once per
  round with a Shooting roll equal to the Cleric's Faith die.
  Directing each attack is an action for the Cleric. Range is
  measured from the cudgel's starting point each round,
  but it can never go more than 12" from the Cleric.
  CLERIC SPELLS
  CLERIC SPELLS (NOVICE)
  
  25
  Seasoned Spells:
  Blade Barrier
  As the Savage Worlds Power barrier, but the blade bar -
  rier is composed of hundreds of whirling magical knives.
  Instead of having Toughness, it provides heavy cover
  (–4). Creatures can attempt to force their way through
  the blade barrier; each attempt inflicts 2d6 damage. If
  the creature then wins a contest of Strength vs. the cast-
  er's Faith roll, it can move through. The Cleric can create
  the blade barrier directly on a target, who gets a saving
  throw (Agility–2) to avoid an immediate 2d6 damage. If
  using a tactical mat, draw one section of the barrier from
  corner to corner across the target's square; only one
  such section can be made per casting.
  Dispel Magic
  Exactly as the Savage Worlds Power dispel.
  Know Alignment (Reversible)
  Rank: Seasoned
  Power Points: 2
  Range: Spirit
  Duration: 1 (10 min, 1/10min)
  The Cleric selects one target within range, and a colored
  aura appears around the target's head for 1 round. The
  target does not get a roll to resist, although abilities such
  as Arcane Resistance make the spell harder to cast. The
  Cleric can interpret the shifting colors of the resulting
  aura to accurately determine the target's alignment, as
  can any other observers who make a successful skill roll
  on Faith or Knowledge: Arcana. At the DM's option, spe-
  cific emotions or intents might be detected on a raise. The
  reverse, hide alignment, makes it impossible to detect the
  target's alignment for 10 minutes, including with the
  detect evil or detect good abilities. Hide alignment may
  be maintained for 1 Power Point each additional 10 min-
  utes.
  Tongues (Reversible)
  Exactly as the Savage Worlds Power speak language.
  The reverse, babel, has a range of Spirit and makes one
  target unable to speak understandably for the duration.
  The target gets a Spirit roll vs. the Cleric's Faith roll to
  resist.
  Veteran Spells:
  Animate Dead
  E xa c t ly as the Savage Wo rlds Power z o m b i e.
  Considered an evil act.
  Cure Critical Wounds (Reversible)
  Exactly as the Savage Worlds Power greater healing.
  The reverse, cause critical wounds, inflicts 3d6 damage
  with a successful touch attack and is considered an evil
  act.
  Divination
  Rank: Veteran
  Power Points: 10
  Range: 3"
  Duration: Special
  The divination spell requires a full hour to cast, using rit-
  uals and materials appropriate to the Cleric's religion.
  Examples: Incense smoke and cloud-reading for a sky
  god; reading the guts of sacrificial animals for a god of
  the hunt; having two fighters spar and observing the
  scratches on their weapons for a war god. At the end of
  the hour, the Cleric interprets certain signs as supernatu-
  ral answers to his questions. The Cleric's player may ask
  one yes-or-no question of the DM, and one additional
  question for each raise on his Faith roll. The DM should
  answer honestly; if there are answers he absolutely does
  not wish to reveal, he should declare the signs unclear
  and allow the Cleric to re-phrase. Questions that cannot
  be answered with a yes or no, or other characters who
  butt in and attempt to tell the Cleric what to ask, will
  result in wasted questions. The Cleric cannot cast divina -
  tion again for 24 hours. The DM may wish to limit this
  spell to NPC casters.
  Quest
  Rank: Veteran
  Power Points: 10
  Range: 3"
  Duration: Special
  Similar to the Savage Worlds Power puppet. Quest
  forces one target to make a Spirit roll vs. the Cleric's
  Faith roll. If the Cleric wins, he may command the target
  to perform some task. The task may not be outright sui-
  cide or otherwise diametrically opposed to the target's
  interest, and the DM may give the target a bonus to
  resist, or declare that the spell simply fails, if the quest is
  utterly outrageous. However, commands such as "Climb
  to the top of Fiery Mountain on the Isle of the Swans," or
  "Remain here and count the legs of all passersby," are
  well within the spell's power. While the spell lasts, the tar-
  get must make all reasonable efforts to fulfill the com-
  CLERIC SPELLS (SEASONED)
  CLERIC SPELLS (VETERAN)
  
  26
  mand. The DM may deny any experience award to a PC
  for a session in which he shirks his quest. The command
  lasts for one full day, plus one day for each raise the
  Cleric rolled above the target's Spirit roll. At the end of
  that time, the target gets a new Spirit roll vs. a new Faith
  roll by the Cleric (regardless of where the two are at the
  time). If the Cleric wins, the quest remains in effect for
  another day, plus a day per raise. If the rolls are tied or
  the target wins, the spell ends. Note that some character
  types might voluntarily submit to a quest, for example to
  atone for alignment violations. The DM may wish to limit
  this spell to NPC casters. 
  Heroic Spells:
  Raise Dead (Reversible)
  Rank: Heroic
  Power Points: 30 
  Range: Touch
  Duration: Special
  This spell will restore life to the body of a Wild Card who
  has been dead for no more than one hour, provided
  most of the body is present, including the head. The
  Cleric's skill roll is made at –4, and the raised character
  must make an immediate Vigor roll. If the roll succeeds,
  he returns to life, Incapacitated and with 3 Wounds. If
  the Vigor roll fails, he can never be raised, although he
  might be brought back with resurrection or a wish. Raise
  dead has no effect on crippling injuries. The reverse, slay
  living, requires a successful touch attack, and only works
  on creatures of Size +1 or less. The target must make a
  Vigor roll vs. the Cleric's Faith roll. If the Cleric wins, the
  target dies. This is considered an evil act. The DM may
  wish to limit both versions of this spell to NPC casters. 
  Regeneration
  Rank: Heroic
  Power Points: 20
  Range: Touch
  Duration: Special
  As the Savage Worlds Power greater healing, except
  that regeneration will work on permanent crippling
  injuries. The spell takes 6 hours to cast, and the Cleric's
  skill roll is at –4. If the body part is actually missing, it
  will require several days to grow back: 1d6 days for an
  eye or finger, 2d6 for a hand or foot, 3d6 for an arm,
  4d6 for a leg. Only one attempt can be made for each
  permanent injury; if the spell fails for any reason, the
  injury can never be regenerated. The DM may wish to
  limit this spell to NPC casters.
  Legendary Spells:
  Resurrection
  Rank: Legendary
  Power Points: 40
  Range: Touch
  Duration: Special
  This mighty miracle will restore life to any dead Wild
  Card, as long as any part of the body is available. The
  character may have been dead for as many years as the
  Cleric's Spirit die. In a ritual lasting 24 hours, a new
  body grows, lacking any scars or crippling injuries. The
  Cleric's skill roll is made at –4, or –6 if t he head is not
  available, and the resurrected character must make an
  immediate Vigor roll to successfully return to life and full
  health. If it fails, he can never be brought back by any
  means short of a wish. The DM may wish to limit this spell
  to NPC casters. 
  DRUID SPELLS
  Notes on Druid spells:
  Druidic magic is deeply concerned with the natural envi-
  ronment. Outdoors in nature, a Druid can be quite pow-
  erful; in a city or dungeon, some spells will be less useful
  or simply fail to work. Druids require fresh herbs and
  other plant products as material components, and are
  assumed to have access to the wild to harvest such mate-
  rials at least once a week. Druids are not recommended
  characters for campaigns that don't spend much time in
  the wilderness.
  Elemental Summoning: The use of elementals is handled
  through the Contacts: Elemental Edge. A Druid with this
  Edge can attempt to contact elemental spirits of various
  kinds, with results determined solely by the DM. Druids
  of high Rank may be able to receive aid in the form of
  physical manifestations that fight or transport the Druid
  for a few rounds. See the Savage Worlds book for some
  typical statistics. Less powerful Druids may be able to
  learn answers about the local environment: for example,
  an Earth spirit could tell of any nearby caves, while a
  Water spirit might know of things happening under a
  lake or far upriver. Incautious treatment of elementals
  might have violent consequences.
  Wherever a Savage Worlds Power has a Range based
  on Smarts, the Druid version uses Spirit instead.
  CLERIC SPELLS (VETERAN)
  DRUID SPELLS
  
  27
  Novice Spells:
  Animal Friendship
  Exactly as the Savage Worlds Power beast friend.
  Barkskin
  Exactly as the Savage Worlds Power armor.
  Call Lightning
  Rank: Novice
  Power Points: 2 (special)
  Range: Spirit x 2
  Duration: Instant
  Call lightning can only be cast under the open sky in
  cloudy or rainy conditions. The Druid calls down a light-
  ning bolt, directed at an individual target. The bolt is a
  ranged attack using the Druid's Faith die, always striking
  as if from short range, and does 3d6 damage with an AP
  of 1 against metal armor. In an actual thunderstorm, the
  cost of each bolt is reduced to 1 Power Point.
  Detect Magic
  Exactly as the Savage Worlds Power detect arcana.
  Druids cannot conceal arcana.
  Elemental Manipulation
  As the Savage Worlds Power elemental manipulation.
  Druids can perform any listed tricks with this single spell,
  choosing manipulate air, manipulate earth, manipulate
  fire, or manipulate water with each casting.
  Entangle
  Rank: Novice
  Power Points: 4
  Range: Spirit
  Duration: One minute (2/minute)
  A version of the Savage Worlds Power entangle, but
  always covering a Large Burst Template. Some vegeta-
  tion must be growing naturally in the area affected. The
  branches, grasses, or vines thicken and grow two to
  three yards, snaring everyone who fails to resist; the new
  growth withers and wilts when the spell expires.
  Faerie Fire
  As the Savage Worlds Power light, except that the light
  created is dimmer, and can be cast on a living or inani-
  mate target of up to Size +1. Living targets get a Spirit
  roll to oppose the spell; if the target resists, the faerie fire
  clings instead to an adjacent object or the ground. A
  flickering green or blue glow completely surrounds the
  target, illuminating a Medium Burst Template and elimi-
  nating any darkness penalties to attack the target.
  Shillelagh
  As the Savage Worlds Power smite, but shillelagh only
  works on blunt weapons (listed in italics on the weapons
  chart, page 23).
  Tree Walk
  Rank: Novice
  Power Points: 3
  Range: Spirit x 2"
  Duration: 3 (2/round)
  As the Savage Worlds Power burrow, except that the
  Druid merges into adjacent plant life instead of the
  ground, travels in "limbo", and emerges from plant life as
  well. Both the "entry" and "exit" points must be sizeable
  masses of vegetation, such as a tree, a clump of bushes,
  or even thick grass and weeds. The DM rules whether the
  plants in a particular area are large enough to use.
  Water Breathing
  As the Savage Worlds Power environmental protection
  for underwater.
  Seasoned Spells:
  Cure Light Wounds
  Exactly as the Savage Worlds Power healing.
  Dispel Magic
  Exactly as the Savage Worlds Power dispel.
  Fire Seed
  Rank: Seasoned
  Power Points: 2-4
  Range: Touch (5/10/20)
  Duration: One round (Instant)
  Similar to the Savage Worlds Power blast. The Druid pre-
  pares in advance an acorn or similar nut. When he casts
  the spell, the nut becomes charged with elemental fire
  and will explode in 1 round, giving the Druid time to
  throw it as a grenade-like weapon (a separate action), or
  simply drop it and move away. The explosion does 2d6
  damage in a Medium Burst Template; if two nuts are
  thrown together, the Power Point cost is doubled and the
  damage is 3d6 in a Medium Burst Template.
  Shape Shift
  Exactly as the Savage Worlds Power shape change.
  DRUIDS SPELLS (NOVICE)
  DRUID SPELLS (SEASONED)
  
  28
  Wall of Thorns
  As the Savage Wo rlds Power b a rri e r, but the wall of
  th o rn s is composed of th i ck, tangled vines cove red with
  long, sharp th o rns. Instead of having Toughness, it pro-
  vides heavy cover (–4). Cre a t u res can atte mpt to fo rc e
  their way th rough the wall of th o rn s; each atte mpt infl i c t s
  2d6 damage. If the cre a t u re then wins a contest of
  St re n g th vs. the caster's Fa i th roll, it can move th rough; if
  it fails, it is entangled as the e n ta n gl e spell. The Druid can
  c re a te the wall d i re c t ly on a ta r g et, who gets a sav i n g
  th row (Agility–2) to avoid immediate e n ta n glement  and
  2d6 damage. If using a tactical mat, draw one section of
  the b a rri e r f rom corner to corner across the ta r g et ' s
  s qu a re; only one such section can be made per casting.
  Veteran Spells:
  Control Weather
  Rank: Veteran
  Power Points: 20
  Range: Special
  Duration: 24 hours
  The DM must handle this spell somewhat impressionisti-
  cally. It takes one hour for the Druid to stand outdoors
  and invoke the proper elemental spirits, at the end of
  which time, the weather will be visibly changing over a
  number of square miles equal to the Druid's Spirit. The
  better the Druid's Faith roll, the greater the change that
  can be made. On a basic success, a clear day could be
  made overcast, cloudy weather could be induced to rain,
  a drizzle could become a heavy rain. Likewise, tempera-
  ture can be affected, from hot to warm to cool to cold.
  Wind can go from calm to light to strong to storming.
  Raises on the skill roll allow additional steps. If precise
  details are needed, see the Advanced Dungeons &
  Dragons seventh-level Cleric spell control weather. In
  any event, the Druid cannot again attempt to control the
  weather for 24 hours.
  Earthquake
  Rank: Veteran
  Power Points: 8
  Range: Spirit x 2
  Duration: 1 (4/r)
  This spell shakes the earth in a Large Burst Template.
  Everyone in the area of effect must make a basic Agility
  roll or be Shaken; on a roll of 1, the person also falls
  prone. Other Agility rolls and Agility-based skills are at
  –2 in the tremor's area, and Running is impossible.
  Weak structures collapse, things fall from shelves, and
  non-reinforced buildings suffer minor damage. If the spell
  is maintained, or cast repeatedly, greater cumulative
  damage may result at the DM's option.
  MAGIC-USER SPELLS
  Notes on Magic-User spells:
  Magic-Users have by far the most spells to choose from,
  an advantage that is partly balanced by their reliance on
  spellbooks. Magic-User spells are also assumed to
  employ a wide variety of material components, every-
  thing from frog's eyes to diamond dust. The DM may
  choose to create a shortage of any such component
  whenever he wishes to restrict use of a particular spell.
  Some Magic-User spells are reversible. The character
  takes the New Power Edge once, and chooses which ver-
  sion to use with each casting. 
  Novice Spells:
  Affect Normal Fires
  Exactly as the Savage Worlds Power elemental manipu -
  lation: fire.
  Burning Hands
  Similar to the Savage Worlds Power burst. Flames shoot
  from the wizard's outstretched hands, doing 2d6 dam-
  age in a Cone Template. Highly flammable targets ignite;
  one ordinary target catches fire for each 6 rolled on
  damage, including Aces. Burning hands is not a Heavy
  Weapon.
  Comprehend Languages
  Exactly as the Savage Worlds Power speak language.
  Darkness
  Exactly as the Savage Worlds Power obscure. Darkness
  is pitch black and blocks infravision as well.
  Detect Magic (Reversible)
  Exactly as the Savage Worlds Power detect/conceal
  arcana.
  Fear
  Exactly as the Savage Worlds Power fear.
  Gust of Wind
  Exactly as the Savage Worlds Power elemental manipu -
  lation: air.
  DRUID SPELLS (SEASONED)
  MAGIC-USER SPELLS (NOVICE)
  
  29
  Hold Person
  Rank: Novice
  Power Points: 3
  Range: Smarts
  Duration: 3
  The Magic-User selects one living target within range, no
  bigger than Size +1, and gestures making a fist. The tar-
  get makes a Spirit roll vs. the caster's Spellcasting roll; if
  the target loses, he is unable to move at all for three
  rounds. Hold person cannot be maintained.
  Identify
  Rank: Novice
  Power Points: 4
  Range: Touch
  Duration: Special
  This spell is used to determine the properties of magic
  items. Each casting takes 1 hour and requires 100 gp
  worth of material components. A success reveals the
  item's basic nature; each raise reveals an additional
  power or detail. The spell may be cast again on the same
  item for more information. Some items may resist identifi-
  cation, either with an opposed Spellcasting roll or by sim-
  ply being too powerful to comprehend.
  Jump
  Rank: Novice
  Power Points: 1
  Range: Self
  Duration: Instant
  With this spell, the caster makes a single prodigious
  bound in any direction. He can leap 4" long (with at least
  a 10' ceiling), or 3" straight up. Casting the spell and
  making the jump form a single action, which can come
  before, during, or after the caster's normal Pace. If he
  runs at least 6" before jumping, the horizontal jump
  increases to 5".
  Light
  Exactly as the Savage Worlds Power light.
  Mage Armor
  Exactly as the Savage Worlds Power armor.
  Magic Missile
  Rank: Novice
  Power Points: 1-3
  Range: 12/24/48
  Duration: Instant
  A limited form of the Savage Worlds Power bolt. The
  Magic-User can shoot from 1-3 missiles, each doing 2d6
  damage, for 1 Power Point each. The first missile uses the
  caster's Spellcasting roll to hit; the others use the same
  die type but do not count as separate spells for purpos-
  es of backlash, the Wizard Edge, etc.
  Shield
  Exactly as the Savage Worlds Power deflection.
  Spider Climb
  Rank: Novice
  Power Points: 2
  Range: Self
  Duration: 3 (1/round)
  Exactly as the Evernight Power wall walker. Spider climb
  allows the Magic-User to stick to any surface, climbing
  walls and even moving along ceilings at his normal Pace.
  He may also run as usual.
  Stun
  Exactly as the Savage Worlds Power stun.
  Seasoned Spells:
  Blink
  Exactly as the Savage Worlds Power teleport.
  Dispel Magic
  Exactly as the Savage Worlds Power dispel.
  ESP
  Rank: Seasoned
  Power Points: 3 
  Range: Smarts
  Duration: 3 (1/round) 
  ESP allows the caster to read someone else's thoughts.
  This is an opposed roll vs. the target's Smarts. A success
  reveals surface thoughts, while each raise allows the
  c a s ter to access one deeper thought or memory.
  "Singing" in one's head, unknown language, drunkeness,
  or other conditions may allow the target +2 to their roll.
  Fire Shield / Ice Shield (Reversible)
  Rank: Seasoned
  Power Points: 5
  Range: Touch
  Duration: 3 (2/r)
  Both versions of this spell surround a subject of Size+1 or
  less with a shell of flickering flame, lighting a Medium
  Burst Template and eliminating any darkness penalties to
  hit the subject. An unwilling subject may oppose the
  Spellcasting roll with a Spirit roll. Fire shield surrounds
  the subject with orange flame, protecting against cold
  (as the Savage Worlds Power environmental protection)
  and granting +4 toughness vs. cold attacks, but the pro-
  MAGIC-USER SPELLS (NOVICE)
  MAGIC-USER SPELLS (SEASONED)
  
  30
  tected character takes +4 damage from fire or heat
  attacks. Ice shield surrounds the subject with cold blue
  flames, protecting against heat and granting +4
  Toughness vs. fire and heat attacks; the protected char-
  acter cannot catch on fire, but suffers +4 damage from
  cold attacks. In either case, anyone who grapples or is
  successfully grappled by the subject takes 1d10 damage
  for every round of contact, and fire shield will have a 1
  in 6 chance per round of setting such a grappler on fire.
  By taking this single reversible spell, the Magic-User can
  choose which version to cast each time.
  Fireball
  Rank: Seasoned
  Power Points: 6
  Range: 24/48/96
  Duration: Instant
  As the Savage Worlds Power blast. A pea-sized burning
  sphere streaks to the stated range and explodes, unless
  it hits a solid obstacle first, in which case it explodes on
  impact. The fireball does 3d6 damage in a Large Burst
  Template; for every 6 rolled, including additional dice
  due to Aces, one target catches on fire. The blast auto-
  matically ignites any highly flammable objects and melts
  anything soft, up to and including precious metals.
  Animate targets get a saving throw for half damage.
  Haste / Slow (Reversible)
  As the Savage Worlds Power speed. The reverse, slow,
  has a range of Smarts. The target makes a Spirit roll vs.
  the caster's Spellcasting roll; if the caster wins, the tar-
  get's Pace is reduced to half, round down. If the caster
  wins with a raise, the target's Pace is reduced to 1. Haste
  cancels slow and vice versa.
  Hold Portal / Knock (Reversible)
  Rank: Seasoned
  Power Points: 3
  Range: Touch
  Duration: 1 minute (1/minute)
  Hold portal magically seals a door, window, hatch, or
  similar closeable item no bigger than 10' x 10'. The por-
  tal thus sealed can only be forced open by a Strength
  roll that beats the Magic-User's Spellcasting roll with a
  raise. The reverse, knock, will open a held portal by win-
  ning a simple contest of Spellcasting. Knock also allows
  the Magic-User to use his Spellcasting skill in place of
  Strength when attempting to force stuck doors, barred
  gates, portcullises, etc. Knock does not pick locks, but it
  might force open a locked door.
  Ice Storm
  Rank: Seasoned
  Power Points: 4
  Range: 24/48/96
  Duration: Instant
  As the Savage Worlds Power blast. A hailstone streaks
  to the stated range and explodes, unless it hits a solid
  obstacle first, in which case it explodes on impact. The
  ice storm does 2d6 cold damage in a Large Burst
  Template, extinguishing fires and freezing the surface of
  liquids.
  Invisibility
  Exactly as the Savage Worlds Power invisibility.
  Lightning Bolt
  Rank: Seasoned
  Power Points: 2-4
  Range: 12/24/48 or 6/12/24
  Duration: Instant
  A form of the Savage Worlds Power bolt. The Magic-
  User can shoot one lightning bolts for 2 Power Points, or
  a "forking bolt" for 4 Power Points. A single bolt has a
  range of 12/24/48; a forking bolt is effectively two
  bolts, with a range of 6/12/24. Each bolt does 3d6
  damage with AP 1 against metal armor.
  Phantasm
  Rank: Seasoned
  Power Points: 4
  Range: Smarts
  Duration: 3 (2/round)
  Phantasm fills a Small Burst Template with visual and
  audible illusions under the caster's control. The illusions
  are generally believable, but if it becomes necessary to
  create an exact image or voice to fool someone familiar
  with the original, use a contest of Smarts. It is possible to
  cover people and objects with an appearance of being
  "not there", but if the covered targets move, the illusion
  is spoiled.
  Telekinesis
  Exactly as the Savage Worlds Power telekinesis.
  Wall of Fire
  As the Savage Worlds Power barrier. Instead of having
  Toughness, the wall of fire gives heavy cover (–4) and
  does 1d10 damage to anyone who touches it. Anyone
  who takes damage from a wall of fire has a 1 in 6
  chance of catching on fire. Those who are willing to take
  2d10 damage can walk through the fire, but if they
  become Shaken, they fall back and don't get through.
  The Magic-User can create the wall directly on a target,
  MAGIC-USER SPELLS (SEASONED)
  MAGIC-USER SPELLS (SEASONED)
  
  31
  who gets a saving throw (Agility–2) to avoid an immedi-
  ately 2d10 damage. If using a tactical mat, draw one
  section of the barrier from corner to corner across the
  target's square; only one such section can be made per
  casting.
  Wall of Ice
  As the Savage Worlds Power barrier. The wall of ice has
  Toughness 10 but takes double damage from heat or fire
  attacks and no damage from cold attacks. It is difficult to
  see through the ice: –4 to Notice checks or to aim at
  anything beyond the wall.
  Web
  Rank: Seasoned
  Power Points: 4
  Range: Smarts
  Duration: 1 minute (2/minute)
  As the Savage Worlds Power entangle, but always
  affecting a Medium Burst Template. Great masses of
  sticky spiderwebs fill the area, but they must have anchor
  points to stretch between: walls, trees, buildings, etc. The
  DM determines which parts of the Medium Burst qualify;
  elsewhere, the webs float harmlessly to the ground. The
  webs burn easily, causing 1d6 damage to entangled
  creatures. When the spell expires, the webs dissolve.
  Veteran Spells:
  Animate Dead
  E xa c t ly as the Savage Wo rlds Power z o m b i e.
  Considered an evil act.
  Fly
  Exactly as the Savage Worlds Power fly.
  Polymorph Self
  As the Savage Worlds Power shape change. An alter-
  nate way to cast this spell is to employ a specially-carved
  jade hoop about 6 inches in diameter, costing at least
  1,000 gp. When the spell is cast using the hoop, the
  Magic-User can change shapes every round as a free
  action! He may select from any shape available to his
  Rank, and pays only the necessary Power Points to cover
  the highest cost. For example, if a Veteran caster spends
  a round as a hawk (3 Power Points), and then chooses to
  change into a tiger (5 PP), he immediately pays the 2 PP
  difference. Changing back to a hawk would not incur
  additional cost. The jade hoop does not transform with
  the Magic-User's gear, so it must be hidden or carried in
  animal form. If it is broken, the spell ends instantly.
  Puppet
  Exactly as the Savage Worlds Power puppet.
  Telepathy
  Rank: Veteran
  Power Points: 5
  Range: Sight
  Duration: 3 (2/round)
  Telepathy establishes full, two-way, silent communication,
  in words or images, between the caster and one target.
  The target can choose to resist the spell with Spirit, or
  can simply allow the link to take place. If the target is out
  of sight, but known to the caster and within one mile, the
  Spellcasting roll is made at –4.
  Wall of Force
  As the Savage Worlds Power barrier. The wall of force
  is nearly invisible and has 10 points of Heavy Armor,
  making it impenetrable to normal physical attacks.
  Heroic Powers:
  Polymorph Other
  Rank: Heroic
  Power Points: 7 (varies)
  Range: Touch
  Duration: 1 minute (3/minute)
  This spell has several uses. It can be used on a living tar-
  get by a successful touch attack. An unwilling target
  resists with a Spirit roll opposed to the caste r ' s
  Spellcasting roll. If the caster wins, he may change the
  target into any form available to the caster's Rank under
  the Savage Worlds Power shape change, but the Power
  Point cost is always 7. Polymorph other will also change
  petrified creatures from stone back to flesh (generally
  requiring a flat Vigor roll to survive the ordeal), or oth-
  erwise restore a shape-shifted creature to its natural
  form. Finally, the spell can be used to change the shape
  of inanimate objects. The Power Point cost for this effect
  is 7 modified by the object's Size (from –3 to +10), and
  the new form of the object must be of similar material
  and bulk to the original. For example, an iron door could
  be changed into a large bell or a metal statue, but not
  into a pocket handkerchief. The DM may wish to limit this
  spell to NPC casters.
  Teleport
  As the Savage Worlds Power teleport, except that the
  range is measured in miles instead of inches.
  MAGIC-USER SPELLS (SEASONED)
  MAGIC-USER SPELLS (VETERAN)
  
  32
  MAGIC-USER SPELLS (LEGENDARY)
  MAGIC-USER SPELLS (LEGENDARY)
  Legendary Powers:
  Wish
  Rank: Legendary
  Power Points: 40
  Range: Special
  Duration: Permanent 
  The ultimate magic available to mortals. Subject only to
  DM approval, a wish can do almost anything, including:
  •Bring a dead person back to life, if the dead person
  makes a basic Vigor roll.
  •Reverse 6 months of aging.
  •Fully restore all wounds and fatigue to every ally in
  a Large Burst Template.
  •Fully restore all wounds, fatigue, injuries, Bennies,
  and Power Points to any one person, including per-
  manent crippling injuries.
  •Permanently change one person's race or gender.
  •Undo the results of any one die roll, if cast within 10
  minutes of the roll.
  •Transport anyone and anything within a Large Burst
  Template to anywhere the caster specifies.
  •Grant any one Edge or score increase, regardless of
  prerequisites.
  •Imbue a person with any one Monstrous Ability.
  •Increase any skill by two die types, regardless of pre-
  requisites.
  •Instantly summon treasures worth 3d6 thousand gp,
  with Aces.
  •Enchant an appropriate object into any permanent
  magic item in this book (see Dungeon Masters
  Section).
  •Destroy any one magic item or other object, unless it
  is protected by divine forces.
  •Cast any spell in this book with automatic success, no
  additional Power Point cost, an effective short range
  of sight, and +6 to Spellcasting to calculate raises or
  overcome any resistance.
  •Make permanent any spell cast within the last
  minute.
  •Other effects along these lines, as the DM sees fit.
  Each time a Magic-User casts wish, he must immediately
  give up 10 experience points, permanently losing the
  Edges, skill levels, or traits of his choosing (although they
  may be earned again normally). The DM may wish to
  limit this spell to NPC casters. It is traditional to enforce
  a very literal interpretation of the phrasing of the wish.
  
  33
  A CO M P I L E D VO LUME OF I N FO R M AT I O N P R I M A R I LY USED BY
  SAVAGE WORLDS® REFEREES RU N N I NG GAMES IN THE STYLE OF
  ADVANCED DUNGEONS & D R A G O N S®, INC LU D I NG :
  NO N - P LAY E R CH A R ACTERS, MONSTER LISTS AND ENCO U N T E R S ,
  M AGIC ITEM TABLES AND DESCRIPTIONS,
  AND SUGGESTIONS ON EXPERIENC E .
  by Joel Sparks
  © 2005
  Playtested by:
  Bighara
  Chosh Navar
  Devyous D
  S avage Wo rlds and all associated re fe rences belong to Pinnacle Ente rtainment Group and are used without perm i s s i o n .
  AD&D and all associated re fe rences belong to Wi z a rds of the Coast and are used without perm i s s i o n .
  No claim is made to such mate rials, which are emp l oyed out of tri b u te and affe c t i o n .
  S P E C I A L R E F E R E N C E W O R K
  DUNGEON MASTERS SECTION
  
  CONTENTS
  NON-PLAYER CHARACTERS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
  NON-PLAYER CHARACTER RACES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
  NON-PLAYER CHARACTER CLASSES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
  The Illusionist  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
  The Necromancer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
  NON-PLAYER CHARACTER SPELLS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
  The Anti-Paladin  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
  BENNIES AND EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
  CONVERTING SCORES AND LEVELS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
  CONVERTING MONSTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
  Four Step Method of Converting Monsters  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
  RANDOM ENCOUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
  Terrain Types  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
  Chance of Encounter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Random Encounter Determination by Terrain Type  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
  MAGIC ITEMS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Narrative Effect of Magic Items  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Magic Items as Treasure  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Magic Items as Merchandise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Magic Items and Other Abilities  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Magic Items as Edges  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Random Determintation of Magic Items  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
  Descriptions of Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
  POTIONS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
  SCROLLS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
  RINGS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
  RODS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
  STAVES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
  WANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
  MISCELLANEOUS MAGIC  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
  MAJOR MISELLANEOUS MAGIC  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
  ARMOR AND SHIELDS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
  WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
  Making and Pricing Magic Items  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
  Setting up the Workshop  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
  Creating the Item: Cost  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
  Creating the Item: Skill  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
  Making Scrolls  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
  Making Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
  Making Magic Armor and Weapons  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
  Making Edge-Granting Items  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
  ACKNOWLEDGEMENTS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
  TABLES AND CHARTS
  Wages for Non-Player Characters ...........................35
  Illusionist Spell Table...............................................36
  Necromancer Spell Table........................................36
  Anti-Paladin Spell Table ..........................................37
  Toughness and To Be Hit Modifiers by Size..............38
  Random Encounter Probability Tables ......................40
  Random Encounter Determination by Terrain............41
  Random Determination of Magic Items ....................47
  Wages for Craftsmen or Spellcasters Assisting
  Enchantment ......................................................65
  Cost to Set Up Workshop and Appropriate Skill ......65
  34
  
  35
  NON-PLAYER CHARACTERS
  As always in Savage Worlds, NPCs do not follow the
  rules that bind player characters. In AD&S, some partic-
  ular NPC abilities depend on the race of the character
  in question.
  NPC Dwarves never consider encumbrance, and they
  can determine anything about caves, stonework, archi-
  tecture, or engineering on a Smarts roll (typically d6).
  NPC Elves are beings of great age and wisdom. All
  have the Edges Acrobat, Alertness, Charisma, and
  Healer. They can all use longswords, long bows, and
  chainmail. Wild Cards have innate spell ability: 10
  Power Points, Spellcasting skill equal to Smarts (typical-
  ly d8), the Druid spells animal friendship and detect
  magic, and the ability to use magic items as Magic-
  Users.
  NPC Gnomes can accurately evaluate gems and jewel-
  ry on a Smarts roll (typically d8). Wild Cards have 10
  Power Points and innate spellcasting skill equal to
  Smarts. They cast the Druid spell faerie fire and the
  Magic-User spell phantasm.
  NPC half-orcs have Strength d10, Vigor d10, and
  Fighting d12, and are generally Berserk.
  NPC Halflings are amiable gluttons with Agility d10,
  Stealth d12, Throwing d10, and the Luck Edge.
  NPC humans and half-elves have no special abilities.
  HIRING NPCs
  When PCs wish to hire an ordinary guard, mason, or
  the like, the DM determines the NPC's ability with his
  primary skill, and finds the corresponding wage below.
  These amounts assume that the hireling brings his own
  ordinary gear, and a short-termhire that interrupts ordi-
  nary business. Artisans ordinarily make much less.
  Skill
  Daily wage
  d4
  1 gp
  d6
  3 gp
  d8
  5 gp
  d10
  8 gp
  d12
  10 gp
  Double wages, plus a share of any loot, are appropriate
  for duties involving risk of arrest, injury, or death.
  NPC CLASSES
  NPCs might follow classes not available to player char-
  acters, such as Necromancers, Illusionists, or Anti-
  Paladins. These classes are not necessarily balanced
  with PC classes, but the DM could allow players to use
  them, depending on the campaign.
  The Illusionist
  The Illusionist is exactly like the Magic-User, but with a
  different spell list (page 36), starting with phantasm
  and two other spells. All the Illusionist's spell effects are
  acheived through manipulating light, sound, and the
  senses and mind of the target. For example, the
  Illusionist version of puppet works by convincing the tar-
  get that he is in a situation demanding the actions that
  the Illusionist desires: friends seem to be foes, a yawn-
  ing pit looks like a safe floor littered with gold, etc.
  The Necromancer
  The Necromancer is exactly like the Magic-User, but
  with a different spell list (page 36), starting with ani -
  mate dead and two other spells. The Necromancer's
  animate dead last for one day, plus one day per raise.
  Slay living is the standard reverse of the Cleric spell
  raise dead, but with a cost of 20 PP. Burrow is the
  Savage Worlds Power. Create undead is the same as
  zombie, but with a cost of 10 per corpse, and the
  undead are permanent. Depending on preparations,
  this spell can make skeletons, zombies, or mummies.
  The Anti-Paladin
  See complete description on page 37.
  NON-PLAYER CHARACTERS
  NON-PLAYER CHARACTERS
  
  36
  Spell Descriptions
  Most spells above are identical to spells listed in the
  Players Section, identical to Savage Worlds Powers, or
  easily extrapolated. Two new spells are described
  below:
  Death Spell
  Rank: Veteran (Necromancer)
  Power Points: 30
  Range: 12/24/48
  Duration: Instant
  A beam of darkness shoots from the caster's hand as a
  missile spell, doing 3d6 damage (4d6 on a raise). The
  damage ignores armor, except magical armor bonuses,
  but Toughness is subtracted normally. The victim must
  then make an immediate Vigor roll vs. the damage
  taken or die.
  Phantasmal Nemesis
  Rank: Seasoned (Illusionist)
  Power Points: 5
  Range: Smarts
  Duration: 3 (2/round)
  From the mind of a single target arises a personal hallu-
  cination, a terrifying apparition from the depths of that
  person's unconscious. No one else can perceive the
  threat; not even the caster knows what it is. The appari-
  tion locks the victim in vicious combat, but what is really
  happening is a contest of the victim's Smarts with the
  caster's Spellcasting skill. Roll once each round, on the
  victim's turn; the nemesis is autonomous and the caster
  need not be concentrating on the contest. If the victim
  loses, he is Shaken; further Shaken results do not cause
  a Wound. If he rolls a 1 on his Smarts die, he takes a
  Wound. If he beats the spellcaster with a raise, he sees
  through the delusion and the nemesis disappears.
  NPC CLASSES (SPELLS)
  NPC CLASSES (SPELLS)
  Number
  Novice
  Seasoned
  Veteran
  1
  Detect Magic
  Dispel Magic
  ESP
  2
  Displacement (Deflection)
  Identify
  Puppet
  3
  Faerie Fire
  Illusionary Wall
  4
  Illusion Disguise
  Phantasmal Nemesis
  5
  Illusionary Blast (Stun)
  6
  Illusionary Shackles (Hold Person)
  7
  Illusionary Terrors (Fear)
  8
  Invisibility
  9
  Light / Darkness
  10
  Phantasm
  Number
  Novice
  Seasoned
  Veteran
  1
  Animate Dead
  Blade Barrier
  Create Undead
  2
  Cure / Cause Light Wounds
  Burrow
  Death Spell
  3
  Curse (Lower Trait)
  Dispel Magic
  Puppet
  4
  Darkness
  ESP
  Telepathy
  5
  Detect Magic
  Identify
  6
  Elemental Manipulation (all)
  Lightning Bolt
  7
  Mage Armor
  Slay Living
  8
  Magic Missile
  Wall of Bone (Barrier)
  SPELL TABLES
  ILLUSIONISTS
  NECROMANCERS
  
  37
  THE ANTI-PALADIN
  The evil gods created this class as an answer to the
  Paladin. Anti-Paladins have many powerful abilities, bal-
  anced perhaps by the fact that they are considered the
  enemy of civilization and hunted wherever found.
  Requirements: Sp d8, St d6, V d8, Faith d6, Fighting d8
  Must be Chaotic Evil in alignment
  Starting Edges:
  Arcane Background: Miracles
  Champion (unholy)
  Unholy Warrior
  Starting Hindrances:
  Enemy: Paladins
  Vow: Tireless destruction
  Wanted (Major)
  Class Edges:
  Beast Master (S)
  Block (S)
  Improved Block (V)
  Command (Sm d6)
  Fervor (V, Sp d8, Command)
  Hold the Line! (S, Sm d8, Command)
  Inspire (S, Command)
  Natural Leader (S, Sp d8, Command)
  Common Bond (WC, Sp d8)
  Dead Shot
  Dodge (S, A d8)
  Improved Dodge (V)
  First Strike (A d8)
  Improved First Strike (H)
  Improved Trademark Weapon (V, Trademark Wpn)
  Mighty Blow (S, Fighting d12)
  Nerves of Steel (WC, V d8)
  Improved Nerves of Steel
  New Power
  Power Points
  Quick Draw (A d8)
  Soul Drain
  Sweep (St d8, Fighting d8)
  Improved Sweep (V)
  Two-Fisted (A d8)
  Weapon Master (L, Fighting d12)
  Master of Arms
  Class Skills:
  Faith (Sp)
  Fighting (A)
  Guts (Sp)
  Healing (Sm)
  Intimidation (Sp)
  Knowledge: Poisons*
  Knowledge: Religion (Sm)
  Notice (Sm)
  Persuasion (Sp)
  Riding (A)
  Shooting (A)
  Survival (Sm)
  Swimming (A)
  Throwing (A)
  Tracking (Sm)*
  * The Anti-Paladin possesses skills normally restricted to
  Assassins and Rangers.
  With the Beastmaster Edge, the Anti-Paladin summons a
  Familiar like that of a Magic-User.
  Anti-Paladins can use any armor, shield, or weapon.
  They can use magic items as a Fighter or Cleric, includ-
  ing Clerical scrolls.
  The Anti-Paladin's vow requires him to work to under-
  mine civilization and create chaos. A favored tactic is
  to locate an isolated community, terrorize it, and take
  over, often with the help of evil humanoids. Then the
  Anti-Paladin prepares a death-trap of ambushes, pitfalls,
  and poisons, hoping to lure neophyte do-gooders to
  their doom – especially Novice Paladins.
  Anti-Paladin Spells:
  1. Cure / Cause Light Wounds
  2. Darkness
  3. Hold Person
  4. Smite
  NPC CLASSES (ANTI-PALADIN)
  NPC CLASSES (ANTI-PALADIN)
  
  38
  CONVERSION (BENNIES AND EXPERIENCE)
  CONVERSION (MONSTERS)
  BENNIES AND EXPERIENCE
  Earned experience. The DM should be generous in
  handing out bennies during play, to simulate the com-
  bat-and-treasure based experience system of AD&D.
  The group should receive one bennie each when a sig-
  nificant battle, puzzle, or challenge is overcome or a
  great reward gained. Individuals receive bennies for
  role-playing, quick thinking, insightful solutions, smooth-
  ing the flow of play, and making good jokes. A good
  minimum is one extra bennie to each player, each hour
  of play.
  Leftover bennies. AD&S players can end up with a lot
  of bennies. Thus the system for leftover bennies varies
  from the Savage Worlds book. The number of bennies
  in hand at the end of a play session is the chance on a
  single d6 to gain one extra experience point. A player
  with 6 or more bennies leftover (which should be unusu-
  al) can divide them as desired between two d6 rolls,
  for one XP each. Two rolls is the maximum.
  CONVERTING SCORES AND LEVELS
  The revised edition of the Savage Worlds book contains
  suggestions for converting d20 scores and levels to
  Savage Worlds terms. Use these as AD&D rough equiv-
  alents. To recreate a specific character, use 10 points
  per AD&D level and choose the most appropriate abili-
  ties in Savage Worlds terms, ignoring classes.
  CONVERTING MONSTERS
  Most of the classic AD&D monsters are covered in the
  free PDF by Butch Curry called Savage Beasts. Many
  others are in the Savage Worlds book. When such sta-
  tistics are unavailable, or the DM simply needs a rapid
  estimate for combat purposes, the following four-step
  method will yield rough numbers for quick conversion
  of AD&D monsters to Savage Worlds combat statistics.
  Complete random encounter charts for monsters in
  Savage Worlds, Savage Beasts, and others began on
  page 42.
  Four-step method for converting monsters:
  1. Start with Hit Dice (HD).
  HD
  Fighting
  Parry
  Vigor
  Toughness
  <1/2 ......d4–2...........3................d4...............4
  1/2-1......d4...............4................d6...............5
  2-3 .........d6...............5................d8...............6
  4 ............d8...............6................d10 .............7
  5 ............d10 .............7................d12 .............8
  6+ ..........d12 .............8................d12 .............8
  2. Add Shield (if any):
  Small*......................+1 Parry
  Medium*..................+1 Parry,
  +2 Toughness vs. Ranged
  Large* .....................+2 Parry,
  +2 Toughness vs. Ranged
  *Size in proportion to creature’s body .
  3. Add Armor to Toughness:
  Leather, thick skin, thick fur . . . . . . . . . . . . . . . . .+1
  Chain mail, partial plate, light scales, tough hide  .+2
  Plate mail, thick scales, rocky hide, gigantic hide  .+3
  Solid rock, gigantic scales, gigantic chain mail . . .+4
  Solid metal body, gigantic plate mail . . . . . . . . . .+5
  4. Modify by Size:
  Size
  Toughness
  To be hit
  Cat, small dog .......................–2 ................. –2
  Large dog, Halfling................–1 ...................+0
  Human.....................................0...................+0
  Half-Orc.................................+1...................+0
  Gorilla, bear, horse................+2...................+0
  Ogre, large bear ...................+3...................+0
  Rhino.....................................+4...................+2
  Small elephant .......................+5...................+2
  Large elephant.......................+6...................+2
  T-Rex .....................................+7...................+2
  Huge dragon .........................+8...................+4
  Blue whale.............................+9...................+4
  Leviathan .............................+10...................+4
  
  39
  RANDOM ENCOUNTERS
  At times, the DM may wish to roll at random to see what
  sort of creature the player characters meet. The follow-
  ing tables cover thirteen possible terrains types. Most of
  the creatures listed come from the indispensible Savage
  Beasts, by Butch Curry. Others, marked †, are in the
  Savage Worlds book, Chapter Seven.
  Often the encounter will not offer immediate combat. The
  tables reflect the comparative rarity of predators and
  large creatures and the abundance of smaller prey. Deer
  and rabbits may not seem like interesting monsters, but
  to a party running out of food, they can certainly make
  an important encounter. Even a predator will usually flee
  from a group of people, or ignore them. Truly extraordi-
  nary monsters, such as dragons and liches, don’t
  appear on these charts at all, being left for the DM to
  place deliberately. The DM is of course free to ignore
  such "realistic" results and populate his sessions with
  nothing but bloodthirsty killers and supernatural horrors.
  Every encounter indicates a significant number of crea-
  tures. For example, if the party adventures through a for-
  est for several days and never rolls an encounter with
  birds, it does not mean that they haven't seen a single
  robin flitting by. But they haven't yet stumbled on a whole
  flock of pheasants, or a pond of ducks, or a nesting site.
  Terrain Types
  Cave: Shallow tunnels and warrens can hold many sur-
  prises. As shown below, a newfound cave contains an
  encounter on a 3-6; on a 2, something lives there but is
  not home. Organized beings will post watch or set traps;
  animals or horrors may lurk well back out of sight, watch-
  ing their moment for fight or flight. Deep, complex cav-
  ern systems without easy access to the surface should be
  treated as Dungeons.
  Dungeon: The traditional dungeon is a strange and
  unnatural ecosystem indeed. The table generates mostly
  scavengers, unintelligent undead, and roving bands of
  humanoids. In addition to the roll each hour, make a
  "wandering monster" roll whenever adventurers gener-
  ate excessive noise.
  Forest: Any expanse of trees that lacks the humidity and
  heat of a true jungle. For extremely cold forested areas,
  roll on Tundra instead.  
  Jungle: Jungle predators prefer to strike by stealth, often
  from above.
  Lost World: Whether an island, an isolated valley, or a
  realm reached by time/dimension travel, sometimes you
  end up in the land of the dinosaurs.
  Mountains: Many Mountain encounters will be with air-
  borne creatures who prefer to live on high cliffs and
  crags, secure from the groundbound. Large or monstrous
  flyers may dive to attack, snatch what they can carry,
  and retreat to their lairs.
  Plains/Hills: The easiest place to survive in the wild, these
  grassy and temperate areas see a lot of travelers.
  Swamp: Miasmal and wet, the swamp is fecund but dan-
  gerous, with gnarled trees rising out of stagnant pools,
  tangled vines, and stretches of treacherous mud and
  slime. Everyone except amphibians suffers major move-
  ment penalties in the swamp.
  Shore: Applies to the edge of a sea or a large lake. The
  table assumes an accessible situation where land animals
  can come down to drink, hunt, or catch fish.
  Tundra: Includes all frozen or snow-covered terrain.
  Urban: The table represents encounters in a sizeable city.
  Small villages will contain nothing but peasants, live-
  stock, and a few tradesmen. The Urban encounter chart
  includes dangerous and supernatural beings, but most
  will appear to be normal citizens unless the situation pro-
  vides an opportunity to work mischief without witnesses.
  Waste/Desert: Hot, dry areas of little vegetation. Very
  inhospitable; any people encountered will be on their
  way somewhere else, i.e. the next town or oasis. Make
  an additional roll at each oasis: on a 3-6, someone or
  something else is already there.
  Water: Whether at sea or underwater, this category pre-
  sumes a full oceanic or great lake ecosystem with room
  for many large predators.
  RANDOM ENCOUNTERS
  RANDOM ENCOUNTERS
  
  40
  Chance of Encounter
  The chance of a random encounter is always rolled on a
  d6, with higher numbers indicating an encounter. Such
  dice can Ace: On a 6, roll again with the same range to
  see if another encounter occurs as well. Depending on
  what results, the DM determines if multiple encounters
  indicate creatures working together, living in peaceful
  proximity, one hunting another, a battle in progress, or
  two separate encounters, 1d6–1 hours apart.
  The Random Encounter Probability tables indicate how
  often the DM should check for encounters in each terrain
  type. Frequency indicates the number of rolls per day
  and additional rolls at night. Range indicates which num-
  bers on the d6 indicate an encounter. When the range is
  1-6, at least one encounter is guaranteed. When 2 rolls
  per day are indicated, the DM should vary the gap
  between them, perhaps to 2d6-2 hours, so that players
  cannot count on a definite period to rest and heal with-
  out risk of a new fight.
  RANDOM ENCOUNTERS
  RANDOM ENCOUNTERS
  Forest
  Jungle
  Mountains
  Plains/
  Hills
  Shore
  Urban
  DAY:
  Frequency
  1
  2
  1
  1
  2
  2
  DAY:
  Range
  1-6
  1-6
  3-6
  1-6
  2-6
  1-6
  NIGHT:
  Frequency
  1
  1
  1
  1
  1
  1
  NIGHT:
  Range
  4-6
  4-6
  6
  6
  5-6
  5-6
  Cave
  Dungeon
  Lost
  World
  Swamp
  Tundra
  Waste/
  Desert
  Water
  DAY:
  Frequency
  1
  1/hour
  2
  1
  1
  1
  1
  DAY:
  Range
  3-6
  6
  1-6
  1-6
  2-6
  6
  4-6
  NIGHT:
  Frequency
  1
  1/hour
  1
  1
  1
  1
  1
  NIGHT:
  Range
  2-6
  6
  4-6
  4-6
  6
  6
  5-6
  Random Encounter Probability Table I: Common Terrain Types
  Random Encounter Probability Table II: Other Terrain Types
  For each encounter, roll on the appropriate Random
  Encounter Determination table below. Although more
  than 150 different encounter types appear on the tables
  that follow, the DM must still employ imagination in inter-
  preting the results. For example, a result of People:
  Religious on the Cave table probably indicates a hermit.
  Skeletons rolled on the Shore table might be the restless
  bones of mariners among the shattered remains of a ship
  on the rocks, whereas People: Merchants on the same
  table probably indicates a trade vessel loading or
  unloading goods. A result of Wild Dogs/Wolves could
  mean a hungry wolf-pack if encountered in the forest, but
  a rabble of mangy, feral curs in town (who nonetheless
  might attack a target who seems to be small, solitary, or
  oth e rwise weak). Likewise, Berserke r s / B a r b a rians in
  town, while easily provoked, are there to sell furs and
  purchase weapons, not to instantly assault everyone they
  meet.
  Bandits in town, however, are gangs of thieves,
  and certainly intend to mug and rob whenever the
  chance arises and justice can be escaped. At sea, the
  same result would naturally indicate pirates.
  A cave result in another terrain type leads to an immedi-
  ate encounter check on the Cave probablity table above.
  
  41
  RANDOM ENCOUNTERS
  RANDOM ENCOUNTERS
  Forest
  Jungle
  Mountains
  Plains/Hills
  Shore
  Urban
  Alligator/Crocodile†
  01-02
  Antelope/deer
  01-12
  01-12
  01-12
  03-11
  Apes
  01-05
  13-16
  Apes, albino
  06-07
  Apes, mutant
  01
  Bandits
  13-14
  17-18
  13-14
  02-04
  Basilisk/Cockatrice
  19
  Bats, giant
  20
  Bats, normal
  21-22
  Bear, large†
  15-16
  12
  Beetles, giant tiger
  08
  15
  Berserkers/Barbarians
  25
  05-06
  Boar
  17-19
  09-13
  Cat, great
  14-16
  26-27
  16-17
  13
  Cattle, branded
  14
  07-10
  Cattle, wild (see Bull†)
  15-16
  Cave
  20-21
  17
  28-30
  18-19
  17
  Centaurs
  22-23
  Centipedes, giant
  18-19
  Crab, giant
  18
  Demon, succubus/incubus
  11
  Dogs, domestic
  12-15
  Dogs, wild / Wolves†
  24-27
  31-35
  20-24
  19-20
  16-17
  Drake†
  28
  25
  Dryad
  29-30
  20
  Elephants
  21-22
  Ent
  31
  23
  Ferret, giant
  32
  Gargoyles
  36
  Ghost†
  33
  24
  37
  18
  Giants, Hill
  34
  38-41
  26-27
  Giants, Stone
  42-43
  28
  Gnolls
  36-37
  29-30
  Griffon
  44
  31
  Hag
  38
  25
  Harpies
  45
  Hawk, giant
  46
  32
  Hawk, normal
  39-41
  47-49
  33-37
  Hippogriff
  50
  38
  Horses, wild†
  39-41
  Insects (swarm†)
  26-30
  51
  42-44
  21-24
  19-20
  Killer, slasher
  21
  Leech, giant
  25
  Lizard, giant chameleon
  31-32
  Lizard, giant draco
  33
  Lizard, giant gecko
  34-35
  Lizard, giant tuatara
  36
  Random Encounter Determination Table I: Common Terrain Types
  Bold entries indicate intelligent creatures who might
  organize, band together, prepare traps or bolt-holes,
  negotiate, dissemble, etc.
  † indicates a creature whose statistics appear in the
  Savage Worlds book. Others appear in Savage Beasts.
  A few encounter types are left to the DM to define,
  including small game and other non-combatants. For
  People, including Bandits, the DM determines their stats
  as for any NPC. People need not be Human. In the
  mountains it could mean Dwarves; in the forest, Elves.
  Any civilized race is possible, as the DM prefers.
  
  42
  Forest
  Jungle
  Mountains
  Plains/Hills
  Shore
  Urban
  Lizardmen
  37-39
  Medusa
  52
  Mosquitoes, giant
  40-41
  26
  Ogres†
  42-43
  53-54
  Orcs†
  44-47
  55-59
  45-48
  Pegasus
  60
  People: Adventurers
  27
  22
  People: Artisans
  23-42
  People: Merchants
  49-52
  28-31
  43-58
  People: Military
  61-62
  53-57
  32-35
  59-63
  People: Noble
  48
  58
  64-65
  People: Peasants
  49-60
  42-51
  63-66
  59-69
  36-44
  66-85
  People: Religious
  86-89
  People: Scholars
  90-92
  Pixies
  61
  45
  Predator, small
  (wildcat, small bear, etc.)
  62-66
  52-57
  67-71
  70-73
  46-48
  Rats, giant
  58
  49
  93
  Rats (swarm†)
  59-63
  50-52
  94-97
  Rhinoceros
  64-67
  Roc, adult
  72-73
  Roc, young
  74
  Rock baboons
  68-69
  75-76
  Screaming fungus
  67
  70
  Shadow
  98
  Shark, medium†/Freshwater gar
  53-54
  Skeletons
  55
  Small game: Birds
  68-81
  71-83
  77-85
  74-85
  56-66
  Small game: Rabbits, etc.
  82-94
  84-92
  86-94
  86-97
  67-74
  Small game: Fish, eels, etc.
  75-92
  Snake, giant constrictor
  93
  Snake, giant venomous
  94
  Snake, venomous†
  95-96
  95-98
  95-96
  98-99
  93-95
  Spider, giant tarantula
  99
  Spider, giant trapdoor
  97
  100
  Toad, giant / Frog, giant
  97
  96-97
  Troglodytes
  98-100
  Trolls†
  98-99
  98-99
  Unicorn
  100
  Vampire, young†
  99
  Werebear
  100
  Weretiger
  100
  Wolf-man
  100
  RANDOM ENCOUNTERS
  RANDOM ENCOUNTERS
  Random Encounter Table I: Common Terrain Types – Continued
  
  43
  Cave
  Dungeon
  Lost World
  Swamp
  Tundra
  Waste/Desert
  Alligator/Crocodile†
  01-07
  Antelope/deer
  01-10
  Apes, albino
  01-02
  11
  Apes, mutant
  03
  Bandits
  01-04
  01-04
  Basilisk
  05
  01
  08
  05
  Bats, giant
  06
  04
  Bats, normal
  07-15
  Bats, vampire
  16
  02
  05
  Bear, large†
  17-18
  06-07
  12-17
  Beetles, giant fire
  19
  03
  09-10
  Beetles, giant oil
  20
  04
  Berserkers/Barbarians
  18-19
  Blob, black
  21
  05
  Blob, cavern crawler
  22-23
  06
  Blob, giant
  08
  Bugbears
  24-26
  07-08
  Camels
  06-16
  Cat, great
  09-10
  Cave
  11-12
  20
  17
  Cave locusts
  27-29
  09-10
  Centipedes, giant
  30-31
  11
  13-14
  11-12
  Chimera
  12
  Cockatrice
  13
  Corrosive slime
  32
  14
  13
  Crab, giant
  15
  Crawling eye / Crawling hand
  16
  Cyclops
  33
  15
  Demons, hellhound
  17
  Dinosaur, deinonychus
  16-17
  Dinosaur, pteranodon
  18-19
  Dinosaur, T-rex
  20
  Dinosaur, triceratops
  21-25
  Djinni
  18
  Dogs, wild / Wolves†
  21-33
  Doppelganger
  18
  Drake†
  34
  19
  Dryad
  14
  Ent
  15
  Ferret, giant
  26
  Gargoyles
  20-21
  Ghost†
  22
  16
  Ghouls
  23
  17
  Giants, Frost
  34-37
  Giants, Hill
  35-37
  24
  27-30
  18-19
  Giants, Stone
  38
  25
  Gnolls
  39-41
  26-27
  Goblins†
  42-46
  28-30
  Gorgon
  31
  Great Worm
  32
  31
  19
  Hag
  20
  Hawk, giant
  32
  Hawk, normal
  20-28
  RANDOM ENCOUNTERS
  RANDOM ENCOUNTERS
  Random Encounter Determination Table II: Other Terrain Types
  
  44
  Random Encounter Determination Table II: Other Terrain Types – Continued
  RANDOM ENCOUNTERS
  RANDOM ENCOUNTERS
  Cave
  Dungeon
  Lost World
  Swamp
  Tundra
  Waste/Desert
  Hobgoblins
  47-48
  33-35
  Horses, wild†
  29-32
  Hydra
  33
  21
  Insects (swarm†)
  49-53
  36-39
  34-38
  22-27
  Invisible Devourer (cube)
  40
  Killer bees, giant
  39
  Killer mold
  54
  41
  Kobolds
  55-57
  42-44
  Leech, giant
  40
  28-30
  Lizard, giant chameleon
  41
  31-32
  Lizard, giant draco
  42
  33
  33-34
  Lizard, giant gecko
  43
  34-35
  Lizard, giant tuatara
  44
  36
  35-36
  Lizardmen
  45-46
  45-46
  37-39
  37-40
  Manticore
  47
  Mastodon
  47-48
  Medusa
  48
  Minotaurs†
  49-50
  Mosquitoes, giant
  49-50
  40-42
  Mummy, lesser
  51-52
  Neanderthals
  51-52
  Ogres†
  58-62
  Orcs†
  63-67
  53-58
  43-45
  People: Adventurers
  59
  41
  People: Merchants
  42-57
  People: Military
  58-73
  People: Noble
  74
  People: Peasants
  46-51
  38-47
  People: Religious
  68
  75-83
  Pixies
  52
  Predator, small 
  (wildcat, small bear)
  69-74
  53-57
  53-59
  48-53
  Rats, giant
  75
  60-61
  58
  60
  Rats (swarm†)
  76-79
  62-65
  61-63
  Rhinoceros
  59-61
  Roc, adult
  84-85
  Roc, giant
  62
  Rock baboons
  63-64
  Rust eaters
  66
  Salamander, ice
  54
  Scavenger worm
  80-82
  67-69
  65-68
  Scorpion, giant
  69-70
  86-87
  Screaming fungus
  83
  70-71
  71
  64
  Shadow
  72
  Skeletons†
  84
  73-81
  88-89
  Small game: Birds
  72-81
  65-73
  55-64
  90-93
  Small game: Rabbits, squirrels,
  etc.
  85-87
  82-91
  74-77
  65-79
  94-97
  Small game: Fish, eels, etc.
  78-86
  80-99
  Snake, giant constrictor
  92
  87
  Snake, giant venomous
  93
  88
  Snake, venomous†
  88-90
  82
  94
  89-91
  98-100
  Spectre
  83
  92
  
  45
  RANDOM ENCOUNTERS
  RANDOM ENCOUNTERS
  Cave
  Dungeon
  Lost World
  Swamp
  Tundra
  Waste/Desert
  Spider, giant black widow
  91
  84
  95
  Spider, giant brown recluse
  92
  85
  96
  Spider, giant tarantula
  93
  86
  97
  93
  Spider, giant trapdoor
  94
  87
  98
  Stalker (invisible)
  88
  Swamp monster
  99
  94
  Toad, giant / Frog, giant
  100
  95-96
  Troglodytes
  95-96
  89-90
  97-99
  Trolls†
  97-98
  91-93
  100
  Vampire, young†
  94
  Werebear
  99
  100
  Wererat
  100
  Wight
  95
  Zombies†
  96-100
  Random Encounter Determination Table II: Other Terrain Types – Continued
  Random Encounter Determination Table III: Water
  Water
  Bandits (Pirates)
  01-03
  Birds, sea*
  04-09
  Crab, giant
  10
  Dolphins/Porpoises
  11-14
  Drake*
  15
  Elemental, air†*
  16
  Elemental, water†
  17-18
  Fish
  19-40
  Fish, flying
  41-43
  Fish, giant piranha
  44
  Fish, giant rockfish
  45
  Fish, giant sturgeon
  46
  Fish, large
  47-59
  Ghost ship
  60
  Hag (sea-hag)
  61
  Living island
  62
  Mermen (Atlanteans†)
  63-65
  People: Merchant ship
  66-70
  People: Military ship
  71-73
  Roc, adult*
  74-75
  Roc, giant*
  76
  Roc, young*
  77
  Sea serpent, adult
  79-80
  Sea serpent, giant
  81-82
  Sea serpent, young
  83-84
  Shark, great white†
  85-87
  Shark, medium†
  88-92
  Spider, giant trapdoor
  93
  Squid, giant (Kraken)
  94-95
  Whales
  96-100
  * indicates flying encounters. If the party is actually
  underwater, the encounter might be missed altogether.
  Give both sides a –4 to Notice in shallow water, and
  no Notice roll at all in the depths.
  Surface ships (pirates, merchants, or navy) will have a
  Notice at –4 to see people under shallow water, and
  no roll to see those in the depths. Those under shallow
  water have normal chances to Notice ships, and a –4 if
  in the depths.
  Trapdoor spiders build their snares in the ocean floor.
  Rockfish likewise lurk under the silt. Neither encounter
  will be visible to a party travelling on the surface.
  Large fish include tuna and similar game fish.
  If rolling for encounters in a freshwater great lake, sub-
  stitute gars or giant catfish for sharks, using the same
  statistics.
  
  46
  MAGIC ITEMS
  A staple of AD&D is the huge numbers of enchanted
  items floating around. No seasoned adventurer is with-
  out a +1 weapon, everyone has a pocket full of healing
  potions, and Magic-Users positively bristle with wands
  and staves. Advanced Dungeons & Savages attempts to
  recreate something of this feeling, at a more Savage
  power level. 
  Narrative Effects for Magic Items
  The rules that follow give very precise functions for magic
  items. However, Savage Worlds is not a simulation
  game, it's a game of heroic fiction. So when your game
  requires an item to function more impressionistically,
  that's what happens. Players of limited imagination may
  complain when they can't reproduce those results later.
  Hey, it's magic.
  Example #1: A potion of flying has a duration of three
  rounds. This is to prevent it becoming an overwhelming
  factor in combat. But imagine that the party needs to
  scale a high cliff. One bold soul picks up a long coil of
  rope, chugs down his potion of flying, and heads for the
  top. Don't bother counting rounds and measuring Pace.
  Just put the hero at the top and mark off the potion. Or,
  if you want them to have a little more trouble, put him on
  a ledge most of the way up and let them figure it out from
  there.
  Example #2: The party is in a dungeon, fleeing a horde
  of orcs. They are well ahead and passing through a nar-
  row corridor. The mage turns around, brings up his wand
  of frost, and states that he's going to try to cover the
  floor with tiny icicle-spikes, to slow pursuit. It's not a list-
  ed power, but if you like the idea, dock him a couple of
  charges, slap down a template, and let it work.
  Example #3: A general needs to sends a runner back to
  HQ with an important message where time is crucial.
  One of the PCs offers the loan of his peridot of fortitude,
  figuring that a magical vigor boost will help the runner
  go faster longer before getting tired. As DM, you can
  say that the runner makes the round trip in record time,
  perhaps granting a +1 to a single generalship roll, even
  though there's nothing about running in the description
  of the item.
  Magic Items as Treasure
  The charts below assume that, in true AD&D fashion, the
  DM will sometimes want to just bounce dice to see what
  magic is found in a hoard or in the hands of foes.
  Naturally, unsatisfactory results should be re-rolled or
  adjusted by fiat.
  Magic Items as Merchandise
  A suggested retail price is given for each item, to reflect
  a typical D&D magic-rich economy. Player characters
  bringing loot to town to sell should never realize more
  than half this amount. Nor should they ever pay less than
  the price indicated, but actual asking price can easily be
  doubled or more if the item is much in demand, or the
  town is small and items are rare. When buying or selling,
  the party should select a representative and make a sin-
  gle Persuasion roll to be able to sell items for 50% and
  buy them at list price. If the roll is failed, items can be
  purchased for perhaps 20% of list price, and acquired
  for perhaps 125%. If the roll is a 1, no one will buy or
  sell items with the party at this time, and not for at least
  a week or so to come. On snake eyes, perhaps a local
  prince happens by, attended by the royal guard, and
  claims that flaming sword as a long-lost heirloom — pos -
  sibly offering the party a 50 gp reward for its return if his
  mood is good.
  Magic Items and Other Abilities
  When a magic item imparts an Edge that the character
  already has, or duplicates the effects of a spell, the
  effects do not stack unless the item description specifical-
  ly says otherwise. For example, a belt of armor stacks
  with the armor spell, but not with suits of armor. A ring
  of arcane resistance does not help a character who
  already has Improved Arcane Resistance.
  The Trademark Weapon Edge, and its Improved version,
  can be used with a particular magic item with the DM's
  approval, adding +1 (or +2) to rolls made to use the
  item. For items with multiple powers, the character must
  choose only one to get the bonus.
  Magic Items as Edges
  With the DM's approval, a character can gain any one
  magic item as an Edge. The item will be a family heir-
  loom or treasured possession, not to be sold or disposed
  of lightly.
  MAGIC ITEMS
  MAGIC ITEMS AS EDGES
  
  47
  MAGIC ITEMS (RANDOM DETERMINATION)
  MAGIC ITEMS (RANDOM DETERMINATION)
  Random Detemination of Magic Items
  Items marked † are adapted from "A Magical Medley",
  by William Littlefield. Others are recognizable adapta-
  tions from the Dungeon Master's Guide; still others
  spring only from my own mind, where all blame must lie.
  d100
  Category of item:
  01-28
  Potion
  29-40
  Scroll
  57-60
  Ring
  61-73
  Rod, Staff, or Wand
  74-75
  Miscellaneous Magic Item
  76
  Major Miscellaneous Magic Item
  77-88
  Magic Armor
  89-100
  Magic Weapon
  POTIONS
  Doses/
  Price/
  d100
  Potion
  bottle
  dose
  01-07
  Cold Resistance
  d3
  300
  08-15
  Fire Resistance
  d3
  300
  16-19
  Flying
  1
  1,200
  20-31
  Healing
  d3
  900
  32-36
  Heroism
  d3
  900
  37-39
  Invisibility
  1
  1,500
  40
  Love
  1
  1,800
  41-45
  Magic Resistance
  d3
  1,000
  46-49
  Non-detection
  1
  900
  50-54
  Persuasiveness
  d3
  600
  55-59
  Poison
  1
  600*
  60-63
  Shape Change: Hawk
  1
  900
  64-65
  Shape Change: Shark
  1
  1,800
  66
  Shape Change: Tiger
  1
  2,400
  67-69
  Smokeshape
  1
  1,200
  70-79
  Speed
  1
  300
  80-85
  Strength
  d3
  600
  86-93
  Sweetness
  d3
  300
  94-98
  Water Breathing
  d3
  600
  99-00
  Zombie
  1
  1,500*
  *: Potions of Poison and Zombie are illegal and not gen-
  erally for sale.
  "Doses/bottle" indicates the typical number of doses
  found at random.
  SCROLLS
  d100
  Scroll Type
  Price
  01-25
  Cleric spell (C)
  26-32
  Druid spell (D)
  33-92
  Magic-User spell (M,T)
  93-94
  Environmental Protection
  95-96
  Protection from Magic
  97-98
  Protection from Missiles
  99-00
  Protection from Undead
  Cleric Scrolls
  d100
  Spell
  Price
  01-06
  Armor of Faith
  600
  07-10
  Bless (+1 die Fighting)
  600
  11-12
  Bless (+1 die Shooting)
  600
  13-14
  Bless (+1 die Guts)
  600
  15-17
  Create Water
  300
  18-27
  Cure Light Wounds
  900
  28-31
  Curse (–1 die Fighting)
  600
  32-33
  Curse (–1 die Spellcasting)
  600
  34-35
  Curse (–1 die Spirit)
  600
  36-40
  Darkness
  600
  41-44
  Detect Magic
  600
  45-48
  Hold Person
  900
  49-56
  Light
  300
  57-61
  Protection
  600
  62-65
  Resist Cold
  600
  66-71
  Resist Fire
  600
  72-78
  Smite
  600
  79-82
  Spiritual Bludgeon (1 round)
  300
  83-85
  Blade Barrier (1 section)
  450
  86-89
  Dispel Magic
  1,350
  90-91
  Know Alignment
  900
  92-93
  Tongues
  450
  94-95
  Animate Dead
  1,350
  96-98
  Cure Critical Wounds
  4,500
  99-00
  Divination
  4,500
  
  48
  MAGIC ITEMS (RANDOM DETERMINATION)
  MAGIC ITEMS (RANDOM DETERMINATION)
  Druid Scrolls
  d100
  Spell
  Price
  01-05
  Animal Friendship (Size 0)
  900
  06-12
  Barkskin
  600
  13-16
  Call Lightning
  600
  17-23
  Detect Magic
  600
  24-27
  Elemental Manipulation Air
  300
  28-31
  Elemental Manipulation Earth
  300
  32-35
  Elemental Manipulation Fire
  300
  36-39
  Elemental Manipulation Water
  300
  40-47
  Entangle (1 target)
  600
  48-56
  Faerie Fire
  300
  57-63
  Shillelagh
  600
  64-67
  Tree Walk
  900
  68-73
  Water Breathing
  600
  74-81
  Cure Light Wounds
  1,350
  82-89
  Dispel Magic
  1,350
  90-93
  Fire Seed (1 seed)
  900
  94-96
  Shape Shift (Seasoned)
  1,800
  97-00
  Wall of Thorns (1 section)
  450
  Magic-User Scrolls
  d100
  Spell
  Price
  01-03
  Affect Normal Fires
  300
  04-08
  Burning Hands
  600
  09-11
  Comprehend Languages
  300
  12-14
  Darkness
  600
  15-19
  Detect Magic
  600
  20-22
  Fear
  600
  23-24
  Gust of Wind
  600
  25-27
  Hold Person
  900
  28-31
  Identify
  1,300
  32-34
  Jump
  300
  35-40
  Light
  300
  41-46
  Mage Armor
  600
  47-48
  Magic Missile (1 missile)
  300
  49-51
  Shield
  600
  52-54
  Spider Climb
  600
  55-57
  Stun
  600
  58-60
  Blink (10")
  1,350
  61-63
  Dispel Magic
  1,350
  64-65
  Fire Shield
  2,250
  66-68
  Fireball
  2,700
  69-71
  Haste
  450
  72-73
  Hold Portal
  1,350
  74
  Ice Shield
  2,250
  75-76
  Ice Storm
  2,700
  77-79
  Invisibility
  2,250
  80-82
  Knock
  1,350
  83-83
  Lightning Bolt (1 bolt)
  450
  84
  Phantasm
  1,800
  85-86
  Slow
  450
  87
  Telekinesis
  2,250
  88-89
  Wall of Fire (1 section)
  450
  90
  Wall of Ice (1 section)
  450
  91
  Animate Dead
  1,800
  92-94
  Fly
  1,800
  95-96
  Polymorph Self (Veteran)
  3,000
  97-98
  Puppet
  1,800
  99
  Telepathy
  3,000
  00
  Wall of Force (1 section)
  600
  RINGS
  d100
  Ring
  Price
  01-10
  Freedom Ring
  6,000
  11-20
  Ring of Alertness†
  6,000
  21-29
  Ring of Arcane Resistance†
  9,000
  30-39
  Ring of Comfort
  6,000
  40-50
  Ring of Coolth
  7,500
  51-60
  Ring of Healing
  6,000
  61-64
  Ring of Spell Cancellation
  12,000
  65-79
  Ring of the Fall
  3,000
  80-83
  Ring of Wizards (M)
  12,000
  84-87
  Rings of Friendship†
  12,000
  88-94
  Shield Ring
  10,000
  95-00
  Thumb-Pricker
  9,000
  (M): Usable only by Magic-Users.
  RODS, STAVES, & WANDS
  d100
  Item
  Price
  01-08
  Partner Rods
  3,000
  09-13
  Rod of Egress
  4,500
  14-19
  Rod of Hostile Intent
  3,000
  20-25
  Rod of Ore
  4,500
  26-32
  Rod of Tapping
  3,000
  33-41
  Rod of Wells
  1,500
  42-51
  Staff of Smiting (C,D,M)
  6,000
  52-54
  Staff of Life (C,D)
  15,000
  55
  Staff of Magic (M)
  30,000
  56
  Staff of Power (C,D,M)
  25,000
  57-66
  Dwimmer Switch (C,D,M)
  3,000
  67-69
  Wand of Fire (M)
  15,000
  70-72
  Wand of Frost (M)
  13,500
  73-85
  Wand of Light (C,D,M)
  1,500
  86-88
  Wand of Lightning (D,M)
  11,250
  89-98
  Wand of Missiles (M)
  6,000
  99-00
  Wand of Transformation (M)
  13,500
  (C), (D), (M): Usable only by Clerics, Druids, or Magic-
  Users
  
  49
  MISCELLANEOUS MAGIC ITEMS
  d100
  Item
  Price
  01–02
  Alicorn Amulet
  6,000
  03–05
  Amulet of Bravery†
  5,000
  06–07
  Amulet of Undetectability
  9,000
  08–13
  Belt of Armor
  3,000
  14–16
  Belt of Tightening
  2,500
  17–20
  Boots of Silence
  9,000
  21–22
  Boots of Speed†
  9,000
  23–25
  Bracelet of Charms
  300/charm
  26–28
  Bracelet of Luck†
  5,000
  29–32
  Bracer of Deflection
  5,000
  33–34
  Candle of Darkness
  1,500
  35–38
  Cloak of Camouflage
  9,000
  39–40
  Ears of the Wolf
  6,000
  41–44
  Eternal Light
  3,000
  45–46
  Eyes of the Hawk
  6,000
  47–49
  Font of Air
  3,000
  50–52
  Font of Water
  3,000
  53–55
  Glamer Robe
  9,000
  56–57
  Helm of the Deep
  6,500
  58–59
  Mage Binders
  6,000
  60
  Mind Marble (C,D,M)
  1,000
  61–62
  Obedient Rope
  7,500
  63–66
  Purse of Subsistence
  2,500
  67–69
  Remarkable Saddle
  9,000
  70–76
  Sack of Storage
  3,000
  77–79
  Sacred Beads (2d6) (C,D)
  1,000/bead
  80–81
  Shoes of Water-Walking
  4,500
  82–84
  Skull of Fear (d3) (C,M,D)
  600/skull
  85–87
  Snapglove
  2,000
  88–89
  Token of Beneficence
  6,000
  90
  Token of Malice
  9,000
  91–93
  Toolset of Precision
  9,000
  94–96
  Trackless Broom
  4,500
  97–00
  Wild Token
  1,800
  (C), (D), (M): Usable only by Clerics, Druids, or Magic-
  Users
  MAJOR MISCELLANEOUS MAGIC ITEMS
  d100
  Item
  Price
  01-05
  Amulet of Survival
  15,000
  06-10
  Broomstick of Flying
  18,000
  11-14
  Cloak of Vanishing†
  22,500
  15-18
  Crystal Ball (C,D,M)
  22,000
  19-24
  Flying Rug (2 person)
  18,000
  25-32
  Girdle of Might†
  12,000
  33-40
  Gloves of Dexterity†
  12,000
  41-48
  Headband of Intellect†
  12,000
  49-52
  Headbands of Thought
  24,000
  53-57
  Horn of the War Band
  18,000
  58-66
  Mask of Fear
  10,000
  67-75
  Monster Eyes
  10,000
  76-83
  Pearl of Wisdom†
  12,000
  84-91
  Peridot of Fortitude†
  12,000
  92-00
  Spider Slippers
  10,000
  ARMOR AND SHIELDS
  First roll for the type of enchantment on the armor. Then
  roll for the physical form of armor as indicated.
  d100
  Enchantment
  Price
  01-60
  Magic Armor: +1 Toughness.   
  Roll on Armor chart.
  3,000
  61-90
  Magic Shield: +1 Parry.
  Roll on Shield chart.
  3,000
  91-00
  Special. Roll on Special Armor chart, 
  then roll for type as indicated.
  Varies
  Special Armor
  d100
  Enchantment
  01-16
  Armor of Arcane Resistance
  7,500
  17-32
  Armor of Stealth (always LEATHER ARMOR) 6,000
  33-42
  Blink Armor
  10,000
  43-53
  Elven Chain (always CHAIN MAIL)
  12,000
  54-61
  Survivor's Plate (always PLATE MAIL)
  15,000
  62-71
  Dancing Shield
  12,000
  72-84
  Mirror Shield
  13,500
  85-00
  Shield of Arcane Resistance
  7,500
  Armor
  d100
  Armor Type
  01-45
  Leather Armor
  46-80
  Chain Mail
  81-00
  Plate Mail
  Shield
  d100
  Shield Type
  01-20
  Small Shield
  21-80
  Medium Shield
  81-00
  Large Shield
  MAGIC ITEMS (RANDOM DETERMINATION)
  MAGIC ITEMS (RANDOM DETERMINATION)
  
  50
  WEAPONS
  First roll for the type of enchantment on the weapon.
  Then roll for physical weapon type as indicated.
  d100
  Enchantment
  Price
  01-20
  Magic Ammunition: +1 to skill, stacks with
  Magic Weapon. 3d6 pieces. Roll on Ammo
  chart for type. Magic ammunition breaks
  when used on a 1-3 out of 6, or a 1-4 out
  of 6 indoors.
  300 / pc.
  21-90
  Magic Weapon: +1 to skill. Roll on
  AnyWeapon chart for type.
  3000
  91-00
  Special. +1 to skill and roll on Special
  Weapon chart, then roll for weapon type
  as indicated.
  Varies
  d100
  Special Weapon
  Price*
  01-08
  Cudgel of Purification (Blunt)
  9,000
  09-14
  Dagger of Poison (always DAGGER)
  9,000
  15-20
  Dancing Weapon (Any)
  12,000
  21-29
  Flame Tongue (Any)
  9,000
  30-37
  Frost Brand (Any)
  9,000
  38-46
  Leaping Weapon (Any)
  6,000
  47-52
  Lightning Striker (Any)
  9,000
  53-61
  Lightning Javelin (d3) (always SPEAR) 600 each
  62-69
  Luckblade (Blade)
  9,000
  70-75
  Returning Weapon (Missile)
  9.000
  76-81
  Shinebow (Bow)
  15,000
  82-90
  Sleep Shot (d6) (Ammo)
  600 each
  91-93
  Sword of Righteousness (always LONGSWORD)
  25,000
  94-96
  Sword of Vengeance (always LONGSWORD)
  25,000
  97-98
  Warlord's Staff of Might1 (always STAFF)15,000
  99-00
  Vorpal Blade (Blade)
  12,000
  * Includes the +1 skill bonus of all magic weapons.
  1: The warlord's staff of might can only be used by
  Fighters, Paladins, and Rangers.
  Weapon type in SMALL CAPS means the weapon always
  takes that exact form. Otherwise, roll on the appropriate
  chart below to determine physical weapon type. The
  chart for "Any Weapon" runs down the entire left-hand
  column.
  Ammo
  d100
  Ammo type
  01-64
  Arrow
  65-90
  Bolt
  91-97
  Sling Bullet
  98-00
  Sling Stone
  Any
  Weapon
  Blade
  d100
  d100
  Weapon type
  01-07
  01-15
  Battle Axe
  08-15
  16-31
  Greatsword
  16-34
  32-93
  Longsword
  35-39
  94-00
  Shortsword
  Blunt
  d100
  Weapon type
  40
  01-04
  Club
  41-49
  05-58
  Mace
  50-53
  59-72
  Morning Star
  54-60
  73-00
  Staff
  Bow
  d100
  Weapon type
  61-65
  01-24
  Crossbow
  66-75
  25-77
  Long bow
  76-81
  78-00
  Short bow
  Missile
  d100
  Weapon type
  82-85
  01-30
  Hand axe
  86-91
  31-83
  Dagger
  92
  84-86
  Dart
  93
  87-89
  Sling
  94-95
  90-00
  Spear
  Polearm
  d100
  Weapon type
  96
  01-14
  Awl Pike
  97-98
  15-72
  Halberd
  99
  73-86
  Lance
  00
  87-00
  Lucern Hammer
  MAGIC ITEMS (RANDOM DETERMINATION)
  MAGIC ITEMS (RANDOM DETERMINATION)
  
  51
  EXPLANATIONS AND DESCRIPTIONS OF 
  MAGIC ITEMS
  POTIONS
  These magical liquids take effect at the end of the round
  in which they are consumed. Thus a duration of three
  rounds covers three actions by the character, not includ-
  ing the action on which he drank the potion.
  In a large city, at the DM's discretion, potions might be
  for sale. For those shown with d3 doses, roll a d6-2 to
  see how many doses of each are available. For potions
  shown with 1 dose, a single dose is available on a 6.
  Many potions will have improved effects if multiple doses
  are swallowed at once.  Being under the effects of two
  different potions at once is dangerous and subjects the
  character to the whim of the DM. Suggested method:
  Vigor roll. On a success with a raise, both potions work
  normally. On a success, the first potion drunk works and
  the other fails. On a failure, both are canceled. On
  snake-eyes, treat as a potion of poison.
  Potion of Cold Resistance: The drinker of this thick, pale
  blue syrup gains Toughness +4 versus damaging cold
  and ice for one minute. Additional doses, taken at any
  time, each add a full minute to the duration.
  Potion of Fire Resistance: The drinker of this clear orange
  liquor gains Toughness +4 versus damaging heat and
  flame for one minute, and cannot catch on fi re .
  Additional doses, taken at any time, each add a full
  minute to the duration.
  Potion of Flying: This spicy, blood-red substance allows
  the drinker to fly at Pace 6, Climb 3 for three rounds.
  Two doses taken at once give Pace 12, Climb 6.
  Potion of Giant Strength: This thin, salty draft boosts the
  drinker's Strength by one die type for three rounds.
  Multiple doses taken at once stack!
  Potion of Healing: This blue, fizzy drink instantly heals
  one Wound, or restores an Incapacitated extra to con-
  sciousness. If the drinker is not wounded, the potion will
  remove a level of Fatigue.
  Potion of Heroism: This beer- l i ke drink boosts th e
  drinker's Fighting skill by one die type, and adds +1 to
  rolls to resist fear, for three rounds. Multiple doses taken
  at once stack!
  Potion of Invisibility: The drinker of this clear, tasteless
  fluid becomes translucent for three rounds, with all he
  carries, giving –4 to notice or hit him. Two doses taken
  at once cause complete transparency, increasing penal-
  ties to –6 and requiring a Notice roll (at –6) before any
  attack can be targeted.
  Potion of Love: Anyone who ingests this glowing orange
  mixture is charged with a magical infatuation that will fix
  on the first person of appropriate gender seen within one
  minute. The victim will be completely enamored of the
  love object for at least three rounds, doing whatever is
  needed to help and protect. After that, the infatuation
  persists until the love object is apart from the victim, out
  of all sight and communication, for one minute, or until
  the love object makes a demand that is directly contradic-
  tory to the victim's ordinary interests and tendencies. In
  either case, the victim then gets a single Spirit roll (TN 4)
  to break the enchantment. If he fails, the infatuation per-
  sists until the next time an unreasonable demand is
  made, or the next time he is newly parted from the loved
  one. Only one potion of love can affect an individual at
  a time; a new dose will replace the previous love object
  with the new one.
  Potion of Magic Resistance: This sour green potion
  imbues the drinker with Improved Arcane Resistance for
  three rounds. Two doses taken at once increase the dura-
  tion to three minutes.
  Potion of Non-Detection: This chalky solution makes the
  drinker, and all he wears and carries, undetectable by
  magical means for one hour. The effect blocks not only
  detect magic but any other abilities such as detection of
  evil, detection by use of a rod, observation with a crys -
  tal ball, etc. Additional doses, taken at any time, each
  add a full hour to the duration.
  MAGIC ITEMS
  MAGIC ITEMS (POTIONS)
  
  52
  Potion of Persuasiveness: This wine-like drink boosts the
  drinker's Persuasion skill by one die type for three min-
  utes. Multiple doses, taken at the same time, stack.
  Potion of Poison: Often disguised as one of the other
  potions, such as Healing, this evil brew might well kill
  whoever swallows it. The drinker automatically becomes
  Fatigued for 24 hours, and must make an immediate
  Vigor roll at –4 to avoid further effects. If he succeeds,
  he vomits up the poison but is still Fatigued. If he fails, he
  suffers convulsions for one minute, doing 4d6 damage.
  This internal damage ignores all armor and can Ace. A
  healing spell or successful use of the Healing skill during
  the convulsions, at a penalty of –4, will reduce the dam-
  age to 2d6. 
  Potion of Shape Change: This thick purple substance
  affects the drinker exactly as the shape change power,
  with a duration of one minute. The shape is pre-deter-
  mined. Two identical doses, taken at once, increase the
  duration to one hour.
  Potion of Smokeshape: The drinker of this bitter white
  ichor dissolves into a vaporous form for three rounds,
  like a thick cloud of smoke in his shape. Nothing solid
  will affect the character, and he cannot run or use any
  items, although he can speak and cast spells in a whis-
  pery voice. Pace is normal, +2 or more if riding the wind,
  –2 or more if opposing it. Two doses taken at once
  increase the duration to three minutes.
  Potion of Speed: Drinking this bitter black solution adds
  +6 to the drinker's Pace for three rounds. Two doses
  taken at once increase the bonus to +8 and make run-
  ning a free action.
  Potion of Sweetness: Adding this clear syrup will neutral-
  ize toxins, kill diseases, and dissolve impurities from
  enough food and drink for three good meals. It can even
  rescue spoiled food. Drinking a dose of sweetness gives
  +4 on rolls to avoid the effects of poison for three min-
  utes; if the drinker has already ingested the poison and
  failed to resist it, the sweetness instead gives an immedi-
  ate second roll at no bonus.
  Potion of Waverunner: Immediately after swallowing this
  salty green goop, the drinker experiences a sudden chill,
  and his skin becomes cool and a little slimy. He also starts
  burping up bubbles of air, which is uncomfortable but
  harmless. He is affected by the water breathing spell for
  one hour. Additional doses, taken at any time, each add
  another full hour to the duration.
  Potion of Zombie: This sinister substance is thick and
  brown. Whoever ingests it must make an immediate Spirit
  roll at –4 or suffer the onset of a mindless zombie state.
  Smarts die stays the same but drops to Animal type, and
  the victim will obey the first person to give him a firm
  command. That person then becomes the "master" for the
  duration of the effect. The victim suffers –2 Pace, cannot
  speak beyond grunts and groans, loses use of all skills
  except Fighting, Climbing, and Notice, and is immune to
  fear and intimidation. DM's call as to which Edges can
  be used while mindless, but command and professional
  Edges certainly don't function. The potion lasts one hour.
  Additional doses, taken at any time, each add a full hour
  to the duration. Most insidious of all, the victim of this
  potion can be treated as a corpse for purposes of cast-
  ing a zombie spell by the master, and a new spell can be
  cast at any time before the old one expires. In this way,
  control of the victim can be kept for a long time, although
  unlike a real zombie, he must have food and sleep.
  MAGIC ITEMS (POTIONS)
  MAGIC ITEMS (POTIONS)
  
  53
  SCROLLS
  Spell scrolls hold one spell each, cast with the minimum
  number of Power Points and all relative traits at d8.
  Reading a spell is an action, which casts the spell at no
  Power Point cost and destroys the scroll.
  Protection Scrolls:
  These items can be used by anyone who can read. The
  chant-like sound of the magic syllables on the scroll cre-
  ate a spherical shell the diameter of a Medium Burst
  Template, centered on the reader and moving with him.
  The magic field blocks a specific hazard from both sides,
  and lasts for up to one minute of continuous reading. If
  the reader is interrupted, or takes any action other than
  reading and walking, the effect ends. The scroll crumbles
  to dust after use.
  Scroll of Environmental Protection: The words on this
  scroll create a spherical shell filled with breathable air at
  a comfortable temperature, keeping out water, pressure,
  heat, cold, and other discomforts as the Savage Worlds
  Power environmental protection. Magic can penetrate
  the shell, but it provides 4 points of armor against attacks
  using heat, cold, or pressure of air or water (such as the
  attacks of an elemental).
  Scroll of Protection from Magic: This puissant cantrip cre-
  ates a shell that allows no magical effects to enter or
  leave, including all spells, magic item effects, enchanted
  items, magic weapons, and magical creatures.
  Scroll of Protection from Missiles: The shield generated
  by this scroll blocks all missiles mundane and magical:
  arrows, bolts, stones, thrown weapons, magic missiles,
  fireballs, and all other attacks that fly through the air.
  Scroll of Protection from Undead: No undead creatures
  can pass the barrier erected by this scroll, not even
  immaterial forms such as ghosts. Note that like all protec -
  tion scrolls, this one can trap something inside as easily
  as without.
  RINGS
  Freedom Ring: This heavy gold ring throws an invisible
  field of slipperiness around the wearer. The wearer can
  move through water, heavy brush, magical webs, and
  similar obstructions without penalty, even enjoying immu-
  nity to being grabbed by telekinesis or entangle. The
  ring gives +4 to rolls to escape bonds and ropes, +4 to
  resist or escape grappling, but –4 to initiate or maintain
  a grapple.
  Ring of Alertness: This silver ring, set with a clear round
  stone, grants the wearer the Alertness Edge (+2 to
  Notice) while worn. The bonus does not stack with other
  magical Notice improvements.
  Ring of Arcane Resistance: This faceted gold ring imbues
  the we a rer with Arcane Re s i s tance: +2 To u g h n e s s
  against magical damage and –2 to be affected by
  spells.
  Ring of Comfort: The wearer of this simple copper ring is
  comfortable in any cold weather, and has +4 Toughness
  against cold attacks.
  Ring of Coolth: The wearer of this engraved silver ring is
  comfortable in any hot weather, has +4 Toughness
  against heat and fire attacks, and cannot catch on fire.
  Ring of Healing: This useful item imbues the wearer with
  the Fast Healer Edge, giving +2 on natural healing rolls.
  The wearer also ignores 2 points of wound penalties as
  they apply to attempts to heal him. Both effects work
  only for injuries taken while the ring was worn.
  Ring of Spell Cancellation: The large opal on this plat-
  inum ring can hold one spell cast deliberately into it.
  Thereafter, the first time the wearer is the target of that
  same spell, the magic issues from the ring and instantly
  cancels the new spell. The entire spell is canceled, even
  multiple bolts or an area of effect. The ring is then empty
  until a new spell is cast into it. The DM determines if the
  ring holds a spell when found; lightning bolt and fireball
  are common choices.
  Ring of the Fall: When the wearer of this leaf-patterned
  silver ring falls 5' or more, her fall is slowed to a gentle
  drift like a falling leaf (6" vertical a round).
  MAGIC ITEMS (SCROLLS)
  MAGIC ITEMS (RINGS)
  
  54
  Ring of Wizards: This powerful item takes the guise of a
  platinum band set with diamonds. When worn by a
  Magic-User, it subtracts 1 Power Point from the cost of
  any spell. The caster must have enough points to cast the
  spell in the first place, and the subtraction does not stack
  with the Wizard Edge. However, the ring functions even
  if the Magic-User does not get a raise on his Spellcasting
  roll, and works for multi-class Magic-Users wearing
  armor.
  Rings of Friendship: A matched pair of rings. The two
  people wearing them may share bennies between them-
  selves as per the Common Bond Edge, as long as they
  are within sight and earshot of each other. A typical way
  to transfer a benny is for one character to simply shout
  the other's name as trouble hits, or shout "Noooo!"
  Shield Ring: This plain steel ring generates an invisible
  shield-like field, granting +1 Parry in melee and +2
  Toughness against missile attacks. These bonuses do not
  stack with shields.
  Thumb-Pricker: This ring imbues the wearer with the
  Danger Sense Edge. On a Notice–2 roll, he is warned
  of an impending threat by sharp twinges from the ring.
  He does not learn the nature or source of the threat, only
  the presence of danger.
  RODS
  Rods are heavy sticks that are magically sensitive to
  something specific. Anyone can use them. It takes an
  action to activate a rod, by grasping it, holding it forth,
  and concentrating. If there is nothing detected anywhere
  in range, a charge is expended nonetheless. Each has
  50 charges when created and 8d6 remaining if found at
  random. Rods cannot be recharged.
  Partner Rods: These two short, thick sticks of black-lac-
  quered wood are nearly identical, but the mother-of-
  pearl inlay on one is the mirror image of the other. Each
  is one foot long and weighs one pound. When one rod
  is activated, each points firmly in the direction of the
  other, so long as they are within 100 miles. Each use
  drains a charge from both rods, so they always have the
  same number of charges. When depleted, their lacquer
  becomes crazed and chipped.
  Rod of Egress: Dried vines braided together form this
  three-foot, flexible, three-pound rod. When the base of
  the rod is grasped and the user concentrates, the rod
  points the way to the nearest exit. It indicates the correct
  route to take, not necessarily a straight line, and detects
  only a walkable path, taking no account of dangers,
  locks, or magics that might make the route unsuccessful.
  The rod was made to find the way to the surface when
  underground, but also works in castles, mazes, etc. It
  may be necessary to use the rod at every intersection,
  and each use drains one charge. When the charges are
  gone, the rod comes apart.
  Rod of Hostile Intent: A shaft of yellow wood, two feet
  long and weighing just two pounds, this rod has the abil-
  ity to detect threatening thoughts. The wielder uses an
  action to activate the rod, which then points toward the
  nearest being within 24" who means harm to the user.
  The rod will even sense foes who do not know the user is
  there, so long as they are intending to bash the next per-
  son who opens the door, or plan to poison the user next
  week, etc. Each use drains one charge; when they are
  gone, the rod cracks and frays.
  Rod of Ore: A three-foot shaft of iron, bound about with
  copper wire, this rod weighs 8 pounds. The user concen-
  trates on a particular form of mineral: granite, diamonds,
  gold, silver, iron, etc. The rod then twitches to indicate
  the largest concentration of that mineral within 12",
  excepting anything carried by the user. Each use drains
  one charge. When the charges are gone, the ro d
  becomes bent, rusted, and useless.
  MAGIC ITEMS (RINGS)
  MAGIC ITEMS (RODS)
  
  55
  Rod of Tapping: This rod is a straight white stick with a
  black iron tip and a hooked handle, three feet long and
  weighing three pounds. It is used by tapping: When acti-
  vated and rapped against a solid surface, it gives back
  distinctive vibrations to the user's palm which indicate
  whether there is any hollow space or unstable construc-
  tion in the area tapped. Each charge will activate it for a
  full round, long enough to tap up to six square inches on
  the map (just over 200 square feet of surface), or to thor-
  oughly tap all sides of a large chest or similar piece of
  furniture. The rod is useful for detecting secret doors, pit
  t raps, collapsible ceilings, and the like. When th e
  charges are gone, it simply becomes non-magical.
  Rod of Wells: This polished, Y-shaped stick weighs only
  one pound. When grasped with two hands, it twitches to
  indicate the nearest source of fresh water, in excess of
  one gallon, within 24". If there is no water on the sur-
  face, the rod will indicate where to dig. When its charges
  are gone, the stick snaps.
  STAVES
  A staff is a six-foot, eight-pound stick that serves as a two-
  handed weapon. Staves are the most powerful of the
  "magic sticks." Activating each power is an action unless
  otherwise noted, and the user must have the staff in
  hand. Staves have 25 charges when created, and 4d6
  remaining if found at random. Unlike rods and wands,
  staves can be recharged: Any spellcaster can put 5
  Power Points into a staff to give it one new charge. The
  staff then cannot receive another charge for 24 hours. A
  staff can never exceed 25 charges.
  Staff of Life: This staff of natural wood, bleached white
  with age, is a mighty aid to healing. Its powers can only
  be used by Clerics. The mere gentle touch of the staff will
  immediately rouse someone who is Shaken, or calm
  someone who is Panicked. For one charge, the staff will
  remove a level of Fatigue, regardless of its source. For
  two charges, the staff will heal one Wound. Finally, the
  staff can restore life to someone who has been dead less
  than an hour, if most of the body is present. This resurrec -
  tion function costs 20 charges; if it is attempted when less
  than 20 charges are available, it works, but the staff
  shatters.
  Staff of Magic: One of the most valuable items around,
  this forked staff has many powers, but they can only be
  used by Magic-Users. Merely holding the staff gives the
  wielder Arcane Resistance (+2) to all magic but his own.
  This does not stack with the Edge of the same name. The
  staff can be used to cast light or detect magic at any time
  without using a charge. For one charge, the user can
  cast a lightning bolt with a spellcasting die of d12+2. For
  two charges, the staff will cast dispel to a range of 14"
  with an effective skill of d12+2, or make the wielder com-
  pletely invisible for three rounds (–6 to be noticed or
  attacked). For three charges, the staff issues a fireball
  with a spellcasting die of d12+2. Finally, the user can
  deliberately break the staff and release all its energy at
  once, doing 1d6 of fire damage per remaining charge to
  everything in a Large Burst, including the user.
  Staff of Power: This incredible item, a gnarled and
  knobbed staff topped with a crystal ball, is of use to
  Clerics, Druids, or Magic-Users. For two charges, the
  staff provides one Power Point for immediate use by the
  wielder. The staff can also provide a Power Point for one
  charge, at the cost of forever reducing its capacity by
  one (from 25 to 24, for example). There is no limit to
  number of points used at a time, but if the last charge is
  ever used, whether for temporary or permanent points,
  the crystal ball cracks and the staff is ruined.
  Staff of Smiting: This polished, symmetrical staff has
  heavy knobs, inset stones, or iron bands at each end. It
  only operates in the hands of a Cleric, Druid, or Magic-
  User. For one charge, one end begins to glow and a
  smite spell is activated for +2 damage, lasting three
  rounds. For two charges, both ends glow, and the smite
  spell activated is with a raise, giving +4 damage for
  three rounds. Activating smite can be done simultaneous-
  ly with an attack with the staff at no Multi-Action Penalty.
  MAGIC ITEMS (RODS)
  MAGIC ITEMS (STAVES)
  
  56
  WANDS
  Wands are small magical sticks, meant to be easily held
  and aimed with one hand, and usable only by those with
  Arcane Backgrounds. It takes an action to activate a
  wand and the wand must be in the user's hand. Wands
  have 50 charges when created, and 8d6 remaining if
  found at random. They can't be recharged, and lose all
  magic when the last charge is used.
  Dwimmer Switch: This long, peeled willow branch will
  cast detect magic for one charge, causing magical items
  within a cone template to give off a faint glow, and a low
  hum, for one minute.
  Wand of Fire: A thick brass spike studded with red gar-
  nets, this valuable wand works only for Magic-Users. At
  no charge, the wand can cast affect normal fires. For
  one charge, it projects the burning hands spell. For three
  charges, the wand throws a fireball. Use the wielder's
  Spellcasting skill to determine aim.
  Wand of Frost: This bar of white metal is set with clear,
  knobby crystals. It works only for Magic-Users. Its mere
  insertion will freeze a pint or so of liquid, or put out a
  torch-sized fire. For one charge, the wand creates a wall
  of ice barrier, 12' wide, 6' high, and with a Toughness of
  10. The barrier grows as directed from the wand's tip.
  For two charges, the wand shoots an ice storm spell,
  using the wielder's Spellcasting skill to determine aim.
  For three charges, the wand casts ice shield on a
  touched target.
  Wand of Light: This wand is a slender silver tube with a
  glass bead in one end and a copper plug in the other.
  The glass end casts light for one charge.
  Wand of Lightning: This long, thin copper wand is a
  mighty weapon, usable only by Magic-Users. It issues
  lightning bolts with range 12/24/48: one bolt for one
  charge, two for two charges, or three bolts for three
  charges, the maximum per round. Use the wielder's
  Spellcasting skill to determine aim.
  Wand of Missiles: The magician's six-gun. This tapered
  wand of plain grey wood shoots 2d6 magic missiles: two
  for one charge, or four for two charges. The user's
  Spellcasting skill is used to aim, but the wand's expert
  construction grants +2 to this roll as the Marksman Edge.
  The wand works only for Magic-Users.
  Wand of Transformation: This two-foot wooden wand is
  plated with silver and tipped with a sparkling, five-point-
  ed star three inches across. A Magic-User can cast poly -
  morph other for 3 charges with a successful touch attack
  (or simply touching an unresisting target). If the touch
  succeeds, the target may resist with Spirit against the
  wand's skill of d12. Charges are expended even if the
  touch misses or the target resists. If the wand wins, the
  target and all he carries immediately morph into the new
  shape. Shapes chosen are limited to small, harmless
  creatures of Size –2: toad, cat, rat, snake, small dog,
  etc. Inanimate objects can be affected also: they get no
  resistance, but the cost is four charges plus the object's
  Size modifier (SW, p 127), and the new form must be of
  similar material and size to the old. The wand's effects
  last for 3 minutes. See the polymorph other spell for
  more details.
  MAGIC ITEMS (WANDS)
  MAGIC ITEMS (WANDS)
  
  57
  MISCELLANEOUS MAGIC ITEMS
  Alicorn Amulet: Made from the horn of a unicorn, this
  amulet grants the wearer complete immunity to poison. If
  hung around the neck of someone who has failed to
  resist a poison's effects in the last ten minutes, it gives +4
  to Healing rolls to neutralize the poison.
  Amulet of Bravery: The wearer of this simple golden lock-
  et is immune to the fear spell and the monstrous ability of
  the same name. He also recieves +4 on Guts checks from
  other sources.
  Amulet of Undetectability: A small mirror dangling from
  a necklace of cords and crystals, this handy item renders
  the wearer, and all he carries, undetectable by magical
  means. The effect blocks not only detect magic but any
  other abilities such as detection of evil, detection of
  undead status, detection by use of a rod, observation
  with a crystal ball, and so forth.
  Armor Belt: This heavy belt of studded leather imparts a
  +1 armor bonus to the wearer that does not stack with
  suits of armor.
  Belt of Tightening: This simple leather strap has a plain
  iron buckle. Whenever the wearer has to go a day with-
  out food or water, he can tighten the belt by one notch
  and avoid ill effects. The belt may be tightened a second
  and even a third time, but after the third day it is of no
  further use. It also stops working if it is removed. Once
  the user has recovered all fatigue and had at least three
  days of full rations, he may use the belt again.
  Boots of Silence: These supple boots of dark grey leather
  allow the wearer to step with incredible quietness, grant-
  ing +2 Stealth. This bonus stacks with a cloak of camou -
  flage.
  Boots of Speed: These tightly-laced, colorful low boots
  give +6 to Pace.
  Bracelet of Charms: A dozen metal charms dangle from
  this decorative silver armlet, although 1d6 may be miss-
  ing if it is found at random (roll d12 for which). It takes
  just one action to yank a charm free, whereupon it grows
  instantly into a full-sized item, ready for use. The items
  are then non-magical and cannot be returned to charm
  form.
  • Lantern, lit, with 2 hours of oil in it
  • Longsword
  • Dagger
  • Small shield
  • Staff
  • Coil of rope, 50', w/ grappling hook
  • Purse containing 50 gold coins
  • Heavy winter cloak
  • Pair of warm boots
  • Waterskin, one gallon, full
  • Bundle of firewood
  • Large salted ham
  Bracelet of Luck: The wearer of this well-wrought golden
  bangle has an extra bennie. The bracelet can only pro-
  vide one bennie per play session, but it can be passed to
  another wearer if the bennie is not used yet.
  Bracer of Deflection: This large steel arm-guard allows
  the wearer to deflect incoming attacks with magical
  speed and precision. One bracer grants a –2 on any
  Fighting, Shooting, or other attack rolls directed at the
  user. A second bracer improves the penalty to –4. The
  protection also counts as armor against area attacks. A
  bracer cannot be worn on the same arm as a shield.
  Candle of Darkness: When lit, this black wax candle
  exudes a Medium Burst Template of pitch darkness that
  will even block infravision. Ordinary light sources are
  useless in the darkness; magical light and the candle's
  darkness cancel out, leaving natural light levels. The can-
  dle can be snuffed and re-lit and will burn for a total of
  one hour.
  Cloak of Camouflage: This long, hooded cloak of dark
  grey blends easily into shadows, granting +2 Stealth.
  The bonus stacks with boots of silence.
  Ears of the Wild: The wearer of this item may get some
  strange looks. Two very large, wolflike ears, with numer-
  ous long, projecting hairs, are strapped onto the sides of
  the user's head with a thick leather headband, overlap-
  ping his own ears. The wearer then receives +4 to all
  hearing-based Notice rolls. If combined with eyes of the
  hawk, the bonus is +6 to all Notice rolls (unless hearing
  and vision are somehow completely irrelevant).
  MAGIC ITEMS (MISCELLANEOUS)
  MAGIC ITEMS (MISCELLANEOUS)
  
  58
  Eternal Light: This small steel rod continually glows with
  a to rch - l i ke brightness, illuminating a Large Burst
  Template. The eternal light is pierced at one end to allow
  easy attachment to a chain, belt, keyring, or other con-
  venient object.
  Eyes of the Hawk: These crystal lenses are worn before
  the eyes mounted on silver frames. The wearer receives
  a bonus of +4 to all vision-based Notice rolls. If com-
  bined with ears of the wild, the bonus is +6 to all Notice
  rolls (unless hearing and vision are somehow completely
  irrelevant).
  Font of Air: This small golden bottle hangs from a thong
  and has a glass stopper on a chain. When it is uncorked,
  nothing may seem to happen, but the bottle constantly
  issues a gentle waft of fresh air. One person  can hold
  the bottle in her mouth and breath underwater, or up to
  four people can pass the bottle if they do nothing else.
  The font will also refresh the air in enclosed spaces.
  Font of Water: This silver jug weighs eight pounds and
  has a tight cap attached by a chain. When the cap is
  opened, pure, cool water trickles out at the rate of one
  gallon per minute.
  Glamer Robe: An extremely fine robe of shimmering silk,
  the glamer robe magically adjusts itself to suit the wear-
  er, and subtly alters its shape and colors to make his or
  her physique seem more imposing and interesting. The
  effect is to grant +2 Charisma while the robe is worn,
  stacking with any natural Charisma the wearer may
  have.
  Helm of the Deep: This light steel helmet completely
  encloses the wearer's head, the faceplate is panelled in
  magically toughened glass, and the whole weighs only 5
  lbs, giving 3 points of armor to the head. The helm is
  sealed and provides a constant supply of fresh, warm air,
  so the wearer can breath easily anywhere and safely
  ignore most poison gasses, while able to hear and con-
  verse normally. Fixed atop the helm is a crystal cabo-
  chon; when touched, it projects clear light ahead in a
  cone template. In addition, the helm keeps the wearer
  inured to the chill and pressure of deep water.
  Mage Binders: These heavy iron chains (40 pounds) are
  cold-wrought from naturally magnetic ore. A person tied
  up with the mage binders is prevented from using any
  magical abilities. The victim cannot cast spells, regain
  Power Points, or use magic items. Merely draping the
  chains over the victim is sufficient, but they are usually
  employed with padlocks or manacles to prevent escape.
  Mind Marble: A polished one-inch sphere of glass or
  stone, the mind marble functions only for someone with
  an Arcane Background who has taken a round to
  impress his will on the item. The marble simply rolls
  where the user points within a range of Smarts, at a Pace
  of 3 (slower when climbing slopes). The marble can be
  useful for distracting animals and guards, testing for
  deathtraps, or impressing peasants with your magical-
  ness.
  Obedient Rope: This finely-woven silk rope measures 60
  feet long, yet weighs only two pounds. Anyone can
  become the rope's master by grasping it for one round
  and pronouncing its secret name. Thereafter, at the mas-
  ter's behest, the rope can perform one of these actions
  each round:
  • Snake along the ground at Pace 6"
  • Climb upwards, so long as there are some hand-
  holds, at Pace 3"
  • Tie itself to one or all objects in contact with the rope
  • Knot itself for easy climbing (reducing length to 50')
  • Attempt to ensare one target as the entangle spell,
  with a skill of d12. The target gets +1 to resist being
  tied up for each point of size higher or lower than 0.
  • Release its hold.
  The master speak outloud and  be within 12" of some
  part of the rope to command it.
  Oil of Revelation: This fine, clear oil is meant to be
  burned in a lamp or lantern. Wherever its light touches
  (Large Burst Template), invisible things become visible,
  illusions become transparent, and magical darkness is
  dispelled. Each bottle contains d3 ounces, each of which
  will burn for 10 minutes.
  Purse of Subsistence: A small purse of brown leather with
  bronze fittings, this wonderful item is never empty. Every
  day, around dawn, one gold coin, one silver coin, and
  one copper coin appear inside the purse – not a fortune,
  but enough to ensure that its owner is never without the
  cost of a meal and a place to sleep. The purse can hold
  up to two pounds of additional items. Bronze studs make
  the purse resistant to cutting, and the sturdy clasp is
  tricky to open, tending to thwart pickpockets.
  MAGIC ITEMS ( MISCELLANEOUS)
  MAGIC ITEMS (MISCELLANEOUS)
  
  59
  Remarkable Saddle: Built of the finest woods and
  leathers, this full saddle will adjust to fit any mount from
  pony to warhorse. A combination of brilliant workman-
  ship and magical augmentation make the saddle a very
  stable place to sit, comfortable for rider and mount alike,
  granting an increase in Riding skill of two die types. Thus
  even a completely unskilled rider can be placed in the
  saddle and expected to remain mounted, while fighters
  value the increased ability to use their fighting skills from
  horseback.
  Sack of Storage: This sturdy canvas bag has a drawstring
  mouth and is pitch dark inside. The sack always weighs
  the same amount, but can hold much more. Roll d20 to
  see which version is found:
  d20
  Capacity
  Weight
  Price
  1-8
  20 lbs
  4 lbs
  2,000 gp
  9-12
  30 lbs
  6 lbs
  4,000 gp
  13-15
  40 lbs
  8 lbs
  6,000 gp
  16-17
  50 lbs
  10 lbs
  8,000 gp
  18-19
  60 lbs
  12 lbs
  10,000 gp
  20
  80 lbs
  16 lbs
  12,000 gp
  Retrieving an item from a sack of storage is like readying
  a weapon: it takes one action, or a whole round if the
  object is large or unwieldy and an Agility roll is failed. At
  the DM's option, incautiously thrusting a sharp object
  into the sack may rip its fabric, ruining the bag and scat-
  tering its contents into a netherworld, forever lost.
  Sacred Beads: These simple clay beads are found strung
  on a necklace, and are used as an aid to concentration
  for Clerics and Druids. When a bead is grasped and a
  spell cast, the user crushes the bead and the spell costs
  no Power Points. The user must have had enough points
  to cast the spell in the first place, however. A typical
  necklace has 2d6 beads when found.
  Shoes of Water-Walking: These low, polished shoes
  spread the wearer's weight over a wide area, preventing
  him from sinking into water, quicksand, or snow. At the
  DM's option, small traps might not be triggered by the
  wearer's step, though the shoes are no help against
  large pitfalls.
  Skull of Fear: This piece of jade, the size of a large nut,
  is carved in the crude likeness of a grinning skull. It only
  functions for a Cleric, Druid, or Magic-User. When acti-
  vated, the skull throbs briefly and then explodes, filling
  a Large Burst Template with screaming, cackling, red-
  eyed skulls for a few seconds. Everyone in the area of
  effect must make a Guts check at –2 or be affected as
  the fear power: Panic for extras, Fear Table for Wild
  Cards. The effect works on the user as well, but the
  pause between activation and explosion is long enough
  to toss it as a grenade-like missile with range of 3/6/12.
  Activating and tossing it counts as one action. The skull is
  consumed in a single use; sometimes 1-3 are found
  together.
  Snapglove: This long, flexible leather glove will stretch to
  fit almost any hand. On a gnome it will come up past the
  elbow, on an ogre it will just reach the wrist. When the
  wearer squeezes a single object in the gloved hand and
  concentrates, the object vanishes into other-where and
  no-time. At any time thereafter, the wearer can snap his
  fingers as a free action and the stored object will reap-
  pear in his hand, ready for instant use. Only one object
  can be stored in the glove at a time, and it must be no
  larger than a one-handed weapon and no heavier than
  ten pounds. The object is stored in stasis, so, for exam-
  ple, a burning torch would still be burning when sum-
  moned, and a dove still alive, though disoriented.
  Token of Beneficience: A white stone carved to resemble
  a calm face with closed eyes, the token of beneficience
  grants the Healer Edge to any who use it.
  Token of Malice: A token of malice can be any small,
  personal object of rare and valuable appearance: a tor-
  toiseshell hairclip, a gold letter opener, a ring or amulet,
  even a dried flower. The magic of the token only acti-
  vates when it is given as a gift and freely accepted. There
  then springs up a magical bond between the giver and
  the recipient, giving the recipient –6 to resist magical
  effects or tests of will from the giver. Furthermore, the
  giver's magical effects on the recipient can be main-
  tained at any range, and their duration is increased by a
  factor of 10. If the giver attempts to scry, for example
  with a crystal ball, he receives +6 to locate the recipient,
  and villains with long-term Puppet powers can use the
  token's bond in place of possessing an object of the vic-
  tim's. Once the token is accepted, the recipient need not
  carry it to be affected; the only ways to end the effect
  are to destroy the object, or for the recipient to decisive-
  ly return it to the giver. The recipient will think the token
  a precious and innocuous object and be unwilling to see
  it come to harm (Spirit check at –6 to allow it), so if the
  token is to be destroyed, someone else will likely have to
  do it.
  Toolset of Precision: This three-pound set of tools includes
  small prybars, pincers, chisels, etc. All items are finely
  made and enchanted so that the toolset grants +2 to
  craft skills, Lockpicking, removing traps, and repairs.
  MAGIC ITEMS (MISCELLANEOUS)
  MAGIC ITEMS (MISCELLANEOUS)
  
  60
  Trackless Broom: A dense mix of exotic branches, dried
  herbs, and the hairs of stealthy beasts make up the whisk
  of this old-fashioned round broom. If the user takes time
  to brush out his tracks behind him with the trackless
  broom, which requires moving at half speed, it becomes
  impossible to trace his path even with magical assistance.
  Wild Token: The three forms of wild token are equally
  common. Each is a small translucent crystal carved in the
  crude likeness of a skull wearing a jester's cap. The bear-
  er of the token will receive a mysterious boon at an
  unpredictable juncture, at which time the token splinters
  into dust. In game terms, the token takes effect when the
  bearer is dealt a Joker. Roll d6 to see which is found:
  d6
  1–2
  Blue Token: Double Shooting or Throwing dam-
  age for one round, as the Dead Shot Edge.
  3–4
  Red Token: Double Fighting damage for one
  round, as the Mighty Blow Edge.
  5–6
  White Token: Recover 2d6 Power Points instantly,
  as the Power Surge Edge.
  MAJOR MISCELLANEOUS MAGIC ITEMS
  Amulet of Survival: This valuable item is a huge, transpar-
  ent crystal on a golden chain. It imbues the wearer with
  the Harder to Kill Edge. If it ever brings him back from
  certain death, the crystal shatters and the magic is lost.
  Broomstick of Flying: This sturdy, old-fashioned broom is
  six feet long and weighs eight pounds. When a spellcast-
  er straddles it and commands it to "Fly!", it lifts her into
  the air at a Pace of 12 and a Climb of 6. It takes both
  hands to steer the broomstick, and one hand to keep it
  moving in a straight line. The broomstick cannot hover
  and always counts as an unstable platform for aiming
  missiles and spells. It's also possible to fall off. Treat rid-
  ing the broomstick as mounted combat; the magic of the
  broomstick gives an effective Riding skill equal to the
  rider's Agility.
  Cloak of Vanishing: When the wearer of this voluminous
  hooded cloak swaddles himself completely in it, he
  becomes entirely invisible (–6 to be noticed, then –6 to
  be hit). He can move up to his normal Pace without
  appearing. If he moves violently (running, attacking,
  etc), the cloak shifts about and the wearer becomes a
  translucent shape (–4 to be noticed or hit). It then takes
  an action to close the cloak thoroughly again. Once a
  translucent or invisible character is detected, all modi-
  fiers are halved for the rest of that encounter. The cloak
  does not affect Notice or attack rolls not based on sight.
  Crystal Ball: A heavy sphere of perfect quartz, the crys -
  tal ball allows a user with an Arcane Background to view
  distant places and hear what transpires there. The user
  must specify a target to view: either a location or a per-
  son. Only one attempt to find a particular target can be
  made each day, and the user must not be disturbed while
  seeking. The first time a particular target is sought, each
  attempt takes one hour and requires a Spellcasting roll at
  –4, plus modifiers for distance, familiarity, and ritual.
  Later attempts to find a target that has been seen before
  take only one minute and do not suffer the –4 penalty.
  • Distance to target: Up t o one mile, –1. Up to ten
  miles, –2. Up to 100 miles, –4. Up to 1,000 miles: –6.
  Beyond 1,000 miles: Impossible.
  • Familiarity of target: Intimately well known, 0.
  Acquainted, –1. Known by sight, –2. Known by name,
  –4. Known by general description: –6. Known by vague
  description: Impossible.
  • Ritual: Bonus for using target's secret true name: +2.
  Bonus for having a physical object intimately associated
  with the target: +2. Bonus for being alone in a dark
  place: +1.
  Any interruption will sever the viewing and require a new
  attempt to find the target. At the DM's option, crystal
  balls may come in different sizes:
  d20
  Crystal ball
  1-14
  As described above: 8" diameter, 24 pounds.
  15-19 Portable model: 4" diameter, 6 pounds, does not
  transmit sound. 14,000 gp value.
  20
  Giant 16", 64 lb ball that grants +2 to all
  attempts to find targets and sometimes shows
  visions of other times or planes. 26,000 gp
  Flying Rug: This thick carpet measures about four by six
  feet, and weighs sixteen pounds. The first person to step
  onto the carpet when it is unrolled becomes its command-
  er until he steps off again, and can cause it to fly with
  verbal commands in the form "Up, rug, up!" Commands
  include "up", "fa s ter", "slow", "go!", "left", "ri g h t " ,
  "climb", "dive", "stop"/"hover", and "land." Others might
  be discovered with experimentation. Flight is at Pace 6,
  Climb 3, and the rug is an unstable platform except when
  hovering. The rug has room for two people to sit secure-
  ly; standing or crowding will cause risk of falling off.
  Larger version might exist that accommodate four or
  even six seated people. Some enchanters will give a fly -
  ing rug a less common name than "rug", by weaving the
  name into the design somewhere. A flying rug named
  Omar, for example, would respond only to commands in
  the form "Up, Omar, up!", and the word OMAR might be
  found in tiny letters of gold thread.
  MAGIC ITEMS (MISCELLANEOUS)
  MAGIC ITEMS (MAJOR MISCELLANEOUS)
  
  61
  Girdle of Might: The wearer of this heavy, studded
  leather belt is charged with physical power, increasing
  his Strength by one die type for purposes of attribute
  rolls. The girdle also grants +1 to rolls on Strength-based
  skills, but does not affect the character's cost to learn
  skills or ability to qualify for Edges.
  Gloves of Dexterity: The wearer of these thin, soft gloves
  tingles with nervous sensitivity, increasing his Agility by
  one die type for purposes of attribute rolls. The gloves
  also grant +1 to rolls on Agility-based skills, but do not
  affect the character's cost to learn skills or ability to qual-
  ify for Edges.
  Headband of Intellect: This ornate platinum band clasps
  a transparent gem to the wearer's forehead, casting a
  balm of clarity over his thoughts and increasing his
  Smarts by one die type for purposes of attribute rolls.
  The headband also grants +1 to rolls on Smarts-based
  skills, but does not affect the character's cost to learn
  skills or ability to qualify for Edges.
  Headbands of Telepathy: A matched pair of headgear,
  each headband is a mesh of platinum wire that must be
  carefully arranged on the head (taking a full round to
  don, an action to remove). When both are worn, the two
  wearers are in constant, instant mental communication.
  Words are conveyed, and also feelings, images, and atti-
  tudes. The link is extremely intimate and it is almost
  impossible to hide anything from the other person: roll a
  contest of Smarts with –6 for a character trying to hide
  his plans or feelings, and +6 for a character actively try-
  ing to find out what the other is thinking. Because of this
  uncomfortably close link, the headbands are seldom
  used for more than a few rounds at a time. If one wear-
  er is injured or otherwise shocked, the other must roll
  Spirit or be Shaken, with a penalty equal to the injured
  character's Wounds.
  Horn of the War Band: Blowing loudly on this brass horn
  summons a band of magical warriors, who appear next
  round within a Large Burst Template of the horn, on their
  own initiative card, and immediately attack the user's
  enemies. Exactly how many warriors arrive, and how
  well they fight, is determined by the user's Fighting skill
  (see below). The warriors look like barbarians, clad in
  thick furs and horned helmets. Each carries a battleaxe
  and a medium shield, and they are Berserk: they only
  attack, never stop to think, and never talk, just yell.
  Statistics: A d8, Sm d4, Sp d8, St d8+2, V d8. Damage
  is d8+5; Toughness is 7, or 9 vs. missiles. Berserk: Cannot
  concentrate; Roll of 1 on Fighting die hits random adja-
  cent target. When a warrior is killed, or goes out of
  Berserk, or has existed for 10 rounds, he vanishes along
  with all his gear. After summoning a set of warriors, the
  horn will not work again for seven days.
  User's Fighting:
  Warriors appearing:
  None
  One with Fighting d4, Parry 3
  d4
  Two with Fighting d4+2, Parry 4
  d6
  Three with Fighting d6+2, Parry 5
  d8
  Four with Fighting d8+2, Parry 6
  d10
  Five with Fighting d10+2, Parry 7
  d12+
  Six with Fighting d12+2, Parry 8
  Mask of Terror: A hideous aura clings to this plain face
  mask of white metal. Its wearer radiates the monstrous
  ability fear, requiring a Guts check from all who see him.
  Monster Eyes: Strapping these bulbous, black glass gog-
  gles over the eyes bestows both Low Light Vision and
  Infravision. The wearer ignores all bad lighting penalties
  except that for pitch blackness, and even then he only
  suffers –3 to see living things and other sources of heat.
  Pearl of Wisdom: When this large and perfect pearl is
  contemplated for ten minutes, then carried, the bearer is
  suffused with a mystical peace. His Spirit is increased by
  one die type for purposes of attribute rolls. The pearl
  also grants +1 to rolls on Spirit-based skills, but does not
  affect the character's cost to learn skills or ability to qual-
  ify for Edges.
  Peridot of Fortitude: When this heavy green stone on a
  black ribbon is hung directly against the chest, the wear-
  er is blessed with a magical rush of vitality. His Vigor is
  increased by one die type for purposes of attribute rolls.
  The effect also increases Toughness by 1, but does not
  affect the character's ability to qualify for Edges.
  Spider Slippers: The wearer of these black silk slippers is
  under the influence of the spider climb spell at all times.
  MAGIC ITEMS (MAJOR MISCELLANEOUS)
  MAGIC ITEMS (MAJOR MISCELLANEOUS)
  
  62
  ARMOR AND SHIELDS
  Armor of Arcane Resistance: This +1 armor is traced with
  a web of mystical symbols that form an effective counter-
  charm against magic. The wearer received the effects of
  the Arcane Resistance Edge: +2 Toughness vs. magical
  effects, and a –2 on magical powers, friendly or not,
  that attempt to affect him. The armor's effect stacks with
  a shield of arcane resistance, but not with other items or
  the Arcane Resistance Edge.
  Armor of Stealth: This supple +1 leather armor is matte
  black and well-oiled. It grants the wearer +2 to Stealth.
  This bonus does not stack with a cloak of camouflage or
  boots of silence.
  Blink Armor: A gold emblem adorns the chest of this +1
  armor. As an action, the wearer can press the emblem
  and concentrate on any location within 10", whereupon
  he will blink: vanish from where he stands and instantly
  reappear in the new spot. Once used, the blink function
  will not work again for 24 hours.
  Elven Chain: The most famous of armors, this silvery +1
  chain mail weighs only ten pounds and is light enough to
  be worn under normal clothing.
  Survivor's Plate: This fully-articulated suit of +1 plate mail
  is of great value to front-line warriors. Should the wear-
  er become Incapacitated, he does not fall. Instead, the
  survivor's plate animates and attempts to get the wearer
  to safety. The plate is under the player's control, access-
  ing the character's unconscious knowledge of who is
  friend and foe. Its usual tactic is to flee combat at once,
  for the magical animation only lasts three rounds. The
  plate has the Smarts and Spirit of the wearer, plus A d8,
  St d10, V d12, Parry 6, Toughness 12, Fighting d8,
  Notice d6, Pace 8 and a Running die of d10. As a con-
  struct, it is immune to poisons and most mental effects,
  gets +2 to recover from Shaken, and takes half damage
  from piercing attacks. Unfortunately, damage to the
  plate is also damage to the wearer, and might well pen-
  etrate the wearer's Toughness even if t he plate is
  unharmed. For example, a wearer of Vigor d8 would
  have a Toughness of 9 including the plate's armor bonus;
  damage of 9 to 11 points would injur the wearer but not
  the plate. Should the plate suffer a Wound, it deani-
  mates and collapses, but is not ruined. Once animated,
  the plate will not activate again for 24 hours.
  Dancing Shield: In a fight, this +1 shield learns its user's
  moves. After at least one round, it can be released as a
  free action, and it will pull itself off the user's arm and
  float in the air to defend her, giving her the usual bonus
  to Parry and +2 Toughness against missiles while leaving
  her hand free. The shield will dance for as many rounds
  as it was used. After the last round, the user can ready it
  out of the air as an action, or let it fall to the ground. If
  attacked directly, the shield has the user's Parry and a
  Toughness of 10. See dancing weapon for more details.
  Mirror Shield: The front of this +1 shield is a bright mir-
  ror, and it gives an extra +2 Toughness against ranged
  spell attacks such as magic missile or lightning bolt (for
  a total of +5). Even better, when the user is targeted by
  any magical effect (not an area effect), he can bounce it
  back to the caster by winning a contest of Agility vs. the
  caster's arcane skill roll. If the mirror shield user wins, the
  spell effect automatically hits the caster; on a tie, the
  spell is lost. Once the mirror shield successfully reflects a
  magic, its finish darkens for 24 hours, during which time
  it still gives the Toughness bonus but cannot be used to
  bounce magic.
  Shield of Arcane Resistance: This +1 shield is inlaid with
  mystical symbols that form an effective counter-charm
  against magic. The wearer received the effects of the
  Arcane Resistance Edge: +2 Toughness vs. magical
  effects, and a –2 on magical powers, friendly or not,
  that attempt to affect him. The shield's effect stacks with
  armor of arcane resistance, but not with other items or
  the Arcane Resistance Edge.
  MAGIC ITEMS (ARMOR AND SHIELDS)
  MAGIC ITEMS (ARMOR AND SHIELDS)
  
  63
  WEAPONS
  Cudgel of Purification: This blessed weapon does an
  extra d6 damage to undead, and can hit incorporeal
  creatures such as ghosts and gaseous forms.
  Dagger of Poison: On a raise, this wicked knife injects a
  nasty magical venom. The venom does +2 additional
  damage and the victim must immediately make a Vigor
  roll at –2. Failure gives a level of Fatigue that lasts 24
  hours unless countered by a healing roll at –2 within 10
  minutes. At the DM's option, the venom is exhausted
  after 4d6 injections. 
  Dancing Weapon: When used in a fight, this weapon
  begins to learn its user's moves. After at least one round,
  it can be released and will fight on its own with the user's
  Fighting die, a Strength of d8, and Pace 6. It gets one
  attack per round, uses no Edges or maneuvers, and can-
  not run. The weapon dances for as many rounds as it
  was used, then forgets how. It then returns to the user's
  hand if he is adjacent and willing (automatically being
  readied), or else drops to the ground. Its Parry is equal
  to half Fighting die plus 2, and it is –2 to be hit for size.
  Toughness is 10; half damage from piercing weapons;
  does not suffer extra damage from a raise or Aces. A
  Shaken result causes it to spin wildly in the air and miss
  its next action. A Wound result flattens the weapon to the
  ground and it stops dancing. Three or more Wounds in a
  single blow (at least 22 damage without raise or aces)
  breaks the weapon. A dancing bow stays next to the
  user and magically draws its own arrows.
  Flame Tongue: Flames lick along the weapon whenever
  it is drawn, doing +2 damage and providing light like a
  torch. On a raise, a flammable target catches fire. Bows
  with this enchantment are called Firebows and impart the
  flames to their arrows or bolts.
  Frost Brand: The weapon is icy cold, inflicting +2 dam-
  age. It will extinguish small fires, or freeze small amounts
  of liquid, with a single thrust. Bows with this enchantment
  are called Icebows and impart the magical cold to their
  arrows or bolts.
  Leaping Weapon: It's always a free action to ready this
  weapon, since it leaps to the user's hand from anywhere
  within 1".
  Lightning Striker: The weapon crackles with electrical
  sparks, doing +2 damage. It gets AP 1 versus metal
  armor. Bows with this enchantment are called Lightning
  Bows and impart the magical electric charge to their
  arrows or bolts.
  Lightning Javelin: When thrown, this small spear gets +2
  to hit and turns into a lightning bolt: a 3d6 bolt with AP
  1 against metal armor. Hit or miss, the javelin is con-
  sumed.
  Luckblade: Whoever is first to draw this blade in a play
  session gains an immediate bennie. 
  Returning Weapon: Like the leaping weapon, the return -
  ing weapon is always readied with a free action, since it
  leaps to the user's hand. Even better, after being thrown
  it flies back to the user. He can let it drop at his feet, or
  he can catch it, in which case it's instantly ready. If return-
  ing from Short range, it is back in time for the user's next
  action – for example, he could throw the same dagger
  every round. From Medium range, it takes an extra
  round to return; from Long range, it takes two extra
  rounds, arriving on the third round after being thrown.
  Foes can attempt to stop the weapon's return; see danc -
  ing weapon for details, but the returning weapon has a
  Parry of only 3. Exception: a returning sling actually
  launches an ordinary stone or bullet that bounces back
  to the sling's pocket; such projectiles are –3 to be hit for
  size.
  Shinebow: When this bow is drawn, it projects an arc of
  ghostly light that shows roughly where the arrow will fall,
  faintly illuminating a circle six feet in diameter. The effect
  is to give the Aim maneuver as a free action, and it also
  halves any penalties for bad lighting (round down). The
  Aim bonus of +2 does not stack with the Aim manuever
  or Marksman Edge, but combined with the bow's magi-
  cal bonus of +1, it gives a total of +3 to Shooting. The
  light appears even if no ammunition is nocked, so the
  bow is useful for shining into dark places. Unfortunately,
  the arc of light can be traced back to the user, which
  often spoils any chance of surprise or concealment.
  MAGIC ITEMS (WEAPONS)
  MAGIC ITEMS (WEAPONS)
  
  64
  Sleep Shot: When this blue-tinged ammunition deals at
  least one point of damage, the target must make a Vigor
  roll or fall into a magical sleep lasting ten minutes. A
  sleeper can be awakened by slapping, shaking, or fur-
  ther injury, but not by loud noises. The ammo only works
  once. Usually 1d6 pieces of ammo are found together.
  Sword of Righteousness: This well-made longswo rd
  always gives +1 to Fighting, but its other powers only
  come to life only in the hands of a Paladin. Then it glows
  with light when drawn (Large Burst Template, always
  on), gives an additional +2 damage against supernatural
  evil, and allows the Paladin to cast the dispel power at a
  touch, with a skill equal to the Paladin's Smarts +2. To
  dispel, the sword must touch the caster, the affected tar-
  get, or the area of effect. Only one attempt can be made
  on each particular spell or effect, and each attempt is an
  action. An Unholy Champion (Anti-Paladin) or Unholy
  Warrior (evil Cleric) who picks up the sword receives a
  shock, drops the weapon, and must roll Vigor or be
  Incapacitated for 1d6 minutes. The gods themselves keep
  careful track of these weapons and will be sure to punish
  a Paladin who uses one poorly, for example by failing to
  seek out and confront the greatest possible evil.
  Sword of Vengeance: The mirror image of the sword of
  righteousness, the sword of vengeance works only for an
  Anti-Paladin, with a similar dispel ability. It does an addi-
  tional +2 damage against supernatural good and shocks
  any Holy Champion or Holy Warrior who picks it up.
  Instead of glowing, the sword of vengeance imbues the
  Anti-Paladin with Low Light Vision.
  Warlord's Staff of Might: Not an actual magical staff
  with charges, but a magical weapon, consisting of an
  extensible handle with a retractable blade. It can only be
  used by a Fighter, Paladin, or Ranger, and all its weapon
  forms grant +1 to Fighting when used. When not activat-
  ed, the device appears as a six-foot hardwood staff
  bound with many bands of studded iron. In this form it
  acts as a staff with a +1 bonus to damage. Pressing
  secret combinations of studs can also cause the staff to
  convert in a single action to any of the following modes:
  • Firespear: A steel blade protrudes six inches and
  ignites, providing light like a torch, In this form, the staff
  acts as a spear with the flame tongue enchantment.
  • Sword: The shaft magically collapses to a twelve-inch
  iron hilt and the full 3' blade is revealed. In this form, the
  staff acts as a longsword with the flame tongue enchant-
  ment.
  • Ladder: Pressing the bottom of the staff to the ground
  and activating the ladder mode causes the blade to stab
  forcefully down, anchoring the staff securely. The shaft
  then extends to a full 12' height, a slim steel rod with a
  wooden handle every foot. It is easily climbed, and can
  be made to collapse back to staff form from top or bot-
  tom. Properly positioned, the expanding ladder can be
  used to force open doors or portcullises, with an effec-
  tive Strength of d12+4.
  Vorpal Blade: A killing blow from this weapon decapi-
  tates any normal target, leaving no chance of survival
  (unless the victim has Harder to Kill, in which case, there
  is a 50% chance that the neck cut is not quite complete).
  The DM determines what makes a killing blow, but it usu-
  ally includes a Wound to an extra, a finishing move, or
  an unsoaked Mortal Wound to a Wild Cards.
  MAGIC ITEMS (WEAPONS)
  MAGIC ITEMS (WEAPONS)
  
  65
  MAKING AND PRICING MAGIC ITEMS
  Creation, availability, cost to buy, and price of any
  magic item is always subject to the DM's whim, even
  moreso than most aspects of the game. If the DM does
  not like the outcome of the following guidelines, then that
  outcome is wrong. However, when a character wants to
  create an item and has the DM's approval, or when the
  DM wants to determine what the typical retail cost of an
  item might be, these guidelines are a starting point.
  A Magic-User or Cleric with the Enchanter Edge can cre-
  ate magic items. The task will require an isolated work-
  shop, quiet conditions, and no disturbance or other activ-
  ity during the creation time. The creation of the item also
  ties up Power Points equal to those used for the item's
  power; this may require a DM's judgement call, but such
  Power Points are completely unavailable during the
  item's creation.
  The DM determines what spells or edges are relevant to
  the item. In some cases this is obvious, in others it will be
  necessary to reason by analogy. An item that functions
  like a spell with a raise costs as much as enchanting that
  spell twice.
  Setting up the workshop
  The workshop must be equipped for the type of item to
  be created: an alchemy lab for potions, a full black-
  smith's shop for weapons, woodcarving gear for staves,
  jeweler's tools for rings, and so forth. The creator must
  either have the appropriate craft skill, or hire a crafts-
  man to work in tandem. The task requires all of the crafts-
  man's time and entails some risk, so such service is not
  cheap.
  Wage of craftsmen or spellcasters assisting enchantment:
  Skill
  Daily wage
  d4
  20 gp
  d6
  30 gp
  d8
  40 gp
  d10
  50 gp
  d12
  100 gp
  Cost to set up workshop, and appropriate craft skill:
  Alchemy lab for potions: 1,000 gp, Alchemy (Sm)
  Scribe's shop for scrolls: 500 gp, Calligraphy (A)
  Smithy for armor and weapons:1,000 gp, Armory (St)
  Jeweler's shop: 500 gp, Jewel-smithing (A)
  Woodcarver's shop: 250 gp, Woodworking (A)
  Clothier's shop: 250 gp, Sewing (A)
  Miscellaneous crafts: 250 gp, varies (usually A)
  Creating the item: Cost
  Time and money to create the item are based on the
  number of Power Points it takes to create the item's
  effects. In some cases this number will be easy to deter-
  mine; in others, the DM's judgement is law. For all items
  in this book, the calculations have been done.
  Base cost per Power Point:
  • Novice Power: two days and 200 gp worth of magi-
  cal materials. (300 gp retail)
  • Seasoned Power: three days and 300 gp (450 gp
  retail)
  • Veteran Power: four days and 400 gp (600 gp
  retail)
  If an item has multiple powers, time and cost must be
  added for each.
  Base cost for an Edge or Monstrous Ability:
  • Novice Edge (non-background): four days and 400
  gp (600 gp retail)
  • Seasoned Edge, background Edge, or Monstrous
  Ability: six days and 600 gp (900 gp retail)
  • Veteran Edge: eight days and 800 gp (1,200 gp
  retail)
  • Heroic Edge, if allowed: twelve days and 1200 gp,
  (1,800 gp retail)
  • Legendary Edge, if allowed: sixteen days and 1600
  gp (2,400 gp retail)
  DOUBLE the cost if the Edge is restricted to Wild Cards
  Multipliers of time and expense:
  • For a one-shot item, such as a potion or scroll, use
  base cost.
  • For a charged item, such as a rod, staff, or wand,
  multiply by 5.
  • For a permanent item that works once a day or less,
  multiply by 5.
  • For a permanent item, multiply by 10.
  MAKING AND PRICING MAGIC ITEMS
  MAKING AND PRICING MAGIC ITEMS
  
  66
  Creating the item: Skill
  To successfully make the item requires at least two skills:
  the craft of making the object, and the arcane ability to
  infuse it with power. A spellcaster who knows each rele-
  vant spell must participate in item creation; if the item's
  creator does not know all necessary spells, others must
  be hired. Daily cost will be the same as for a craftsman,
  based on the caster's arcane skill.
  For one-shot items like potions and scrolls, making the
  physical item and making the magic are the same
  process. Roll both the craft skill and the Spellcasting roll
  at once, at the end of the time required. Failure on either
  wastes all time and materials. See details below.
  Permanent items are made in two stages: Construction,
  then enchantment. The main spellcaster (creator) and the
  craftsman are both required for construction. When half
  the time and money have been spent (round up), make
  the craft skill roll. A basic success indicates that the phys-
  ical item has been made. A failure means the time and
  money so far are wasted and the crafting process must
  begin again. The craftsman makes this roll, so if the
  craftsman is not a Wild Card, he has no bennies to use.
  After construction, the craftsman may be dismissed. All
  spellcasters are required for the enchantment phase.
  When the full time and money are spent, each spellcast-
  er invo lved must make a single arcane skill ro l l
  (Spellcasting for Magic-Users, Faith for Clerics and
  Druids, or Music for Bards). If any fail, the enchantment
  is ruined. The object itself is intact, and only half the time
  and money must be spent anew – unless there has been
  a mishap.
  If any of the spellcasters roll a 1, regardless of Wild Die,
  there is a magical mishap. All materials are destroyed,
  and all spellcasters suffer 2d6 damage from uncontrolled
  energies. If any spellcaster rolls snake eyes, an explosion
  destroys all materials and the entire workshop and deals
  damage to each spellcaster, plus anything and anyone
  else in a Large Burst Template. Damage is 2d6 for a
  potion or scroll, 5d6 for a charged item, or 10d6 for a
  permanent item. Bennies can allow re-rolls of enchant-
  ment skill rolls, if the caster is a Wild Card and if the rolls
  are being made during a play session.
  The typical retail cost of an item is 50% over its creation
  cost. The most an adventurer could sell a found item for
  would be half its retail cost, if in fact a buyer can be
  found. See Magic Items as Merchandise, page 46.
  Making scrolls
  Scrolls are inscribed with valuable inks on valuable
  papers, using mysterious runes. A scroll always embod-
  ies a "basic" casting of a spell, with no raises and no
  extra Power Points expended. This means, for example,
  that a scroll of magic missile will always generate a sin-
  gle missile. It's not known how to put more powerful ver-
  sions on paper, although at the DM's option more pow-
  erful scrolls might be found in ancient hordes or the
  hands of mighty villains.
  When the effects of a spell depend on a trait of the cast-
  er, such as Spirit or Spellcasting skill, assume the relevant
  trait is d8 unless the caster's actual stats are known.
  Scribes with higher traits can charge more for their
  scrolls: 50% surcharge for a trait of d10, and double
  usual cost for a trait of d12.
  Scrolls are either Cleric, Druid, or Magic-User, and can
  only be used by the appropriate class.
  Making potions
  M o re powe rful potions are harder to make. The
  alchemist suffers a –1 on his Alchemy roll for potions
  duplicating Seasoned Powers, Seasoned Edges, or
  Monstrous Abilities. He suffers –2 for potions duplicating
  Veteran Powers or Edges. There are no known methods
  of making potions of Heroic and Legendary Edges.
  It is possible to make more than one dose of a potion at
  the same time. Full material cost is paid for each dose,
  but the days required are the same as for one dose. For
  each dose after the first, the alchemist suffers –1 on his
  skill roll. Failure ruins the entire batch.
  Example: Healing potion
  The most commonly-requested potion, this item dupli-
  cates the Healing power and is good for only one shot.
  Healing is a Novice Power taking 3 PP, so the potion
  requires 6 days in an alchemy lab and 600 gp in mate-
  rials. A single dose retails for 900 gp.
  MAKING AND PRICING MAGIC ITEMS
  MAKING AND PRICING MAGIC ITEMS
  
  67
  Making magic armor and weapons
  The standard magical weapon gives +1 to a single
  appropriate skill: Fighting, Shooting, or Throwing. For
  weapons that can be used in melee or thrown, the cre-
  ator must choose one skill to be affected. The +1 skill
  bonus is roughly equivalent to Boost Trait: Fighting, a
  Novice Power with a cost of 2 PP. For a permanent item,
  that would make a cost of (2 PP x 200 gp x 10) = 4,000
  gp. Purely to make this a more common enchantment, as
  in AD&D, I've ruled that it is an efficient and well-known
  process and can be done for half that cost. Thus making
  a +1 weapon requires 10 days, a smithy, and 2,000 gp
  worth of materials (which subsumes the cost of an excel-
  lent weapon). Success requires a craft roll (Armory) after
  5 days and 1,000 gp have been spent, and then a spell-
  casting roll on the 10th day after another 1,000 gp
  worth of mystic components have been burnt, poured
  over the weapon, filigreed and inset, etc. The weapon
  then retails for 3,000 gp.
  Magic armor grants +1 Armor and magic shields grant
  +1 Parry. Both enchantments are similar to that for
  weapons, taking 10 days and 2,000 gp.
  Magic armor and weapons with special enchantments
  also possess the standard +1, so they start at the costs
  outlined above. Then calculate time and expense as for
  any magic item, based on additional Powers and Edges.
  Making edge-granting items
  Items that grant Edges or Monstrous Abilities must be
  handled with caution. Some Edges are more useful than
  others. In general, it is not possible to make a Scroll,
  Rod, Staff, or Wand that grants an Edge or Monstrous
  Ability. Potions and permanent items are the only possi-
  bilities. Such potions have a duration of 3 rounds.
  If an Edge has prerequisite Edges, each must be paid for.
  Example: Ring of Improved Rapid Recharge. 
  Rapid Recharge Edge:
  Seasoned = 6 days, 600 gp
  Improved Rapid Recharge Edge:
  Veteran = 8 days, 800 gp
  Total: 14 days, 1,400 gp
  Permanent item: x 10 = 140 days, 14,000 gp to make.
  Asking price: 21,000 gp.
  MAKING AND PRICING MAGIC ITEMS
  MAKING AND PRICING MAGIC ITEMS
  
  ACKNOWLEDGEMENTS
  Advanced Dungeons & Savages is an attempt to com-
  bine fond memories of Advanced Dungeons & Dragons
  with the fun, fast fury of Savage Worlds.
  AD&S draws and depends upon the work of others, to
  which I claim no rights. I employ their material out of
  tribute and affection. 
  AD&S is intended for use with the Savage Worlds sys-
  tem from Pinnacle Entertainment Group. This material is
  not official and is not endorsed by Pinnacle
  Entertainment Group.
  AD&D and all associated references belong to Wizards
  of the Coast and are used without permission. No chal-
  lenge to copyright is intended.
  Savage Worlds and all associated references belong to
  Pinnacle Entertainment Group and are used without
  permission. No challenge to copyright is intended.
  "A Magical Medley" is the work of William Littlefield.
  References and selected contents are used without per-
  mission. No challenge to copyright is intended.
  "Savage Beasts" is the work of Butch Curry. References
  are used without permission. No challenge to copyright
  is intended.
  Illustrations are copyright by their respective owners
  and are used without permission. No challenge to copy-
  right is intended.
  Copyright owners wishing to have their material
  removed should contact the document’s aut hor:
  Joel Sparks (df@originalcopy.com).
  Thanks to the members of the PEG forum, especially
  J.B., il miglior fabbro.
  Advanced Dungeons & Savages is dedicated to the 
  veterans of Skego.
  68
  
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