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  Alexandr Dyl (Order #20064908)
  
  Alexandr Dyl (Order #20064908)
  
  Optional Rules and Tools for
  your Sword & Sorcery Campaign
  For use with Sharp Swords & Sinister Spells
  and other Sword & Sorcery RPGs
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  Written by
  Diogo Nogueira
  Cover Art by
  Fábio Silva
  Interior Art by
  Diogo Nogueira, Luis Filipe de Almeida, Blackie Carbon
  Luigi Castellani, David Lewis Johnson, Jeremy Hart
  Earl Geier, Joyce Maureira, Bradley K. McDevitt
  James Carl McKnight, Paulo Cesar, Matt Morrow
  The Forge Studios (Maciej Zagorski, Pawel Dobosz),
  Elizabeth Porter, Dean Spencer, Claudio Casini
  Shaman’s Stockart, Daniel Comerci,
  Publisher’s Choice - Far Goblin Games - Rick Hershey
  Editing and Proofreading by
  Jarrett Crader
  Thanks to
  Rafael Balbi, Fernando Guedes, Luis Filipe de Almeida,
  John Adams, Dennys Diego, Bruno Prosaiko,
  Simone Rolim de Moura, Domy Perreti, Ken Campbell,
  Edgar Johnson, David Baity, Jen Brinkman,
  Anthony Lewis, Fábio Bordini, Gabriel Gallardi,
  Christopher Cortright, James Smith, Paul Go,
  and everybody that has showed interest in this game!
  1st Edition - August 2017
  Alexandr Dyl (Order #20064908)
  
  IntroductIon
  7
  ExpandEd VocatIons
  9
  Multi-Archetype 
  Characters 
  9
  Nonhuman Characters
  10
  Knowledge and 
  Languages
  11
  ZEro LEVEL charactErs
  12
  LEarnIng nEw abILItIEs
  12
  bLood
  18
  sanIty and MadnEss
  18
  trEasurE poInts and 
  rEsourcE dIcE
  19
  Where Did My Gold Go?
  21
  QuIck EQuIpMEnt
  23
  drunkEn Luck
  24
  adVEnturIng coMpanIon
  24
  JournEys and traVELs
  26
  Lost toMEs
  31
  Strange Effects of 
  Ancient Spellbooks
  31
  New Spells
  34
  True Name
  37
  True Sorcery
  38
  Arcane Corruption
  40
  Rare Ingredients
  42
  drugs and othEr 
  prEparatIons
  44
  MonstEr gEnErator
  47
  Monster’s Nature
  47
  Humanoid
  48
  Beast
  50
  Plant
  52
  Prehistoric
  53
  Undead
  53
  Magical
  54
  Technological
  55
  Alien
  56
  Aberration
  58
  Elemental
  59
  Daemonic
  59
  Powers
  61
  Weakness
  69
  Mobs
  70
  ruMors
  70
  ForgottEn artIFacts
  73
  randoM LIFE EVEnts
  76
  what has changEd sIncE 
  wE LEFt
  82
  adVEnturE tItLE 
  gEnErator
  84
  Table of Contents
  Alexandr Dyl (Order #20064908)
  
  Dedicated to my brave wife, who has been
  my adventuring companion for many long and perilous journeys.
  May you always find treasures even in
  the darkest of dungeons.
  Alexandr Dyl (Order #20064908)
  
  7
  Introduction
  It is said that the extensive library inside the Order of Chroniclers in Mezzanthia holds all the 
  tomes ever written in this world and others, but that is a lie, for there are many volumes hidden in 
  ancient citadels, forgotten temples, forbidden tombs and other strange places that possess secrets and 
  mysteries capable of changing not only the course of history but also the very laws of our reality.
  Sharp Swords & Sinister Spells is a rules light Role Playing Game, and the core 
  book has just the essential to create and live adventures in a world of swords and 
  sorcery.  SS&SS is easily customizable and its underlying system is ripe for use with 
  modifications.
  This Addendum brings a variety of additions and options that can be implemented 
  in your games to make it more “complete” or aligned with the tastes of whoever is 
  playing. These rules do not exhaust the possibilities for play, and every group is 
  encouraged to make the game their own in unique ways.
  In addition, this tome also contains several tools and generators to help Referees and 
  players create game elements and story seeds.
  In the tradition of our hobby, take what you like and modify what you do not. Make 
  the game your own.
  Introduction
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  Expanded Vocations
  Loktar was tired of being called a ‘barbarian’. Yes, he had come from the frozen north and fought 
  beside many companions that would be proud to be called that, but not him. He was a skald- a 
  guardian of ancient lore, a storyteller, a man with more wisdom than any of those who were calling 
  him a ‘barbarian’.
  Characters’ Vocations tell a lot about them, but they can tell even more. When we say 
  a Warrior has Barbarian as his Vocation, we know a few things about him, like his 
  skill in surviving in the wilderness and his savage instincts. If we expand the Vocation 
  to something like Impulsive Barbarian from the Frozen North, however, we gain more 
  information to use in our interactions with fellow PCs and NPCs during the game, 
  both to help the character as well as to hinder him.
  Claiming Advantage
  This works the same way as you normally invoke a Vocation. Whenever a character 
  performs an action positively related to his Vocation, he receives a Positive Die in the 
  related Attribute Test.
  Determining Disadvantage
  Whenever the Referee determines that the Vocation implies some form of disadvantage 
  in the situation, the character receives a Negative Die in the related Attribute Test.
  Accepting a Setback
  If the consequences of a failed test seem interesting, the Referee can offer the player a 
  1 step raise on his Luck Die for an automatic failure on the Attribute 
  Test related to a negative aspect of his Vocation, creating a 
  setback that needs to be dealt with.
  Multi-Archetype Characters 
  Graham couldn’t remember the last time he’d 
  practiced his few arcane spells, but he did not have 
  much time to refresh his memory. The creature 
  from the depths was drawing nearer with every 
  heartbeat. It was time to try that spell he’d never 
  really mastered.
  Sharp Swords & Sinister Spells presents 
  three character Archetypes, representing 
  the most common styles of protagonists in 
  sword and sorcery tales. Combined with 
  the Vocation mechanic, the game allows 
  the creation of an almost infinite array of 
  characters. But what if we combine different 
  Archetypes in just one character?
  Expanded Vocations
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  To do so, choose which Archetypes to combine and follow these steps:
  • 
  Calculate Progression Cost: For each point paid, the character will need one 
  extra adventure to level up each time a level is gained.
  • 
  Determining HD: The character’s HD will be the smallest of the chosen 
  Archetypes. To increase the HD 1 step in the dice chain, the player must pay 
  1 point of Progression Cost.
  • 
  Determining Luck Die: The character’s Luck Die will be the smallest of the 
  chosen Archetypes. To increase the Luck Die 1 step in the dice chain, the 
  player must pay 1 point of Progression Cost.
  • 
  Choosing Prime Attributes: The Player must choose two Prime Attributes 
  among those of his chosen Archetypes.
  • 
  Choosing Special Abilities: The player must choose 4 Special Abilities 
  among those of his chosen Archetypes. To obtain more Special Abilities, the 
  player must pay 1 point of Progression Cost for each.
  Nonhuman Characters
  Humankind is not alone in this ancient world. Other intelligent races inhabit the remote regions 
  and ruins of lost ages. Some of them with knowledge we will never understand- some will simply 
  never be completely accepted by the limited minds of the City-States.
  Sharp Swords & Sinister Spells 
  assumes that all characters are humans 
  and leaves the nonhuman races to 
  the Referee as they see fit (usually as 
  mysterious inhabitants of far away 
  lands and ruins, though sometimes 
  friendly and usually following alien 
  purposes that put them against 
  humankind). It may be the wish of 
  the group to allow the creation of 
  characters belonging to fantasy races. 
  The simplest way to accomplish this 
  is using the above rules of Expanded 
  Vocations and Multi-Archetype 
  Characters. To indicate that a 
  character isn’t human, all it takes is 
  including his race in his Vocation 
  (lizard man gladiator, pterus shaman, lemurian mentalist). This way, whenever he would 
  benefit or be hindered by his heritage, just apply the Expanded Vocations rules. If the 
  group feels it is necessary to specify any additional Special Abilities, simply impose a 
  Progression Cost as explained above. For example, if a nonhuman character takes the 
  ability to see in the dark, she will need 1 extra adventure to level up each time.
  Sharp Swords & Sinister Spells - Addendum
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  Knowledge and Languages 
  In that moment, Horelus thanked his father for the years the old man had made him travel with 
  the merchants’ caravans. If it wasn’t for that, he would never have learned the language of the 
  Ungawa and could not have clarified the misunderstanding that had been created by the acts of his 
  companions in front of the tribe’s shaman.
  Some games are detailed enough to determine every single detail of the characters, 
  including which languages they speak, which specific knowledges they possess, etc. 
  Sharp Swords & Sinister Spells chooses a more flexible and open approach. It is 
  assumed that characters have the appropriate knowledge and skills according to their 
  Archetypes and Vocations, without the need to list every single one of them. The 
  same approach is taken with the languages they know. In case there is any doubt, the 
  Referee can ask for an Intellect test to determine whether the character possesses that 
  knowledge or not.
  Knowledge and Languages
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  Zero Level Characters 
  They couldn’t believe what was happening. They were only peasants. Their jobs were the most 
  mundane and the safest they could get, but that night they had to grab any weapons they could 
  find and enter the Forbidden Caverns. Whatever laid there and was taking their friends and family 
  members was going to pay!
  In Sharp Swords & Sinister Spells, characters start as capable and skilled adventurers. 
  It is possible to begin the game with more inexperienced characters, common people 
  who will leave their mundane lives to embark on perilous adventures!
  The character creation process is essentially the same, with the following exceptions:
  • 
  Players do not choose an Archetype for their characters.
  • 
  Players still create a Vocation for their characters, but they must be mundane 
  occupations like farmer, merchant, scribe, soldier, etc.
  • 
  Characters do not start with a Complication. They will acquire one through 
  their first adventure, usually a consequence of what happens during the 
  game. The players and the Referee should work together to come up with a 
  Complication at the end of the first adventure.
  • 
  All Zero Level characters begin with 1d4 Hit Points.
  • 
  All Zero Level characters begin with a d4 as their Luck Die.
  • 
  All Zero Level characters begin with a simple weapon and a trade good 
  related to their mundane Vocation, in addition to 3d6 sc.
  As Zero Level characters are fragile, players should create 3 or 4 of them since most of 
  them will suffer painful and horrible deaths in their first adventure. Those brave and 
  fortunate souls that survive their first enterprise become 1st level characters, choosing 
  an Archetype and a new Vocation.
  Learning New Abilities 
  Lamar never imagined that someday the ancestral spirits would give him such a blessing. 
  Assuming the form of his totemic spirit was a power he thought was only possible in the ancient 
  legends of his people.
  Sharp Swords & Sinister Spells does not possess a detailed list of all the abilities 
  a character may have or learn during the game. It also does not regulate how the 
  characters can learn these abilities. Simply giving new powers to characters once they 
  level up seems too simple and boring. In this game, characters should acquire new 
  Special Abilities through adventuring! Does your Viking from the cold north want 
  to become a berserker? He must find and dominate the ancient spirit of rage in the 
  highest peak of the Frozen Mountains. Does the party warlock wish to bind a shadow 
  demon to serve him? He must find and take the black heart of a demon in the Shadow 
  World to complete the ritual. There is no limit or defined rule to the almost infinite 
  number of abilities characters can obtain. Nevertheless, they all should require great 
  effort of the players and an exciting adventure to conquer! Here are a few examples:
  Sharp Swords & Sinister Spells - Addendum
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  • 
  Berserker Fury: The character becomes capable of entering a state of savage 
  frenzy once per day per level. When in this state, all damage inflicted by him 
  is increased by 1 step of the dice chain and all damage taken is also reduced by 
  1 step. This frenzy lasts for a full turn, in which the character needs to take a 
  violent action every round (even when there aren’t enemies around). To resist 
  this impulse, the character needs to make a Willpower test. If the character 
  wants to interrupt this rage, he needs to pass 3 consecutive Willpower tests. 
  To obtain this ability, the character needs to travel to the most remote and 
  savage areas of the world until he finds the avatar of the Spirit of Primordial 
  Rage and dominate it with his will. Only after this accomplishment will he be 
  able to control and harness his inner fury.
  • 
  Shadow Servant: A sinister spirit from the Shadow World serves the character, 
  spying and performing tasks that only a living shadow could. It is immune to 
  physical attacks and possessess the same amount of HD as the character. To 
  obtain the services of a Shadow Servant the character needs to travel to the 
  Shadow World and find his shadowself. Once he bests it in a duel, it becomes 
  his to instruct as he sees fit.
  • 
  Loyal Mount: A supernatural mount, an ancestral and noble spirit, allies with the 
  character to achieve common goals. It is faster and more vigorous than mundane 
  mounts and possesses quasi-human intelligence. Furthermore, the character and 
  the mount develop a mystical bond, being capable of communicating telepathically 
  over nearby distances. The Loyal 
  Mount has the same amount of 
  HD as the character. To obtain 
  this mount, the character needs 
  to find a primordial and rare 
  specimen of his chosen mount 
  and perform an ancient ritual in 
  which he will need to prove his 
  worth to the mount’s spirit.
  • 
  Animal Form: The character 
  can assume the form of a 
  specific animal a number of 
  turns equal to his Level. In 
  this Animal Form, he acquires 
  a Vocation related to the 
  animal besides his own. He 
  also possesses all the natural 
  abilities of the animal and, if the 
  animal has natural attacks, he 
  receives those with a Damage 
  Die relative to its size (small, 
  medium or large). To obtain 
  this ability, the character needs 
  to go to the original habitat of 
  the creature and perform an 
  ancient ritual to enter the spirit 
  world and contact the totem 
  Learning New Abilities
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  spirit of the animal. There, he will be put to a series of tests to prove his honor 
  and affinity with the animal spirit.
  • 
  Vision Beyond Shadows: The character becomes capable of seeing normally 
  even in dark and shadowy places. In total darkness, his vision is limited to 
  nearby range, however. To obtain this ability, the character must journey to 
  the Shadow World and swallow the dark flame, a rare magical fire protected 
  by malevolent shadows.
  • 
  Sense Sorcery: The characters can sense the foetid smell of sorcery up to 
  nearby range. Once per level per day, he can make an Intellect test to sense 
  the presence of magic in his surroundings. The character needs to have a 
  traumatic experience with sorcery to acquire this ability, having dedicated 
  himself to the hunting and elimination of warlocks and sorcerers for at least 2 
  levels.
  • 
  Stone Skin: The character can make his skin assume a rocky texture and 
  become more resistant to physical attacks. In game terms, he acquires a 
  Damage Reduction of -1d on the dice chain. To acquire this ability, the 
  character needs to swallow a diamond heart from an earth elemental lord.
  • 
  Supernatural Patron: The character becomes a servant of a powerful 
  supernatural being and earns the favor of said entity. He gains a Positive Die 
  on all actions related to the patron’s portfolio and can reduce his Luck Die 
  voluntarily by 1 step to invoke a favor from his patron in dire situations. In 
  this case, the patron will want something in exchange (which will probably 
  lead the character to a new adventure). To acquire this ability, the character 
  needs to discover the ritual that will forge a pact with the desired patron and 
  make that being a worthy offering. If he survives the meeting with the entity, 
  he can strike a bargain.
  • 
  Fear Immunity: The character is immune to any fear effect and does not 
  need to make Willpower tests to resist similar effects. To gain this ability, the 
  character must travel to the Dreamlands to face his greatest fear and best it.
  • 
  Rewrite Destiny: The character’s Luck Die is increased by 1 step permanently 
  and he can modify his Vocation as he wishes. To do this, he must steal the 
  Book of Destiny from the Sisters of Fate and rewrite his birthstars.
  Sharp Swords & Sinister Spells - Addendum
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  Blood
  Loktar knew these could be his last steps. The battle with the Daemon from the Abyss left him with 
  grievous wounds, and his lifeblood was running down his body. A scarlet trail marked his path into 
  the woods.
  Sharp Swords & Sinister Spells uses the classics system of Hit Points of the original 
  fantasy game. This makes characters very vulnerable in the early levels, while those with 
  more experience become quite resistant to death. Don’t fret- things can be different!
  With the Blood rule, characters have a fixed amount of HP equal to their Physique 
  score. This stat, now called Blood, is modified if their basic Physique score is also 
  altered. This way, characters begin the game with more resilience, but they do not get 
  much tougher. All other rules remain the same, including the rules for resting. Hit 
  Dice now controls how fast they regain Blood points.
  Sanity and Madness 
  Six months have gone since Onkh’Arghan had studied the spellbook of Arkhia’Von, the Sorcerer-
  King, but the images and voices that were imprinted upon his mind wouldn’t stop haunting his 
  dreams. They spoke of things no mortal mind was made to hear!
  This game treats monsters and other terrible creatures as if they truly existed. They 
  are inhuman, bizarre and totally alien to our nature. As an adventure game, the system 
  assumes that even though the characters may be scared of these creatures, they do not 
  suffer mentally by confronting them. 
  Inspired by the works of Lovecraft, Machen, Barron, and others, the Referee may 
  implement a Sanity and Madness rule, making it possible for characters to suffer 
  psychological consequences when meeting such bizarre creatures. In game terms this 
  rule works as follows:
  • 
  Sanity: All characters begin with a Sanity score equal to their Intellect.
  • 
  Losing Sanity: Every time a character meets a creature or witnesses a 
  scene that disrupts the normal state of his mind and reality, he must make a 
  Willpower test with a Difficulty determined by the Referee (based on how 
  alien the encounter is). If he fails, the character loses a die of Sanity points 
  according to the severity of the encounter: 1d4 for weird encounters, 1d6 for 
  bizarre ones, 1d8 for those that are terrible, and 1d10 for mind shattering 
  ones.
  • 
  Acquiring Madness: When the character’s Sanity score reaches zero, he 
  acquires a Madness. His Sanity points are restored and the cycle begins anew. 
  This can happen 4 times.
  • 
  Madness: When acquiring a Madness for the first time, the player and the 
  Referee must specify how it manifests. The Madness begins slowly and is 
  quite manageable, manifesting as little quirks. The second time it is acquired, 
  its presence is more constant and it is harder to hide . By the third time the 
  Sharp Swords & Sinister Spells - Addendum
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  Madness is acquired, it affects the character almost all the time and is a 
  constant difficulty he must face. The fourth time it is acquired the character 
  becomes almost dysfunctional as the Madness eternally dominates all his 
  thoughts. If his Sanity reaches zero again, he is completely insane and no 
  longer capable of being a PC. Some Madness examples: Phobia, Paranoia, 
  Psychosis, Schizophrenia, Amnesia, Multiple Personality Disorder.
  Treasure Points and Resource Dice 
  There was so much gold, so many precious gems and pieces of jewelry that it was impossible to count 
  them all. They had found the legendary hoard of the Zartarian Sorcerer-King. The adventurers 
  could live good lives with that, but, as usual, they were after more in a few months!
  The Usage Die mechanic is a quick and easy way to track resources without all the 
  note keeping of recording every single unit. Therefore, it makes sense to use a similar 
  system to track wealth and treasure instead of the usual recording of coins. This 
  facilitates gameplay and lets the players focus on adventuring instead of accounting. 
  Combining this with the Quick Equipment rule below, Sharp Swords & Sinister Spells 
  becomes an even quicker and more dynamic game. This mechanic also stimulates 
  characters to always be on the lookout for more adventures as their resources are 
  constantly dwindling.
  Sanity and Madness
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  Resource Dice 
  Every character begins with a d4 Resource Die. He rolls a Resource Die every time 
  he tries to buy something or when he is spending money. This works like the Usage 
  Die except with the addition of Price Modifiers, which allow the Referee to subtract 
  from the die result when it is more likely that the resource is going to be depleted. The 
  higher the price, the higher the modifier (usually varying from -1 to -5).
  Treasure Points 
  Instead of recording treasure by 
  the amount of coins it is worth, 
  down to every copper coin, we 
  use Treasure Points. The more 
  valuable an object is, the more 
  points it is worth. Usually, each 
  Treasure Point occupies the 
  space of an object in terms of 
  Encumbrance, but the Referee 
  may determine some objects are so 
  valuable they occupy less points 
  of Encumbrance. This way, the 
  Referee can present any piece of 
  treasure and ascribe an abstract Treasure Point value to it without worrying about 
  exact coin value. The table below can be used to determine the nature of the objects 
  found. Roughly, 1 Treasure Point is equivalent to 100 sc.
  1. coIns and gEMs
  2. JEwELry
  3. wEapons and arMor
  1.1 Of Platinum
  2.1 Richly Detailed
  3.1 Of Tremendous Quality
  1.2 From an Ancient Empire
  2.2 With Precious Gems
  3.2 Of Valuable Materials
  1.3 Larger than Normal 
  2.3 Made by Famous Artisans
  3.3 Richly Decorated
  1.4 Has Animal Shapes
  2.4 Made with Rare Materials
  3.4 Of a Famous Person
  1.5 Shiny and Polished
  2.5 Of an Important Person 
  3.5 Made of Star Metal
  1.6 Artistic Details
  2.6 Of Alien Origin
  3.6 Enchanted / Cursed
  4. goods
  5. art obJEcts
  6. uncoMMon obJEcts
  4.1 Rare Spices
  5.1 Valuable Paintings
  6.1 Magical Ingredients
  4.2 Raw Minerals
  5.2 Statues
  6.2 Technological Artifact
  4.3 Valuable Beverages
  5.3 Musical Instrument
  6.3 Spellbook
  4.4 Well Crafted Utensils
  5.4 Rare Sheet Music
  6.4 Masks of Rare Materials
  4.5 Drugs
  5.5 Ancient Objects
  6.5 Star Metal Cube
  4.6 Valuable Textiles
  5.6 Decorated Utensils
  6.6 Important Scroll
  Using Treasure Points
  Each Treasure Point can be spent to increase the Resource Die 1 step on the dice 
  chain. This represents an influx of money due to the sale of a valuable treasure or 
  possession.
  Sharp Swords & Sinister Spells - Addendum
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  Where Did My Gold Go?
  Keeping with the traditions of sword and sorcery tales, characters in Sharp Swords & 
  Sinister Spells never hold on to their wealth for long. The treasure they acquire during 
  their adventures disappears quickly in their hands, be it by reckless spending with 
  parties, pleasures, luxuries or buying special materials for their research and training. 
  Sometimes, other individuals may take away the characters’ money, collecting old 
  debts or even robbing them. In game terms, characters need to reduce their Resource 
  Die 2 steps between adventures, and they also lose 1d6 Treasure Points. Players can 
  come up with their own reasons for how this money disappears or they can roll on the 
  table below in order to receive some inspiration.
  d20
  whErE dId My goLd go?
  1.
  After a night of partying and drinking in the dirtiest tavern in the City-State, 
  you wake up in a filthy alley, surrounded by rats, without any coin and with a 
  thank you note. Who is it from?
  2.
  Betting on how strong/agile/wise/intelligent you are, you were bested by 
  someone you never imagined could defeat you. How did she do that? Did she 
  cheat?
  3.
  Involved in some controversy with local authorities, you had your 
  possessions confiscated. What happened?
  4.
  Accused of a crime you did not commit, you are pursued through the City-
  State and have to abandon your possessions to flee. What are you being 
  accused of?
  5.
  You have spent all you had, and didn't have, in an enormous party that 
  ended with dozens of people naked and unconscious. An ancient spirit was 
  accidentally summoned during the festivities and is now free. What will it 
  do?
  6.
  After a night of drinking of which you can barely remember, you wake 
  up aboard a ship at sea. Apparently, you hired the crew to take you to a 
  mysterious island. What is there? 
  7.
  You get married while drunk and find out that your new spouse isn't 
  someone you would like to spend time with. It costs you a lot to undo this 
  mess and you get a new enemy. Who is this person?
  8.
  A strange old man convinces you to buy a weird artifact, which after a few 
  days just disappears. Where did it go?
  9.
  Returning from a meeting in which the other party did not show up, you 
  discover you've been robbed. Who planned this?
  Treasure Points and Resource Dice
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  10.
  You are not sure how this happened but you are now a member of a secret 
  cult or secret society and had to give them a large sum of gold. How did they 
  make you join?
  11.
  An old acquaintance appears, asking for a lot of gold, and he knows exactly 
  what to say to get it from you. What's the gold for?
  12.
  Someone you owe coins to shows up and you don't have any option but to 
  pay him. However, he says he will be back for more. Why do you owe him 
  money?
  13.
  While traveling on a ship that carries your wealth, a sea monster sinks it and 
  you survive only with what you can carry. Where do you go to escape the 
  creature?
  14.
  Coming back drunk after a decadent party, you're surrounded by bandits 
  that beat you up and take your gold. The strange thing was that they knew 
  your name. Who were they?
  15.
  You spent a lot of coins to impress someone who had awakened a love 
  interest in you. However, it looks like she has chosen someone else. Who is 
  this person?
  16.
  You acquire an old treasure map from a strange man that disappears 
  moments after you pay him. Where does the map lead?
  17.
  You have a dream of an ancient and beautiful queen who is very angry with 
  you for taking her riches. When you wake, a good part of your wealth is 
  gone. To where did it disappear?
  18.
  You gamble away all your gold in a gambling den and you still owe a good 
  sum to a local crime lord. When will he collect this debt?
  19.
  Believing to be cursed for some reason, you resort to a witch doctor to 
  free you from the curse. He charges you a lot for his work and makes you 
  complete a strange ritual. Did it really work?
  20.
  You hid your treasure somewhere you thought to be safe but when you came 
  back to get it, all you found was a scroll with a strange sigil on it. What does 
  it mean?
  Sharp Swords & Sinister Spells - Addendum
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  Quick Equipment 
  ‘I do not have time to waste with this useless talk!’
   – the barbarian, while he fetched his sword and headed to the Desert of Purple Desolation.
  Sharp Swords & Sinister Spells is a fast and exciting game, designed to make players 
  spend the least amount of time outside their adventures. In this context, to speed up 
  character generation even more, the 
  group can adopt the following method 
  to determine initial equipment for their 
  characters.
  Each character begins with a set list of 
  equipment according to his Archetype.
  Warriors
  • 
  2 weapons of their choosing.
  • 
  Light or Medium armor.
  • 
  A shield or 1 additional weapon.
  • 
  Backpack.
  • 
  2 small sacks.
  • 
  Adventuring gear of their choice 
  (rope, torches, lantern, grappling 
  hook, iron spikes, rations).
  • 
  3d6 sc or 1d4 as Resource Die.
  Specialists 
  • 
  2 weapons of their choosing.
  • 
  Light armor. 
  • 
  A set of tools according to their Vocation.
  • 
  Backpack.
  • 
  2 small sacks.
  • 
  Adventuring gear of their choice (rope, torches, lantern, grappling hook, iron 
  spikes, rations).
  • 
  3d6 sc or 1d4 as Resource Die.
  Magic User
  • 
  A weapon of their choosing.
  • 
  A spellbook appropriate to their Vocation.
  • 
  Ingredients and amulets necessary to their Vocation.
  • 
  Backpack.
  • 
  2 small sacks.
  • 
  Adventuring gear of their choice (rope, torches, lantern, grappling hook, iron 
  spikes, rations).
  • 
  3d6 sc or 1d4 as Resource Die.
  Treasure Points and Resource Dice
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  Drunken Luck 
  When they said that the Fate Sisters guarded the drunk, Corhian didn’t believe it, but the night 
  he left the Bloody Lobster after starting drinking at dawn and was attacked by the thugs of Lord 
  Elathar, he quickly changed his mind. Certainly, Fate was at his side that evening.
  Characters can spend a few minutes drinking beer or wine from their flasks between 
  encounters to recover their breath. Besides that, meetings in taverns with a good 
  amount of drinking are a staple in sword and sorcery literature. Thus, characters will 
  get drunk sooner or later. 
  Every time a character ingests an alcoholic beverage, he must make a Physique test 
  with a Difficulty equal to the number of drinks he has imbibed in the last two hours. 
  Failure indicates that the character is drunk and now receives a Negative Die to all 
  Attribute Tests (except those related to courage, which gain a Positive Die).
  However, once drunk, the character’s Luck Die is improved by 1 step and it is 
  only reduced if the roll results in a “1”. This lasts for two hours after the last drink- 
  everything returns to normal after this interval.
  Adventuring Companion
  Loktar and Graham were inseparable unless they were disputing a common romantic interest. 
  The two adventurers met when they both tried to rob the Overlord’s manor at the same time in 
  Mezzanthia and were attacked by the Thieves’ Guild, who insisted this was their monopoly. 
  United against a common enemy, they realized how valuable this alliance could be, and soon 
  became friends and companions.
  The life of an adventurer is not easy- having to be away from family and friends, 
  abandoning everything you have, risking your life on a daily basis. For all that, many 
  end up forging strong ties with other members of their party. Each player may choose 
  an Adventuring Companion for his character, signifying a strong friendship, trust and 
  companionship between them. No one is forced to choose an Adventuring Companion 
  though, since this brings advantages and hindrances.
  Advantages of having an Adventuring Companion 
  • 
  The character may use his Luck Die with his Adventuring Companion as 
  he would for himself, including downgrading it to receive a Positive Die in 
  Attribute Tests and other effects.
  Sharp Swords & Sinister Spells - Addendum
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  • 
  If the character assumes great risk for himself in an attempt to help his 
  Adventuring Companion in a dire situation, his Luck Die increases by 1 step 
  until the end of the adventure. This can only happen once per adventure.
  Hindrances of having an Adventuring Companion
  • 
  If the character’s Adventuring Companion is reduced to zero HP, the 
  character’s Luck Die is reduced 1 step until the end of the Adventure.
  • 
  If the character’s Adventuring Companion dies, the character’s Luck 
  Die is reduced 1 step for 4 adventures. After this, he may choose another 
  Adventuring Companion.
  Journeys and Travels
  When the adventurers bought the map from the mysterious old man at the Great Bazaar of 
  Mezzanthia, they never imagined that the most perilous part of the adventurer would be getting to 
  the Lost Observatory of Ogh’Oid alive.
  In a violent and savage world inhabited by ancient beasts and monsters spawned in the 
  deepest abysses, traveling is a feat in which few people regularly engage. Going from 
  one City-State to the next is an adventure all on its own.
  Many dangers can befall travelers on their journeys, not only monsters and bandits, 
  but many other hazards such as storms, wildfires and foetid swamps. Additionally, 
  when adventurers explore savage and unknown lands, any raging river, steep 
  mountain and tortuous trail can become an obstacle.
  In game terms, each character needs to make a Luck Roll for each leg of the journey. 
  If the majority of the group succeeds, nothing bad happens. However, if most of them 
  are unlucky, something unfortunate befalls the group. When this happens, roll on the 
  table below.
  Sharp Swords & Sinister Spells - Addendum
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  d20
  traVEL haZards
  1.
  Mundane animals of the region are strangely agitated and act in weird 
  and disturbing ways during the night. The group cannot sleep well and 
  everyone receives a Negative Die during the next scene, unless they pass a 
  Physique test.
  2.
  1d4 days of rations are lost due to insects or other creatures that seemed 
  strangely attracted to the party's food stock.
  3.
  The trail ahead is blocked and the party needs to make a detour, increasing 
  the travel time by 1 day.
  4.
  Bad weather reduces visibility drastically, forcing the party guide to make 
  an Intellect test or lose 1 day of travel time to make sure they do not deviate 
  from their trail.
  5.
  After a good night of rest, the party wakes up to find out they've been 
  robbed. They lost 1d6 x 100 sc (or 1d6 Treasure Points) divided amongst 
  them.
  6.
  The landmarks the guide was using as reference have disappeared. She now 
  has to make an Intellect test or the party will follow the wrong path.
  7.
  A group of untrustworthy merchants is met on the road and tries to take 
  advantage of the party. Each character must pass an Intellect test or lose 1d6 
  x 50 sc (or 1d4 Treasure Points).
  8.
  Having to flee from a terrible threat (a creature or hazard), each character 
  loses one random item of equipment.
  9.
  A traveling warlock curses the group, reducing their Luck Dice 1 step 
  until they perform a task for him. The curse can be resisted by passing a 
  Willpower test.
  10.
  A ghost appears to haunt the party until they help it finish its final mission.
  11.
  The party's scout needs to pass an Intellect test or the adventurers will fall 
  for a trap or ambush set by bandits or viler creatures.
  12.
  Something or someone is following the group. The watcher can test Intellect 
  to detect the pursuer. What might it be?
  13.
  The party crosses the territory of a powerful individual or creature and now 
  needs to negotiate passage, be it by combat or more civilized ways.
  14.
  Strange nightmares take hold of the adventurers’ dreams, disturbing their 
  sleep. Each character needs to make a Willpower test to decipher the 
  prophetic signs hidden in their vision. If they fail, when they confront the 
  situation the dream was based upon, they will receive a Negative Die for all 
  actions. Those who succeed will receive some information that might help 
  them with their adventure.
  15.
  A perilous obstacle needs to be surpassed (a cliff, a ravine, a raging river). 
  Characters need to make a Physique or Agility test. Failure indicates that 
  they suffer 1d8 points of damage.
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  16.
  Predators from the region are following the adventurers. To escape 
  confrontation, they need to shake them off (Intellect test) or be quicker than 
  their pursuers (Agility test).
  17.
  The food consumed today travel was poisoned. The characters need to pass a 
  Physique test or suffer 1d4 points of damage to that Attribute.
  18.
  A fanatical warrior from a local community challenges one of the characters 
  to a fight to the death. He doesn't seem to be willing to take no for an answer.
  19.
  The party is exposed to the radiation emitted by an ancient civilization's 
  technological artifact. All characters need to make a Physique test or suffer 
  1d6 points of damage to Physique or Agility.
  20.
  A supernatural entity casts an illusory spell on the party. The adventurers 
  need to pass an Intellect test to realize the reality they are seeing is false. 
  Only one test can be made per day.
  Journeys and Travels
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  Sharp Swords & Sinister Spells - Addendum
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  Lost Tomes
  Ludagrim spent years trying to locate the resting place of the warlock Hazzak’Khan’s spellbook, 
  and now that he had it in his hands he feared even glancing at its pages- he knew how ancient 
  sorcerers went to any lengths to secure their secrets from their rivals and other prying eyes.
  The search for lost spells and forbidden knowledge must be one of the prime 
  motivations for adventurers, especially for Magic Users. The acquisition of spells 
  should be something dangerous and adventurous. Spellbooks are valuable and 
  powerful treasures, but also potentially perilous.
  This section has 20 new spells for Sharp Swords & Sinister Spells, in addition to a table 
  to generate strange effects when dealing with ancient sorcerers’ spellbooks.
  Strange Effects of Ancient Spellbooks 
  When the characters find a spellbook that once belonged to an ancient warlock or 
  sorcerer, accessing its secrets should not be simple. Sometimes learning new spells can 
  be an adventure all to itself. The Referee is encouraged to create peculiar situations 
  and effects for each spellbook. The table below can be used as inspiration.
  d20
  strangE EFFEcts oF ancIEnt spELLbooks
  1.
  The author’s writing is confusing and has been enchanted to cloud the mind 
  of whoever tries to decipher its secrets. The Magic User who tries to read 
  this tome must pass an Intellect test or have a curse placed upon his mind. 
  If he fails, he will receive a Negative Die on Intellect tests until he can lift 
  the curse.
  2.
  The pages of this tome were written by a powerful necromancer and can only 
  be read by the cold lights of the Obsidian Tower in the Shadow World. The 
  journey to that place is a perilous one.
  3.
  Whoever tries to decipher the secrets of this ancient tome risks losing himself 
  inside of it. When a character tries to learn a spell written in this spellbook, 
  he must make a Willpower test or have his mind captured by the book. 
  When this happens, he also needs to make a Luck Roll. If unlucky, the mind 
  of another prisoner is released into his body.
  4.
  In order to trick his rivals, the sorcerer wrote the true spells on invisible 
  ink. False spells were written over them with normal ink. If the Magic User 
  doesn't use a magic formula to reveal the true spells, the spells he learns will 
  have their Difficulty doubled.
  5.
  This spellbook was completely written in an alien language, making it 
  impossible to read by mortals. However, in the page borders are scribbled a 
  ritual to contact an alien entity. Maybe this being can help translate the tome, 
  but most assuredly at a high cost.
  Lost Tomes
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  Sharp Swords & Sinister Spells - Addendum
  6.
  The spells written in this spellbook are more powerful than normal. The 
  Difficulty of casting them is reduced by half, but they also require a 
  Physique test with the same Difficulty to cast them successfully.
  7.
  The spellbook is actually a channel of communication with a sorcerer from 
  another plane of existence. This sorcerer is willing to teach some of his spells 
  to whoever is in possession of the tome, but he charges a price for every 
  lesson- he wants strange deeds done and stranger items to be recovered from 
  the ruins of old civilizations.
  8.
  The soul of the warlock who has written this tome is imbued in the spells 
  written in it. For each spell learned, the Magic User needs to make a 
  Willpower test with a Difficulty equal to the total number of spells learned 
  from the spellbook. If he fails the test, the character is possessed by the 
  antediluvian sorcerer’s spirit. This happens six months after the study of 
  the tome.
  9.
  The spells transcribed in this spellbook carry the cosmic weight of all the 
  atrocities committed by the warlock. Every time the Magic User uses a spell 
  learned from this tome, he must make a Luck Roll at the end of the day. If 
  he fails, his dreams will be disturbed by the spirits of the hoary sorcerer’s 
  enemies.
  10.
  This book was written by a warlock from the Mirror Dimension and can 
  only be truly comprehended if studied in front of a mirror created on that 
  plane. Rumors say that one of these artifacts exists inside the tower of a 
  sinister sorcerer. Is it worth trying to get to it?
  11.
  The sorcerer who wrote this spellbook is still alive on another world, and he 
  realizes his secrets are being violated. Once per adventure the Magic User 
  must make a Luck Roll. If he is unlucky, the sorcerer will use his cosmic 
  influence to make the character’s life more difficult, sending monsters his way 
  or making unfortunate coincidences happen to him.
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  12.
  The sorcerer who wrote this tome still lives in another plane and realizes that 
  someone is studying his work. He sees the Magic User as his apprentice and 
  heir to his legacy. Once per adventure the character can make a Luck Roll 
  to have a prophetic dream of the ancient sorcerer where he offers counsel 
  and cryptic messages. The Referee can use this effect to introduce adventure 
  hooks and small tips.
  13.
  Every time the Magic User casts spells learned from this spellbook he 
  receives glimpses of the past, scenes where the same spells were used by the 
  ancient sorcerer who wrote the tome. The visions seem to be trying to convey 
  a message, but what do they mean?
  14.
  Every time the Magic User casts spells learned from this spellbook he 
  receives glimpses from the future. A terrible catastrophe is about to happen, 
  affecting a large quantity of people. What will happen? Can it be stopped?
  15.
  There are interesting notes on the page borders of this spellbook. If 
  deciphered, the Magic User can learn an ancient ritual that can make his 
  mastery of spells stronger (+1 to Willpower) at the cost of some of his life 
  force and constitution (-1 to both Physique and Agility).
  16.
  The spells transcribed in this spellbook are particularly charged with chaotic 
  energies. While learning them the Magic User has acquired an arcane 
  corruption, inflicting a -1 on Physique and Agility. On the other hand, the 
  character always rolls a Positive Die when casting these spells.
  17.
  The warlock who wrote this spellbook used the vitality of inhabitants of 
  another plane to fuel his sorcery. At the end of each day in which the Magic 
  User uses spells from this tome, he must make a Luck Roll. If unsuccessful, 
  the character receives visions of an alien Sorcerer-King promising revenge 
  against the cruelty of the character, and this revenge will come soon!
  18.
  The sorcerer who wrote this tome did not take the needed precautions when 
  manipulating the threads of reality. After casting spells learned from this 
  spellbook, the chances of Random Encounters are doubled for 2 hours.
  19.
  The warlock who wrote this spellbook used subterfuge to assure his 
  immortality. Each time a spell learned from this tome is cast, the ancient 
  sorcerer has a 1% cumulative chance of being resurrected to begin the 
  rebuilding of his lost empire. 
  20.
  This spellbook is a trap meant to imprison the enemies of the ancient 
  sorcerer. For each spell learned, the Magic User receives a -1 modifier to the 
  Luck Roll he will have to make a month after the end of his studies. If the 
  character fails, he and everyone near him (up to far range) are taken to an 
  extra-dimensional prison.
  Lost Tomes
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  New Spells
  There isn’t a definitive list of spells in the world of 
  Sharp Swords & Sinister Spells. The Rule Book 
  presents 49 spells that can work in hundreds 
  of situations and scenarios (especially if you 
  consider how each Vocation affects each spell). 
  Below we present 20 additional spells to insert 
  into your adventures as rewards or goals for 
  the completion of epic quests.
  spELLs 
  EFFEcts
  51. Oneiric Message
  A group of people in an area of far range within a distant 
  range receives a vision in their dreams of up to PL minutes. 
  This can be resisted.
  52. Prismatic 
  Illusion 
  PL targets up to far range are mesmerized and paralyzed by 
  the spectacle of colors and light for PL rounds. During this 
  time, the targets automatically fail any perception tests and 
  receive a Negative Die to resist spells that affect their minds. 
  Can be resisted.
  53. Gift of 
  Arac’Narob
  For PL turns, the Magic User acquires the limbs of a spider 
  and can climb vertical walls and ceilings, no matter how 
  smooth they are.
  54. Arcane Lock
  The Magic User magically locks PL doors or portals for PL 
  years. The Difficulty to open these passages is increased by 
  the PL and all non-magical attempts to open them receive a 
  Negative Die.
  Sharp Swords & Sinister Spells - Addendum
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  55. Kthulhu’s 
  Monolith 
  The Magic User summons Kthulhu’s Monolith up to far 
  range for PL rounds. All creatures who see the monolith 
  become temporarily insane (roll 1d6: 1-3 they mumble 
  incoherently for the whole round; 4-5 they attack the 
  nearest creature in the most violent way they can; 6 they act 
  normally this round). Can be resisted. If a Critical Failure 
  is rolled trying to resist this spell, the victim acquires a 
  permanent Madness. However, a Critical Failure on the 
  part of the caster causes her to have a Madness inflicted 
  upon her instead!
  56. Elemental Body
  The Magic User’s body acquires the characteristics of an 
  element of his choice for PL turns. Besides the obvious 
  aesthetic changes, the character acquires certain abilities 
  according to the chosen element:
  • 
  Fire: Attackers in close range suffer 1d3 points of 
  damage per round. The character may hurl flame 
  projectiles that do 1d6 points of damage to targets up to 
  nearby range as a normal missile attack. The character’s 
  equipment is not immune to these flames.
  • 
  Earth: The character’s skin becomes stone, giving him 
  a Damage Reduction of -2d and his unarmed attacks 
  cause 1d6 points of damage. However, the Magic User 
  must choose between acting or moving each round.
  • 
  Air: The Magic User becomes immaterial, making it 
  impossible for him to carry any equipment heavier than 
  what a wind current could. He can fly with the same 
  movement he possessed and can enter places where only 
  a breeze could. He also becomes immune to mundane 
  physical attacks but cannot physically interact with 
  objects, at least no better than how a gust of wind can.
  • 
  Water: The Magic User’s body becomes liquid, allowing 
  him to swim with the same movement he possesses on 
  land and making it possible for him to enter any place 
  a drop of water could. Mundane physical attacks have 
  their damage reduced by -1d and the character receives 
  a Positive Die to maneuvers in which he tries to push 
  his enemies. However, fire damage is increased by +1d 
  against the character.
  57. Song of 
  Seduction 
  A target up to far range becomes enamored with the Magic 
  User for up to PL days. Can be resisted.
  58. Open Void
  An area up to nearby range within far distance is affected for 
  PL turns, having all its air drained into the Void, creating a 
  vacuum. Additionally, the affected area becomes extremely 
  cold, causing 1d3 points of damage to anyone inside it.
  New Spells
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  59. Strangulation
  PL targets within nearby range start to suffocate, suffering 1d4 
  points of damage per round as well as a Negative Die to all 
  actions. This lasts for as long as the Magic User concentrates.
  60. Boiling Blood
  PL targets that possess blood within far range suffer 1d8 
  points of damage per round. This effect lasts as long as the 
  Magic User concentrates.
  61. The Thousand 
  Eyes of Ogh’Oid 
  The Magic User can see in 360° for PL turns and receives a 
  Positive Die for all tests regarding perception.
  62. Death Cloak 
  The Magic User and up to PL targets within nearby range 
  acquire the appearance of the undead for PL hours.
  63. Vision of Death
  When touching a recently deceased corpse, the Magic User 
  can see the last PL hours of its life, including the moment of 
  its demise.
  64. Evil Eye 
  A target within far range receives a Negative Die to all 
  Saving Throws for PL days. Only one target can be under 
  this spell at the same time. Can be resisted.
  65. Pestilence
  PL targets within nearby range are infected with a 
  contagious wasting disease that weakens them and can lead 
  to death. For PL days, the victims lose 1 point of Physique 
  and Agility unless they pass a Willpower test. They need to 
  pass 3 consecutive tests to be cured of the disease.
  Sharp Swords & Sinister Spells - Addendum
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  66. Song of Serenity
  PL targets within nearby range are compelled to cease all 
  violent actions as long as the Magic User continues to sing. 
  Can be resisted.
  67. Death Flower
  This curse condemns a victim of up to PL HD to death. 
  Every day the target loses 1 HD until he reaches zero HD, 
  when he dies. Additionally, the victim receives a Negative 
  Die to all physical actions while under the effects of this spell. 
  On the place he falls dead, a black rose blossoms the next 
  day. Can be resisted. 
  68. Last Breath
  A target of up to PL HD who has died within NP rounds is 
  brought back to life with the only purpose to finish the last task 
  it was performing when it died. The target returns with half 
  its total HP and can die again. After finishing the task it was 
  brought back to complete it returns to the world of the dead.
  69. Cannibalize
  The Magic User recovers 1 HD for each HD of human flesh 
  he devours. Up to PL HD can be recovered this way.
  70. Venomous Blood
  The Magic User turns his blood venomous for PL hours. 
  Any creature that ingests his blood suffers 1d4 points of 
  damage per PL. Additionally, the Magic User can inflict 1d4 
  points of damage on himself to poison his weapons with his 
  blood to inflict PL additional damage while attacking.
  True Name
  The daemonic creature came straight toward the group, with its eyes blazing and wings stretching 
  in the form of a challenge, demonstrating all the hubris typical of the Lords of the Abyss. Luckily 
  Ludagrim had already discovered its true name in an ancient tome of Zartar,  so the party would 
  surely have a decisive advantage over the diabolical creature!
  Names have power. Not the common names we use every day, but those written in the 
  Book of Destiny when souls are awakened, the True Names.
  When someone possesses the knowledge of a creature’s True Name, she obtains 
  a tremendous advantage over that creature. All the Attribute Tests made directly 
  to affect it receive a Positive Die if the character invokes its True Name out loud. 
  However, this usually attracts the attention of said creature and, consequently, its fury!
  Additionally, a creature not normally affected by mundane attacks or even by 
  sorcery performed by mortals becomes vulnerable when the attacker invokes its 
  True Name aloud.
  New Spells
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  True Sorcery 
  Duzzarh’Rhor knew that the spells he conjured all his life where merely imperfect imitations of the 
  true spells used by the ancient warlocks of Zartar. For decades, he searched for a single true spell 
  and now that he found one in an ancient and ominous tome, he was afraid to use it. He knew that 
  such great power would have an equally great cost.
  The sorcerers of the current age are merely tricksters, naïve imitators of the true 
  sorcerers of yore. Even so, the spells they cast are capable of altering reality in 
  fantastic and perilous ways. Imagine, then, the works of power and awe of which the 
  true sorcerers were capable.
  Called True Sorcery, the art of ancient warlocks is much more powerful than the one 
  usually practiced by the characters. Thus, its use in the game should be episodic and 
  happen only in extraordinary situations. The nature of these spells themselves favors 
  this type of use, and the acquisition of the tomes in which they are recorded should be 
  the focus of their own adventures.
  Learning a True Spell 
  All spells of the game have a True Sorcery version in which their effects are increased by 
  amazing proportions (affecting hundreds of targets, having a permanent duration, causing 
  catastrophic disasters, affecting gods and demons as if they were mere mortals, etc). To 
  learn such versions, the character needs to discover an original source of the spell, which 
  can be the tattered spellbook of a Sorcerer-King of a past age or an ancient and undying 
  entity who will trade its secrets for favors and tasks in the mortal world- everything has 
  a price! With the formula in her hands, the Magic User needs the interval between 2 
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  adventures and an Intellect test with a Negative Die to impress the right rituals in her 
  mind. If she fails the test, she will need to gain an additional level to try again.
  Casting True Spells 
  True Spells are not as easily and quickly cast as normal spells. To cast one, the Magic 
  User needs to perform a ritual lasting PL hours and make a Blood Sacrifice of 1 point 
  of Attribute per PL (1 point of each Attribute sacrificed is permanently lost). The 
  Willpower test is also made with a Negative Die and any failure results in a Magical 
  Catastrophe. In addition, a natural 20 will invariably attract the attention and ire of 
  supernatural entities and ancient sorcerers who don’t look kindly on mortals trying to 
  manipulate such powers. Referees are thus free to exercise their evil creativity.
  True Spells Example 
  True Spells should be used as plot elements and adapted by Referees according to the 
  needs of their campaigns. There isn’t a perfect formula for how they should be created 
  or used, but we present a few examples below.
  True Summoning 
  The Magic User summons an entity of up to twice PL in HD to his location. For each 
  HD of the creature summoned, a sentient being must be sacrificed. The spell duration 
  is permanent but the entity is not placed under the control of the caster, who must 
  instead bargain with it for favors.
  True Sorcery
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  True Project Consciousness 
  The Magic User can project his consciousness to any place he has ever been or can 
  visualize for up to PL turns and can cast spells through his consciousness as if he were 
  there.
  True Somnolence 
  Up to PL targets within sight are put to sleep for PL years. A fulfillable condition must 
  be given in which the targets will wake up. Can be resisted.
  Arcane Corruption
  They knew they were in front of a powerful sorcerer- the marks of Chaos left on his body made that 
  clear. Power, as they say, corrupts not only the mind and soul, but the body as well.
  Sorcerers can be extremely powerful, but they pay a steep price for this. The chaotic 
  energies that are manipulated at each conjuration are not meant to be used by mortals 
  and can corrupt bodies and souls.
  In game terms, whenever a Magic User learns a spell, he has to roll a d12, add the 
  total number of spells known and consult the table below. The result indicates a form 
  of Arcane Corruption he has suffered during his studies.
  d12 + spELLs 
  known
  arcanE corruptIon
  2
  Symbols and signs indicating that the character is a sorcerer 
  appear on a part of the caster’s body that is easily covered.
  3
  Symbols and signs indicating that the character is a sorcerer appear 
  on a part of the caster’s body that is not easily hidden.
  4
  The skin over a part of the character’s body is deformed (animal 
  hair grows, scales appear, skin melts).
  5
  A part of the character’s body elongates or shrinks 1d6 x 10%, 
  becoming disproportionate to the rest of their body.
  6
  The character’s eyes acquire a supernatural aspect in accordance to 
  their Vocation.
  7
  The character acquires wounds on parts of his body that never heal 
  completely, reducing his total HP by 1d3 permanently.
  8
  Part of the character’s body acquires a feral aspect.
  9
  The character acquires a cadaverous appearance and loses 1 point 
  of Physique.
  10
  The character feels uncomfortable while in daylight, receiving a 
  Negative Die while under it.
  11
  The character cannot keep his body’s warmth as before, receiving a 
  Negative Die to resist cold effects.
  12
  The character ages 1d12 years.
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  13
  The character’s face is completely transformed in accordance to his 
  Vocation or the type of magic he most usually casts.
  14
  The character now sees his conscience as a separate being and 
  constantly talks to it.
  15
  The character’s presence makes animals agitated and 
  uncomfortable, announcing his proximity.
  16
  The character’s presence makes plants within close range wither 
  and die.
  17
  The character is weakened and acquires a beaten appearance, 
  losing 1 point of Physique and Agility permanently.
  18
  A daemon’s face appears on a part of the character’s body and 
  councils him constantly and vociferously to do evil things.
  19
  Chaotic energies consume the character’s vitality, making him lose 
  1d4 points of Physique or Agility.
  20
  The abundance of chaotic energies inflates the character’s body, 
  making him acquire a morbidly obese appearance.
  21
  Chaotic energies begin to emanate from the character’s body, 
  making anyone maintaining skin contact with him for more than a 
  few seconds suffer 1d3 points of damage per round.
  22
  A part of the character's body acquires the aspects of daemons 
  (forked tail, goat horns, cloves, claws).
  23
  The character has constant nightmares, disturbing and hindering 
  his rests. The character now recovers HP with the die reduced by 
  1 step.
  Arcane Corruption
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  24
  A necrosis starts to spread on the character's body, who loses 1 
  point of either Physique or Agility per adventure.
  25
  Part of the character's soul is taken by a supernatural entity, 
  reducing his Luck Die by 1 step.
  26
  The character now needs to drink human blood daily and loses 1 
  HD each day he doesn't do so.
  27
  Once per adventure the Referee can ask the character for a Luck 
  Roll. If he is unlucky, his character acquires a split personality with 
  opposing morals. The character needs to pass a Luck Roll in order 
  to make his original personality assume control again.
  28
  An exact copy of the character sprouts from his body. The copy is 
  exactly like the character, but hates him and wants to assume his 
  place.
  29
  The character is impregnated with the embryo of a supernatural 
  entity. If at any moment his Luck Die is reduced below a d4, the 
  embryo is born and the character dies.
  30
  The character is transported to the Plane of Chaos to be questioned 
  about the usage of his spells, potentially having to fight for the right 
  to use them.
  Rare Ingredients
  Undoubtedly Szalay was a powerful elementalist, but one 
  of his most guarded secrets was the possession of an Ethera 
  Crystal aligned to each Elemental Plane.
  Sharp Swords & Sinister Spells magic system does not 
  require note keeping of ingredients and components 
  for common spells. Magic Users are assumed to 
  possess the materials needed for their craft, unless 
  some spell states otherwise. However, when the Magic 
  User acquires a special and rare ingredient for a 
  specific spell, he can obtain certain advantages when 
  casting that spell.
  In game terms, these Rare Ingredients should give 
  Positive Dice when casting certain spells and are spent 
  using a d4 Usage Die. Some even rarer ingredients can 
  increase the spell’s PL or have higher Usage Dice.
  There isn’t a definitive list of these ingredients. The 
  Referee should use them as special rewards and 
  objectives for adventures, according to the needs 
  of the campaign. These ingredients should never 
  be found being sold as common trade goods. What 
  follows are a few examples of Rare Ingredients.
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  Somnolence Sand
  Acquired by trading a pure dream with the Sandman on the Oneiric World, this sand 
  grants a Positive Die to castings of Somnolence when blown over the target’s eyes.
  Abyssal Ember 
  An ember originating from the ruins of Flarmah, the realm of flames, in the Elemental 
  Plane of Fire. This grant a Positive Die and 2 additional PL when casting any fire 
  based spell.
  Flask of Shadow 
  When spilled over a target, grants a Positive Die when casting Shadow Cloak. 
  The Usage Die varies according to the amount of Living Shadow captured in the 
  Shadow World.
  Ogh’Oid’s Tear 
  Obtained from one of Ogh’Oid’s infinite eyes spread around the cosmos, this tear 
  grants a Positive Die to castings of Glimpse Future while also increasing the duration of 
  the spell for PL turns when used as eye drops.
  Drugs and Other Preparations
  Gheray knew he didn’t have enough coins, but he needed to talk to the Guild lord anyway. He needed 
  just one more dose. Who knows, maybe he could offer his services as a form of payment.
  In the literature that inspires Sharp Swords & Sinister Spells, drugs and other 
  substances sometimes appear. These preparations usually alter not only the mental 
  state of the user but also their physical metabolism, allowing them to perform almost 
  magical deeds, but at a steep price.
  These substances invariably have side effects in the form of weakness, hallucinations, 
  dizziness, etc. Additionally, the repeated usage of such substances can make the 
  character addicted, making their life miserable when not under the effects of the drug.
  In game terms, using these preparations grants temporary advantages in certain 
  circumstances (lasting for 1d4 turns), while also imposing certain side effects (which 
  last for 1d4 hours). Repeated use (more than one dose within one week) can cause 
  dependency. The character must make a Willpower test with a Difficulty equal to the 
  number of doses used in this period. If he fails, he becomes addicted and receives a 
  Negative Die to all test for 1 month when not under the effects of the drug. After this 
  month, he can make a Willpower test to overcome his addiction. If he fails, he can try 
  again after a week.
  Below we present some examples of substances for sword and sorcery campaigns. 
  The acquisition of them should not be so simple as spending some coins. Instead, they 
  should be the subject of adventures and perilous encounters. The commerce of drugs 
  and other substances can involve much gold, backstabbing, intrigue and adventuring 
  in foreign and exotic lands.
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  Purple Lotus Dust 
  The purple lotus is the rarest specimen among its kind and could be found only in 
  the most cared for gardens of Zartar’s Sorcerer-Kings. Finding a single flower in this 
  current Age is extremely rare. The dust from its dried petals is an invaluable treasure 
  for spell casters. When inhaled, this dust doubles the benefits of Blood Sacrifice for 
  1d4 turns. However, its collateral effect makes all Physique and Agility tests be made 
  with a Negative Die for 1d4 hours.
  Scarlet Lotus Smoke 
  This Lotus flourishes in the heart of the exotic jungles of Ungawa and is used in ritual 
  combat by the native tribes of the region. When inhaling the smoke from the burned 
  roots, the warrior enters a frenzy for 1d4 turns, during which he receives a Positive 
  Die to all attacks, and has his damage dice increased by 1 step. However, for the next 
  1d4 hours the user has a hard time trying to concentrate for long periods, receiving a 
  Negative Die to all actions requiring concentration. Additionally, after each dose, he 
  takes 1 point of damage to his Physique.
  Death’s Cinder 
  The cinders of necromancers burned alive. When inhaled, these grant the user the 
  ability to communicate with the dead for 1d4 turns. Only spirits residing in the vicinity 
  can be contacted. The user has terrible nightmares with the tormented spirits involving 
  the dead for the next 1d4 days.
  Albino Lotus Root Tea 
  Found in the highest mountains in the Frozen Wastes of the north, the roots of this 
  flower are used to make a tea capable of accelerating the metabolism for a brief period 
  of time. For 1d4 turns the user gains an extra action per round and can move to a 
  distant location in only 2 rounds. Afterwards, the character becomes extremely tired, 
  receiving a Negative Die to all physical actions for 1d4 hours.
  Golden Rose Essence 
  Cultivated by the Monks of Tomorrow in their secret monastery, the petals of this rose, 
  when ground and used as eye drops, allow the user to glimpse the future of up to 1d4 
  days, during which the character enjoys a boost of 1 step on his Luck Die. However, 
  the character hallucinates during this same period. The Referee can introduce 
  complications based on this side effect and the character can make an Intellect test to 
  see through the hallucinations.
  Drugs and Other Preparations
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  Monster Generator 
  The room was full of metal tables and large crystalline tubes hanging from chains in the ceiling. 
  Most of them were damaged and shattered, while a viscous liquid had spilled on the floor. Ludagrim 
  knew they were in an ancient Zartarian laboratory, where the Sorcerer-Kings played gods and 
  created aberrations.
  Sharp Swords & Sinister Spells doesn’t present a full bestiary of creatures to be used 
  by Referees in their campaigns. Instead, this game focuses on inventiveness and 
  encourages the creation of unique monsters molded to the needs of each campaign.
  In order to help Referees in this endeavor, we present a monster generator that will 
  work as a starting point for ideas and creative adventures. With a few dice rolls, the 
  Referee will have plenty of information about the new creature, such as its nature, 
  appearance, special powers, and weaknesses. There isn’t an exact formula for creating 
  monsters and Referees are encouraged to experiment and mix things up to create 
  weird and exciting creatures!
  About Statistics 
  As Sharp Swords & Sinister Spells has a light and flexible system, especially regarding 
  monsters, the tables won’t always refer to game stats. The Referee is free to create 
  these based on the entries. For example, a creature with Reinforced Carapace can have 
  a Damage Reduction of -1d or have his carapace work as a shield, depending on the 
  needs of the Referee. The entries are inspirations for creativity, not a closed system.
  Monster’s Nature 
  The first step to creating a monster is defining its nature. Is it originally from the 
  World of the Dead? Is it an alien from another dimension? Is it an automaton created 
  by the Ancient Ones? The nature of the creature will help Referees define its general 
  configuration, appearance, powers and weaknesses. Hybrid creatures are also possible 
  and are a great way to surprise players who are used to the same old stuff.
  d12
  MonstEr’s naturE
  1
  Humanoid 
  2
  Beast
  3
  Plant
  4
  Prehistoric 
  5
  Undead
  6
  Magical
  7
  Technological 
  8
  Alien
  9
  Aberration 
  10
  Mythological 
  11
  Daemonic
  12
  Amalgamation (mix 1d3+1 natures)
  Monster Generator
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  Humanoid 
  Humanoid creatures have an appearance similar to humans, having usually a trunk, 
  a head, two legs and two arms. Given the origins of their ancestors, these creatures 
  can present almost alien characteristics and astonishing powers that set them apart 
  from humanity.
  When creating a humanoid monster, roll as many times as feels necessary on the 
  Humanoid Appearance table and once on the Humanoid Culture table. Some 
  humanoids may have Powers and Weaknesses and the Referee might want to roll on 
  those tables as well.
  d20
  huManoId appEarancE 
  1
  Elongated Limbs (can make melee attacks to opponents within nearby range)
  2
  Giant Head
  3
  Shortened Limbs (slow movement)
  4
  Elastic Limbs (can make melee attacks to opponents within nearby range)
  5
  Extra Pair of Arms (can act one more time per round)
  6
  Extra Pair of Legs (can move twice per round)
  7
  Extra Heads (receives a Positive Die to mental actions)
  8
  Scaly Skin (-1d of Damage Reduction)
  9
  Colorful Skin (1d8: 1 – Yellow; 2 – Orange; 3 – Red; 4 – Purple; 5 – Blue; 
  6 – Emerald; 7 – Gray; 8 – Transparent) – Color may indicate resistance to 
  certain types of damage 
  10
  Without Body Hair
  11
  With flashy hair or fur
  12
  Small body (Positive Die to hide)
  13
  Large Body (Positive Die to physical actions)
  14
  No distinction between genders (or without genders)
  15
  Skeletal Body
  16
  Corpulent Body
  17
  Protruding Bones
  18
  Extra Eyes (Positive Die on perception tests)
  19
  Eyeless (augmented senses)
  20
  Traits of other nature (roll again on the Monster’s Nature table, ignoring the 
  Humanoid result)
  d20
  huManoId cuLturE 
  1
  Praises brute strength above all else and dominates inferior races.
  2
  The search for knowledge moves this race through the cosmos.
  3
  Carnal pleasures are all that matters.
  4
  The search for spiritual growth is the most noble quest of an individual .
  5
  Hoards riches at any cost, even taking it from weaker races.
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  6
  To reproduce and spread to all corners of the cosmos.
  7
  Dominate intellectually all other cultures.
  8
  To produce art is the greater deed an individual can accomplish.
  9
  Technological development is the most noble cause to pursue.
  10
  Sorcery is a stain that must be cleaned from the world.
  11
  The accumulation of magical power is the only way to secure our superiority.
  12
  To bring our god to this world is our main task.
  13
  To remain isolated from other races is our main safety guarantee.
  14
  Hunt the most powerful beast to prove your worth.
  15
  Never suppress your primal instincts as savagery is the purest state of being.
  16
  The quest for the promised land is the main task of our people.
  17
  To obey all the wishes and desires of the Queen-Mother, whatever they 
  may be.
  18
  Only by the end of the world as we know it we can build a better one .
  19
  Life has no meaning and is empty, nothing and no one can alter this truth.
  20
  Transformation and constant change are essential to save Chaos from the 
  tyranny of Order.
  Humanoid
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  Beast
  Animals and bestial creatures are common opponents in sword and sorcery tales. A 
  pack of hungry wolves or a gigantic snake are still a threat to even the most seasoned 
  adventurers.
  The tables below are meant to create bestial creatures based on mundane animals. 
  Since Sharp Swords & Sinister Spells has simple and easy to use monster statistics, 
  we did not find it necessary to provide a generator for common species, and instead 
  focused on the unnatural bestial creatures. When creating an animal monster, the 
  Referee first determines the Bestial Form of it, and then rolls on the Animals 
  table to determine the components of the creature. They can also have Powers and 
  Weaknesses as other monsters.
  d12
  bEstIaL ForM
  1
  Torso of one animal and legs of another.
  2
  Head of an animal, limbs of another and the body of a third.
  3
  Multiple animal heads with the body of another.
  4
  Humanoid body with an animal head.
  5
  Body of an animal, tail of another and wings of a third.
  6
  Headless animal with many mouths of second animal around his body.
  7
  Winged head of an animal.
  8
  Body of an animal and extra arms of another.
  9
  Animal body with a humanoid head.
  10
  Animal with 2 torsos of different animals and no lower body.
  11
  Humanoid torso and lower body of an animal.
  12
  Animal mixed with other creature (roll to determine the second Monster's 
  Nature).
  Sharp Swords & Sinister Spells - Addendum
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  1
  Bee
  2
  Jellyfish
  3
  Eagle
  4
  Spider
  5
  Baboon
  6
  Whale
  7
  Cockroach
  8
  Beatle
  9
  Goat
  10
  Buffalo
  11
  Hound
  12
  Crab
  13
  Chameleon 
  14
  Horse
  15
  Snake
  16
  Owl
  17
  Crocodile
  18
  Dromedary
  19
  Elephant
  20
  Scorpion
  21
  Squirrel
  22
  Starfish
  23
  Falcon
  24
  Seal
  25
  Ant
  26
  Rooster
  27
  Ferret
  28
  Grasshopper
  29
  Goose
  30
  Heron
  31
  Cat
  32
  Giraffe
  33
  Dolphin
  34
  Gorilla
  35
  Raccoon
  36
  Hyena
  37
  Hippopotamus
  38
  Iguana
  39
  Alligator
  40
  Jaguar
  41
  Boar
  42
  Boa Constrictor
  43
  Centipede
  44
  Caterpillar
  45
  Gecko
  46
  Lizard
  47
  Lobster
  48
  Lion
  49
  Leopard
  50
  Snail
  51
  Dragonfly
  52
  Wolf
  53
  Worm
  54
  Squid
  55
  Monkey
  56
  Moth
  57
  Earthworm
  58
  Bat
  59
  Fly
  60
  Adder
  61
  Oyster
  62
  Urchin
  63
  Sheep
  64
  Panther 
  65
  Duck
  66
  Peacock 
  67
  Swordfish 
  68
  Penguin 
  69
  Piranha
  70
  Octopus 
  71
  Pigeon
  72
  Pig
  73
  Hedgehog 
  74
  Sloth 
  75
  Protozoan 
  76
  Lynx
  77
  Fox
  78
  Frog
  79
  Rat
  80
  Deer
  81
  Rhinoceros 
  82
  Nightingale 
  83
  Salamander
  84
  Manta Ray
  85
  Serpent
  86
  Anteater 
  87
  Turtle 
  88
  Armadillo 
  89
  Badger
  90
  Tiger
  91
  Mole
  92
  Bull
  93
  Shark 
  94
  Bear
  95
  Vulture
  96
  Moose
  97
  Mule
  98
  Maggot
  99
  Wasp
  100
  Zebra
  d100 Animals
  Beast
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  Plant
  Normally plants and other vegetables do not offer immediate threat to adventurers. 
  However, in a world where the forces of Chaos exhibit a strong influence, some plants 
  have acquired monstrous characteristics, becoming as dangerous as a starving two 
  headed lion.
  In order to create a truly terrifying plant monster, the Referee will need some 
  creativity. Use the Plant Form and Plant Attacks tables as well as the Powers and 
  Weaknesses tables. Creating amalgams with other types of monsters will make these 
  creatures even weirder and more alien, leaving the players even more astonished.
  d12
  pLant ForM
  1
  Mushroom 
  2
  Mold
  3
  Vines 
  4
  Grass
  5
  Roots
  6
  Tree
  7
  Flower 
  8
  Fruit 
  9
  Shrubbery 
  10
  Leaf
  11
  Algae
  12
  Amalgam between Plant Form and other Monster’s Nature
  d12
  pLant attacks
  1
  Sharp Thorns
  2
  Bladed Leaves
  3
  Poisonous Spores
  4
  Crushing Branches
  5
  Strangling Roots
  6
  Explosive Fruits
  7
  Blood Sucking Roots
  8
  Acid Sap
  9
  Scorching Pollen
  10
  Inserting a Seed Inside a Victim’s Heart
  11
  Scorching Sun Ray reflected by Flowers
  12
  Hypnotic Perfume
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  Prehistoric
  Prehistoric monsters are a staple of sword and sorcery tales. Primitive and savage men, 
  ravenous dinosaurs and beasts from past ages that awoke to spread chaos are frequent 
  opponents in the paths of adventurers.
  As with mundane animals, normal prehistoric creatures should be easy enough to 
  create. Following the simple HD and damage table and being minimally creative 
  with Special Abilities (like giving double damage for a triceratops when charging) 
  should be enough. The table below gives Prehistoric Characteristics that can be used 
  together with another Monster’s Nature to create a prehistoric creature.
  d8
  prEhIstorIc charactErIstIcs
  1
  Reptilian 
  2
  Gigantic with Small Head
  3
  Protruding Bones
  4
  Highly Muscular with Small Brain
  5
  Unicellular
  6
  Protruding Teeth and Claws
  7
  Amphibious 
  8
  Reinforced Carapace 
  Undead
  Undead are nefarious creatures that challenge nature by simply existing. They remain 
  in a stage between life and death, refusing to follow the natural circle of life and usually 
  feed on mortals in various ways.
  Undead creatures are created from living beings that, for some reason, stop the natural 
  process of death and remain in a stage of undeath. When creating an undead monster 
  the Referee starts with a normal living monster and then rolls on the following tables to 
  generate its undead version. Later, he can add Powers and Weaknesses as usual.
  d10
  undEad ForM
  1
  Incorporeal, appearing as it was when alive
  2
  Incorporeal, cadaverous appearance 
  3
  Incorporeal, gaunt appearance 
  4
  Incorporeal, foggy or deformed appearance 
  5
  Shadow
  6
  As alive, with cold skin and white eyes
  7
  Appearance as the moment it died, wounds still bleeding 
  8
  Appearance as a rotting corpse
  9
  A floating head with incorporeal body
  10
  Skeletal
  Prehistoric
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  d12
  FEEds upon
  1
  Blood
  2
  Flesh
  3
  Brains
  4
  Vitality 
  5
  Will to Live
  6
  Dreams
  7
  Memories 
  8
  Anger
  9
  Fear
  10
  Beauty 
  11
  Eyes
  12
  Time Left to Live
  Magical
  Magical creatures are born from 
  the chaotic energies that empower 
  spells and other effects and can 
  assume many forms. Some of them 
  blend in with mortal creatures from 
  our world, hiding their enigmatic 
  nature. Others, proud of their 
  heritage, reveal themselves in all their splendor, attracting 
  the attention of mortals in the form of admiration, fear, worship and other emotions.
  The tables below can be used to grant Magical Traits to creatures of other natures, or 
  to generate a magical creature with the Magical Form table. These monsters can have 
  many Powers and Weaknesses, since the Chaos that originated them follows no pattern.
  d12
  MagIcaL traIts
  1
  Static energy radiates from the creature, lightly shocking whoever comes close.
  2
  The creature levitates just above ground, having a supernatural lightness.
  3
  The creature's hair or body hair is always under the influence of elements (on fire, 
  wet, blown by the wind, full of dirt).
  4
  The creature's skin emanates a soft glow.
  5
  The creature's eye reflects the soul of whoever gazes at it.
  6
  Little energy crystals are scattered throughout the creature's body.
  7
  The creature's skin changes color according to its humor.
  8
  Translucent body.
  9
  Small energy spheres orbit around the creature.
  10
  The creature appears different for every person who looks at it.
  11
  Strange runes and symbols cover the creature’s body.
  12
  Tree branches grow from the creature's body.
  Sharp Swords & Sinister Spells - Addendum
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  d12
  MagIcaL ForM
  1
  Sphere 
  2
  Cube
  3
  Concentric Rings
  4
  Giant Eye with Bloody Veins
  5
  Living Energy 
  6
  Living Fog
  7
  Constant Changing Geometric Figure
  8
  Floating Pyramid 
  9
  Living Weapon
  10
  Flying Crystal 
  11
  A Horde of Glass Insects with Collective Intelligence 
  12
  An Amalgam of 1d4+1 Monster’s Natures
  Technological 
  Ancient and advanced civilizations, travelers from other times and dimensions, aliens 
  from other worlds and even people much ahead of their time are capable of creating 
  constructs or other artificial beings. For a simple mortal in the world of Sharp Swords 
  & Sinister Spells these technological creations are as magical as faeries and the Referee 
  may opt to treat them as such.
  The tables below can be used to generate the Technological Form of a creature as well 
  as its Material (which could grant special characteristics). As always, these creatures 
  could have extra Powers and Weaknesses like others.
  Magical
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  d20
  tEchnoLogIcaL ForM
  1
  Artificial Human Form
  2
  Artificial Animal Form
  3
  Flying Computer
  4
  Brain Inside Translucent Sphere
  5
  Sphere with many Monitors and Mechanica Arms
  6
  War Tank
  7
  Wheeled Vehicle 
  8
  Flying Saucer 
  9
  Helicopter
  10
  Oven
  11
  Meat Grinder
  12
  Rubik’s Cube
  13
  Bulldozer
  14
  Concrete Mixer
  15
  Tripod
  16
  Monocycle 
  17
  Millions of Nanobots
  18
  Lamp
  19
  Telescope 
  20
  Bundles of Wires and Cables
  d12
  MatErIaL
  1
  Plastic 
  2
  Iron
  3
  Mercury
  4
  Steel
  5
  Wood
  6
  Glass Fiber 
  7
  Glass
  8
  Acrylic 
  9
  Gold
  10
  Leather 
  11
  Textile 
  12
  Copper
  Alien 
  Humans were not the first sentient beings to walk the worlds of Sharp Swords & 
  Sinister Spells. Before them came other beings who built entire civilizations and 
  unveiled the mysteries of the planets. 
  Sharp Swords & Sinister Spells - Addendum
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  57
  Creatures from other planets can actually be from any other Monster’s Nature. What 
  makes alien monsters different is their Technological Level, Means of Travel and their 
  Specific Purpose to be on another world. 
  d12
  tEchnoLogIcaL LEVEL
  1
  Stone Age (prehistory and before)
  2
  Bronze Age (3500 B.C).
  3
  Iron Age (1200 B.C).
  4
  Middle Ages (600 B.C).
  5
  Age of Discoveries (1450 A.D).
  6
  Industrial Revolution (1730 A.D).
  7
  Mechanical Age (1880 A.D).
  8
  Nuclear Age (1940 A.D).
  9
  Digital Age (1980 A.D).
  10
  Microtechnology Age (Nanotechnology and other amazing advances)
  11
  Space Age (Space travel and colonization)
  12
  Time Age (Time travel)
  d12
  MEans oF traVEL
  1
  Meteor
  2
  Black Hole
  3
  Portal opened by Sorcerer-King
  4
  Dimensional Storm
  5
  Astral Projection
  6
  Cavern Complex with Extra-Planar  Connections
  7
  A Bridge Extending to Another World
  8
  Magical Ship Sailing on Cosmic Currents
  9
  Winged Creatures that Ride the Cosmos
  10
  Space Ship
  11
  Teleporting Device
  12
  Intersecting Planet
  d12
  spEcIFIc purposEs
  1
  Harvest natural resources.
  2
  Colonize a new world.
  3
  Escape the destruction of their original world.
  4
  Search for ancestors that visited this world.
  5
  Dominate this new world.
  6
  Conduct scientific experiments.
  7
  Warn natives of an incoming doom.
  8
  Eat all that it can find.
  9
  To reproduce with another species.
  10
  Gather slaves for an important task.
  11
  To learn and collect information.
  12
  To prevent a catastrophic event they have foreseen.
  Alien
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  Aberration
  Aberrations are creatures that defy existence and potentially leave anyone who 
  glimpses their form insane. No one knows exactly where these creatures hail from, if 
  they are ancient beings, the creations of mad wizards that went wrong or beings from 
  other dimensions completely opposed to our own.
  To create an aberration, the Referee determines its Basic Form and then adds 
  Aberrant Characteristics. Additional Powers and Weaknesses are common in these 
  creatures, as well as a completely alien mind.
  d12
  basIc ForM
  1
  Amorphous 
  2
  Oval 
  3
  Sphere 
  4
  Conical 
  5
  Cylinder 
  6
  Pyramid
  7
  Ring
  8
  Icosahedron
  9
  Bidimensional 
  10
  Tetradimensional
  11
  Similar to another Monster's Nature
  12
  Mixture of 1d+1 Monster's Nature
  d12
  abErrant charactErIstIcs 
  1
  Hundreds of eyes of different types and sizes cover the creature’s body.
  2
  Hundreds of mouths of different sizes and shapes cover the creature's body 
  and spew a disgusting goo.
  3
  Body covered by irregular thorns that inject hallucinogenic poison.
  4
  Body covered with small lips that keep pronouncing alien poetry which 
  drives listeners insane.
  5
  Several tentacles cover the creature’s body.
  6
  Faces of several different beings in agonizing expressions cover the 
  creature's body.
  7
  Bubbles expelling nauseous smells forms all over the creature's body.
  8
  Hundreds of clawed hands form and dissipate over the creature's body.
  9
  Hundreds of genitalia cover the creature's body.
  10
  The creature's body is covered with holes expelling feces.
  11
  Gelatinous and transparent body, exposing all the bizarre organs inside.
  12
  Roll 1d4 times.
  Sharp Swords & Sinister Spells - Addendum
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  59
  Elemental
  These are creatures composed of a singular element, having acquired life through 
  magic or the act of a powerful entity that gave them sentience. Their forms can be as 
  varied as any other monster.
  To create an elemental monster, start with a monster from any other nature and 
  then assign a unique element of which it is composed according to the table below. 
  Additional Powers and Weaknesses should be added as well.
  d20
  ELEMEnt
  d20
  ELEMEnt
  1
  Earth
  11
  Steam
  2
  Water 
  12
  Blood
  3
  Fire
  13
  Metal
  4
  Air
  14
  Mucus
  5
  Rock
  15
  Acid
  6
  Magma
  16
  Poison
  7
  Ashes
  17
  Lightning 
  8
  Sand
  18
  Light 
  9
  Wood
  19
  Glass
  10
  Mud
  20
  Diamond 
  Daemonic
  Daemons are supernatural entities hailing from the depths of the Abyss, a plane of 
  shadow, pain, suffering and death. The majority of them feed off of these feelings and 
  travel the cosmos to incite them in others.
  To create a daemon, the Referee starts with another Monster’s Nature and then 
  applies some Daemonic Characteristics. These creatures usually have several Powers 
  and a few Weaknesses.
  d20
  daEMonIc charactErIstIcs
  d20
  daEMonIc charactErIstIcs
  1
  Goat horns
  11
  Crawling with insects 
  2
  Shadow body
  12
  Morbid obesity 
  3
  Goat legs
  13
  Incredible filthy
  4
  Empty eye sockets 
  14
  Mucus covering the body
  5
  Flame eyes
  15
  Body covered with dark thorns
  6
  Forked tail
  16
  Crawling with serpents
  7
  Fangs
  17
  Extremely beautiful 
  8
  Bat wings
  18
  Horrendous 
  9
  Skeletal wings
  19
  Guttural voice
  10
  Blood covered body
  20
  Melodic voice
  Elemental
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  Powers
  Here is a list of 100 Special Abilities that can be assigned to any monster. How they 
  manifest in each creature will depend on its nature and the Referee’s creativity.
  d100
  powErs 
  1
  Acid Attack: Acid deals a die of damage 1 step below normal for the creature's 
  HD for HD rounds.
  2
  Acid Blood: When an attacker inflicts damage in close range to the creature 
  they must make an Agility test or suffer a Damage Die 1 step below the 
  normal for the creature's HD.
  3
  Cause Blindness: Blinds a target for 1d4 rounds per HD. The target receives 2 
  Negative Dice for any action that relies on vision.
  4
  Imprison: The creature imprisons a target in a viscous substance, requiring 
  the victim to make a Physique test to escape.
  5
  Earthquake: Causes an earthquake up to far range, collapsing buildings and 
  causing other damage. Creatures in the area must make an Agility test or are 
  knocked to the floor.
  6
  Tunneling: Can move through solid earth as normal.
  7
  Destroy Metal: Metal objects that touch the creature's body are damaged and 
  become useless. When an attacker hits the creature, he must make a Luck 
  Roll to see if his weapon is ruined.
  8
  Destroy Wood: Wooden objects are destroyed if they come into contact with 
  the creature's skin. When an attacker hits the creature, he must make a Luck 
  Roll to see if his weapon is ruined.
  9
  Lacerate: After the attack, the target receives a Negative Die to all physical 
  actions for HD rounds.
  10
  Corrode Minerals: Rocks and other minerals can be dissolved by the creature, 
  allowing it to pass through walls.
  11
  Animate Object: Gives life to inanimate objects, transforming them into 
  monsters under the creature's command. The creature can animate a number 
  of objects equal to its HD.
  12
  Suffocation: Drains the air from its victims’ lungs.
  13
  Repulsion: Makes it hard for creatures of a certain type (Referee’s discretion) 
  to approach. Characters can resist with a Willpower test.
  14
  Bleeding: In addition to normal damage, this attack causes bleeding, making 
  the target loses a Damage Die 1 step below normal for the creature's HD 
  per round until the wound is treated.
  15
  Necrosis: This attack causes necrosis and the victim loses 1 point of Physique 
  or Agility per day until a cure is found.
  16
  Disease: Causes grave and potentially deadly disease (Referee may impose 
  Attribute damage, Negative Dice and loss of HP). Victims can make a 
  Willpower test to resist it.
  Powers
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  17
  Incubation: An egg or seed is inserted inside the target and it will generate 
  another monster in a set amount of time, leading to the victim's death.
  18
  Drain Attribute: Victim loses 1d4 points of a specific Attribute. The target can 
  usually resist with an appropriate Attribute test.
  19
  Power Vortex: Summons an energy storm that affects all creatures in nearby 
  range who suffer a Damage Die 1 step lower than normal, unless they make 
  an Agility test for half damage. The storm lasts for HD rounds.
  20
  Confusion: Makes victim confused and disoriented, receiving a Negative 
  Die to all actions for a number of rounds determined by the creature's 
  Damage Die.
  21
  Freezing Attack: In addition to normal damage, targets must make Physique 
  tests or are frozen, imprisoned and incapable of moving for HD rounds.
  Sharp Swords & Sinister Spells - Addendum
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  63
  22
  Command Plants or Animals: Can command a number of plants or animals up 
  to the creature's HD.
  23
  Curse: Curses a victim who can resist with a Willpower test. The Referee 
  will come up with the curse effect (which can have mechanical and narrative 
  effects). Additionally, the target’s Luck Die is lowered by 1 step until the 
  curse is broken.
  24
  Create Barrier: Creates a barrier to hinder of stop movement. Barriers can also 
  inflict damage with thorns or blades. To overcome a barrier, characters will 
  need to make a Physique or Agility test.
  25
  Instant Death: Kills target instantly unless it passes an appropriate 
  Attribute test.
  26
  Slow Death: Target acquires a malady that kills him slowly. He suffers a 
  Damage Die or loss of Attribute points daily and cannot heal this unless a 
  cure is found.
  27
  Drain Life: Causes a Damage Die 1 step lower than normal but the creature 
  regains the same amount of HP.
  28
  Dimensional Confinement: Imprisons a target in an extra-planar space. The 
  victim can only be freed by killing the creature.
  29
  Multidimensional: The creature exists in multiple planes, hopping from one 
  to another in the blink of an eye. Every time the creature is hit, the attacker 
  makes a Luck Roll to determine if the creature did not hop to another 
  dimension the moment it was being hit, avoiding damage.
  30
  Drain Memories: Target loses memories, making it harder to remember 
  information. A Luck Roll is made to determine if a particular subject or spell 
  was forgotten. One memory is forgotten per attack. This effect is permanent.
  31
  Electric Damage: When hitting a target with this ability, creatures within close 
  range must make a Luck Roll or suffer a Damage Die 1 step below normal.
  32
  Electric Creature: Electricity runs through the creature's body and those 
  carrying metal objects that touch it must make a Luck Roll or take a 
  Damage Die 1 step below normal.
  33
  Magnetic Field: Weapons and armor made of metal that make contact with the 
  creature can become stuck unless the attacker makes a Physique test.
  34
  Scare: Forces targets that see the creature to make a Willpower test or suffer 
  a Negative Die on all tests against it.
  35
  Dominate: Can dominate the minds of a number of creatures equal to its HD. 
  Victims can resist with a Willpower test.
  36
  Induce Rage: Targets within nearby range must make a Willpower test or be 
  driven into a rage, attacking anyone within close range in the most violent 
  way they can for a number of rounds equal to the creature's HD.
  37
  Cause Apathy: Causes apathy in up to HD targets (who can resist with a 
  Willpower test). Those affected must make a Willpower test to act each round.
  38
  Cause Ecstasy: The creature's touch causes ecstasy, paralyzing victims with 
  pleasure for HD rounds, unless they pass a Physique test.
  Powers
  Alexandr Dyl (Order #20064908)
  
  64
  39
  Sleep: Can put to sleep all opponents within nearby range. Targets can resist 
  with a Physique test.
  40
  Incendiary Attack: This attack can set a target on fire, causing the same 
  amount of damage on the following rounds unless the victim makes an 
  Agility test to dampen the flames.
  41
  Flaming Body: Anyone within close range receives a Damage Die 2 steps 
  below normal for the creature's HD.
  42
  Explosion: Causes an explosion that deals 1d6 points of damage per HD to 
  anyone within close range. An Agility test can reduce this damage to half.
  43
  Hallucination: Alters the target's perception, making him believe in things 
  that are not there. Targets can resist with an Intellect test. This lasts for 
  HD turns.
  44
  Project Illusion: Affects an area up to far range, creating an illusion that affects 
  all senses. Can be resisted with a Willpower test.
  45
  Freezing Aura: Affects an area up to nearby range, dropping the temperature 
  to a level below freezing. Targets need to make a Physique test to avoid 
  being frozen into place.
  46
  Crush: Target is crushed by the creature and can make a Physique test per 
  round to escape or suffer a Damage Die 1 step lower than normal.
  47
  Immobilize: Targets within nearby range must make an appropriate Attribute 
  test or cannot move for 1d4 rounds per creature's HD.
  48
  Induce Insanity: A target up to far range must make an Intellect test or 
  acquire a madness relating to the creature. To cure himself, the character will 
  need a number of years equal to the creature's HD.
  49
  Cause Stupidity: Affects one target per creature's HD if they fail an Intellect 
  test. The affected become stupid and unlearned, incapable of taking 
  intelligent actions, remembering languages and spells. This usually lasts for 
  HD hours.
  50
  Spread Shadows: An aura of shadows extends up to nearby range, blocking 
  the vision of anyone within this space.
  51
  Shadow Step: The creature can travel through shadows, covering great or 
  small distances.
  52
  Ethereal Form: Can assume an ethereal form, becoming immune to physical 
  attacks and can enter hard to reach places.
  53
  Augmented Senses: The creature has sharp senses, sensing slight changes in its 
  surroundings. Character's receive a Negative Die when trying to deceive it.
  54
  Extra Senses: The creature has an additional sense like thermal vision, sonar, 
  E.S.P., aura vision, etc.
  55
  Multiple Attacks: Can make additional attacks per round up to their total 
  number of HD.
  56
  Bad Luck: Double the chances of Random Encounters for up to HD 
  creatures who fail a Willpower test for HD days.
  Sharp Swords & Sinister Spells - Addendum
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  65
  57
  Drain Magic: Up to HD targets within nearby range become unable to cast 
  spells if they fail a Willpower test. This lasts for HD turns.
  58
  Telekinesis: The creature can move objects or beings (Physique test to resist) 
  with its mind and can make attacks with this power.
  59
  Steal Memories: Steal the memories of up to HD targets, becoming able to 
  assume their personalities. Can be resisted with a Willpower test.
  60
  Duplicate Appearance: Can assume the appearance of a touched target for up 
  to HD days.
  61
  Fly: The creature can move through the air with freedom, avoiding obstacles 
  and hazards.
  62
  Scale Surfaces: Can move over walls, ceilings and other non-horizontal 
  surfaces like a spider.
  63
  Amphibious: Can live and act freely on land and water.
  64
  Impair Movement: A target up to nearby range needs twice as much effort 
  and actions to move unless they pass an appropriate Attribute test. This 
  lasts for HD turns.
  65
  Open Portal: Open portals to other places and planes that can last for up to 
  HD turns.
  66
  Poison: The creature’s attack is poisoned with a substance with an Intensity 
  equal to its HD.
  Powers
  Alexandr Dyl (Order #20064908)
  
  66
  67
  Animate Dead: Can animate up to 2 times its HD of undead minions. They last 
  until killed again.
  68
  Enlarge or Reduce: The creature can increase or decrease its size, improving 
  or reducing its HD and Damage Die 1 step. Some creatures can use this 
  power on other targets. Can resist with a Physique test. Lasts for HD turns.
  69
  Reproduce Sound: Can imitate any sound heard in the last HD days.
  70
  Sonic Attack: Can emit a specific frequency capable of damaging living beings 
  and/or structures within nearby range. Those who fail an Agility test suffer 
  the normal damage for the creature's HD. Success indicates half damage.
  71
  Spell Casting: Can cast spells as a Magic User. Treat as having a Willpower 
  of 10 + HD and knowing a number of spells equal to its HD.
  72
  Regenerate: Regenerates a number of HP per round equal to its HD.
  73
  Cause Deformity: A target touched by the creature is deformed unless it passes 
  a Physique test. The deformity can have various effects, from social rejection 
  to Attribute damage.
  74
  Animal Form: Can assume up to HD different animal forms.
  75
  Energy Ray: The creature can fire an energy ray that does 1d6 points of 
  damage per HD to a target up to far range that fails an Agility test.
  76
  Reinforced Carapace: Grants Damage Reduction of –1d or –2d on the dice 
  chain.
  77
  Invisibility or Camouflage: The creature can become invisible or can use 
  camouflage, requiring an Intellect test with a Negative Die to be detected.
  Sharp Swords & Sinister Spells - Addendum
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  67
  78
  Immunity to Mundane Attacks: The creature can only be harmed by magical 
  attacks and weapons.
  79
  Magical Immunity: The creature is immune to magical attacks and weapons.
  80
  Variable Immunity: The creature is immune to a certain type of attack (fire, 
  metal weapons, electricity, etc.).
  81
  Magical Resistance: Receives a Positive Die to resist magical effects.
  82
  Divide: The creature can divide itself into several copies, splitting its total 
  HD between them. The copies keep all other stats normally and attack as if 
  having its total HD.
  83
  Reflect Attacks: Can reflect a number of attacks per round equal to its HD. 
  The creature makes an attack against the Attribute used in the original one 
  to hit the target.
  84
  Invoke Ally: Can summon a similar creature of the same amount of HD. A 
  character can make a Luck Roll to avoid this effect.
  85
  Immortal: The creature cannot die naturally and a condition must be met for 
  the creature to be truly killed.
  86
  Teleport: The creature is capable of moving through space with just its 
  thoughts, changing locations instantly. This can be used a number of times 
  equal to its HD per day.
  87
  Thorns: The creature has thorns over its body, making everyone within close 
  range make an Agility test to avoid taking HD points of damage. Some of 
  these creatures can expel these thorns up to nearby range, causing normal 
  damage according to its HD.
  88
  Read Minds: Can read the minds of everyone within far range, making it 
  impossible to surprise this creature in combat. Additionally, it receives a 
  Positive Die in its attacks and imposes a Negative Die on attacks against it.
  89
  Absorption: Can absorb the energy of a specific type of attack (kinetic energy, 
  magic, fire), transforming the potential damage into healing.
  90
  Swallow: On a critical hit (or by taking the target to its mouth with another 
  attack), the creature swallows the victim, who will suffer the normal damage 
  of the monster per round automatically. The target can escape if he inflicts 
  the number of HD the creature has in damage in a single attack.
  Powers
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  91
  Disintegrate: Can disintegrate matter within far range with a ray up to HD 
  times per day. If used as an attack, the ray kills any creature who fails an 
  Agility test. Those who succeed suffer 1d6 points of damage per HD.
  92
  Duplicate: Can generate up to HD illusory copies of itself. Copies can be 
  distinguished with an Intellect test.
  93
  Improved Damage: The normal damage of the creatures HD is increased by 1 
  step on the HD table.
  94
  Psychic Attack: All enemies within nearby range must make a Willpower test 
  or suffer a Damage Die 1 step lower than normal and receive a Negative 
  Die for all actions for HD rounds.
  95
  Silence: A point affecting an area with nearby range has all the sound 
  silenced. This lasts for up to HD rounds.
  96
  Turn to Stone: Victims that look into the creature's eyes must make a 
  Physique test or be turned to stone.
  97
  Create Matter: Generates matter of a specific type (wood, stone, gold, crystal) 
  of a volume equal to a cubic foot per HD per day.
  98
  Time Travel: The creature can travel to the past or the future of its location.
  99
  Foresee Future: The creature can see into the future up to HD decades.
  100
  Combine two abilities into one.
  Sharp Swords & Sinister Spells - Addendum
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  Weaknesses
  Some monsters have weaknesses that makes them more vulnerable. These flaws are 
  not usually common knowledge, but driven players can discover them through rumors, 
  research and by trial and error.
  d20
  MonstEr's wEaknEss
  1
  Vanity
  2
  Stupidity
  3
  Vulnerable special part
  4
  Can't distance itself from specific place
  5
  Need to feed constantly
  6
  Life depends on a specific item
  7
  Vulnerable to certain type of attack
  8
  Aversion to some substance or object
  9
  Methodic compulsion
  10
  Honor code
  11
  Circumstantial weakness
  12
  Powerful enemy
  13
  Addiction
  14
  Obsession
  15
  Vulnerability in another dimension
  16
  Simply knowing its True Name makes it weak
  17
  Weakness after a ritual
  18
  Fears its own reflection
  19
  Hubris
  20
  True beauty
  Weaknesses
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  Mobs
  Graham was sure none of the thugs of the Overlord were a match for him. With a few moves, he 
  could knock each one of them to the ground and inflict a fatal wound to each of their chests. Alas, 
  now they had surrounded him in an alley in the Daggers district. They had strength in numbers.
  Inexperienced adventurers are challenged by individual soldiers. The more 
  experienced ones need to be challenged by whole battalions. Sharp Swords & Sinister 
  Spells was designed to keep the game challenging even for higher level characters, 
  even when facing creatures of 1 or 2 HD.
  Since the character’s Agility can’t go above 18 and opponents just have to roll above it 
  to hit them, it is never impossible for even the weakest of opponents to do so. However, 
  characters with high Agility can prove to be quite unbeatable.
  This is not something that a mob of opponents cannot fix! Instead of putting 5 
  opponents of 1 HD each to face a character, the Referee can combine these 5 enemies 
  into a single mob. This makes them more challenging and makes combat more 
  manageable. When doing this, the mob is considered to be a creature with HD equal 
  to the combined number of HD of its member. All other statistics remain the same, 
  including number of attacks and damage. The mob has as many HP as the combined 
  value of HP of its members. The damage suffered by the mob is applied individually to 
  one member at a time. This way, as the individuals die, the mob becomes weaker. The 
  Referee can likewise join two weakened mobs to make a stronger one.
  Rumors
  The rumors they heard in the isolated villages from that region were true- the Obsidian Tower of 
  Stars changed its resting place every night. On the previous day, the party had set camp just a few 
  miles from its shadow, hoping to be able to reach it the following afternoon. Despite their best laid 
  plans, the tower was nowhere to be seen on the morrow.
  Rumors are imprecise information, many times exaggerated, fanciful versions of 
  something that exists or is believed to exist. Traditionally, RPG adventures use rumors 
  as a way to provide useful information about places, events, creatures or characters 
  without, necessarily, giving the characters complete information. Here, however, we 
  propose the use of rumors to create setting and game elements in a collaborative way, 
  making players more invested in the game.
  As is the nature of rumors, not everything the players create will be true. In this way, if 
  the group creates a set of rumors collaboratively, relating to the next adventure, no one 
  but the Referee will know for sure if they are true or false.
  Sharp Swords & Sinister Spells - Addendum
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  Alexandr Dyl (Order #20064908)
  
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  How Does It Work?
  At the end of each adventure (or 
  right after character creation) the 
  Referee asks each member of the 
  group (varying the person who 
  begins each round) to create a rumor, 
  inspired or not by the events of the 
  campaign so far. After that, in turn, 
  each player can add another rumor 
  based on the last or in relation to  
  some other event, place, creature 
  or character. The Referee can also 
  include rumors if they so desire.
  After two or three turns, the 
  group should have about 12 to 15 
  rumors, which will be known by 
  the characters. The Referee will 
  use those to inspire his adventures, 
  making some of them true, and 
  some of them false. He can even 
  create some secret rumors that can 
  be discovered by the players during 
  game play.
  This method allows for more collaborative campaign building without taking away the 
  mystery of discovery from the players. They have a role in the creation of the world, 
  but their characters don’t really know what is true or not. This is also a great source of 
  inspiration for Referees, who can pick the minds of their players to help create a richer 
  campaign tapestry.
  Sharp Swords & Sinister Spells - Addendum
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  73
  Forgotten Artifacts 
  Aliana feared even touching the orb her master had left her. She knew how powerful the artifact 
  was but she also knew that power always comes with a price, a price she wasn’t sure she was 
  ready to pay.
  As explained in the Sharp Swords & Sinister Spells rulebook, there are no generic 
  magic items giving simple bonuses to some abilities, and they cannot be simply created 
  or sold as if they were mundane goods. Each magical object is a unique artifact with its 
  own history, purpose and power, which also has a price the user must pay to use.
  In order to help inspire Referees in the creation of such objects, we present the 
  following tables. The first indicates the possible creator of the magic item, giving 
  some context to its origin. The second has some sample powers and their associated 
  “prices”, which can be combined to create more powerful and dangerous objects. The 
  Referee can and should create and add other powers and “prices” in addition to the 
  ones presented here. The last table can be used to determine a specific purpose for the 
  magic item. In conjunction, these tables allow the creation of artifacts that can drive 
  the story forward.
  d20
  who crEatEd thE artIFact?
  1
  A god long thought to be dead that still lives in the artifact.
  2
  An alien sorcerer.
  3
  A mad Sorcerer-King.
  4
  A guardian spirit.
  5
  A sorcerer who came from the future.
  6
  A scientist from another dimension.
  7
  A serpent-man warlock.
  8
  The hive mind of a nation of mushroom men.
  9
  An alliance of demigods.
  10
  A jealous god.
  11
  A vengeful witch.
  12
  The imagination of a sleeping child.
  13
  The spilled blood of hundreds of people.
  14
  The artifact’s own will to exist.
  15
  Magic beings’ song of creation.
  16
  A powerful entity living in the ocean’s depths.
  17
  A cunning demon.
  18
  The primal spirit of a volcano.
  19
  The living energy of Chaos.
  20
  The collective madness of a destroyed world.
  Forgotten Artifacts
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  d20
  powEr
  prIcE
  1
  Devastating attacks (increases the 
  Damage Die by one step).
  Character becomes violent and sees insults 
  in even minor disagreements (Willpower 
  test to resist).
  2
  Assumes the appearance of others 
  (Intellect test to mime specific person’s 
  mannerism).
  The user becomes confused and can 
  assume the personality of those he 
  impersonates (Intellect test to resist).
  3
  Can cast fire based spells and the user 
  becomes immune to fire damage.
  User becomes a pyromaniac (Willpower 
  test to resist).
  4
  Can bring a dead person back to life.
  Another person’s life must be offered in 
  return.
  5
  Can cast False Friendship with a Positive 
  Die.
  User becomes authoritarian and intolerant 
  (Willpower test to resist).
  6
  Can use an academic Vocation as if the 
  user had it.
  User becomes arrogant and ignores other 
  people’s opinions (Willpower test to resist).
  7
  Can return 1d6 turns in time.
  User ponders his past actions and its 
  possible infinite ramifications (Willpower 
  test to be able to act).
  8
  User gets an extra action per round.
  User ages quicker, each year counting as ten.
  9
  Can speak with the spirit of a recently 
  deceased corpse.
  Attracts spirits looking for help or 
  vengeance.
  10
  Can glimpse the future (Willpower test to 
  see desired moment).
  User becomes obsessed with maintaining 
  his visions truthfulness (Willpower test 
  to resist).
  11
  Stops aging effects on the user.
  User becomes extremely vain.
  12
  True vision, seeing through illusions and 
  disguises.
  User becomes extremely perfectionist and 
  sees flaws in everything (Willpower test 
  to resist).
  13
  Allow the user to be in two places at once.
  User has amnesia and can’t figure out 
  where he is (Willpower test to resist).
  14
  Telepathy with any known target 
  (Intellect test to concentrate).
  User listens to strange voices bearing 
  cryptic messages that confuses him 
  (Willpower test to resist).
  15
  Regenerates 1 HD per hour.
  User becomes reckless and imprudent 
  (Willpower test to resist).
  16
  Invisibility at will.
  User is gradually ignored and people start 
  not noticing him normally (Willpower 
  test to resist).
  17
  Animates objects.
  User values the life of others less and less 
  (Willpower test to resist).
  18
  Controls a type of animal (Willpower test 
  to force the animal to take actions against 
  its nature).
  User acquires traces of the animal he 
  controls and surrounds himself with these 
  animals.
  19
  Imprisons a creature in the artifact 
  (Willpower test to resist).
  Another creature is released from its 
  prison.
  20
  Animates and controls plants.
  User avoids cities and other civilized 
  communities and defends nature at any 
  cost (Willpower test to resist).
  Forgotten Artifacts
  Alexandr Dyl (Order #20064908)
  
  76
  1. attack, kILL, dEstroy 2. FInd, rEcoVEr
  3. stEaL, capturE
  1.1 Powerful Person
  2.1 A Way to Another World
  3.1 Enemy
  1.2 Organization
  2.2 Individuals 
  3.2 Magical Energy
  1.3 Culture
  2.3 Promised Land
  3.3 Knowledge 
  1.4 Artifact 
  2.4 Other Artifact
  3.4 Powerful Creature
  1.5 Old God
  2.5 Rare Resource
  3.5 Resources
  1.6 Location
  2.6 Magical Place
  3.6 Dreams 
  4. watch, protEct 
  5. ExpLorE, dIscoVEr 
  6. surVIVE, EscapE
  4.1 The World from Chaos
  5.1 Enemy Weakness 
  6.1 Cruel Tyrant 
  4.2 Culture 
  5.2 New World
  6.2 Prison
  4.3 Important Individual 
  5.3 A Way Back
  6.3 Assassins
  4.4 Supernatural Entity 
  5.4 New Ritual 
  6.4 Cult
  4.5 Secret
  5.5 New Dimension 
  6.5 Imminent Disaster 
  4.6 Organization 
  5.6 Truth About Something 6.6 Enemy God
  Random Life Events
  A long time had passed since Graham saw Loktar. Life had taken them upon different paths. While 
  he had inherited a great manor in the south coast of Mezzanthia, time wasn’t so generous to his old 
  friend.
  Incredible things happen in Sharp Swords & Sinister Spells adventures, but a lot of 
  things can happen in the life of an adventurer between adventures, too. Mundane, 
  amazing and terrible things can happen, and some of those can inspire new adventures 
  and new paths for the campaign.
  The table below can be used to generate random life events for characters between 
  adventures. To stimulate players, the Referee can offer a temporary (1 adventure) 
  boost of 1 step to the Luck Die for the character whose player develops these events 
  into a good adventure hook or other campaign element.
  d100
  LIFE EVEnt 
  1
  Character is poisoned by an enemy and almost dies. Who did this? Why?
  2
  A fortune teller seeks the character to tell him about his prophetic dreams. 
  What are those dreams?
  3
  The character acquires an apparently worthless object that attracts the 
  attention of the Thieves’ Guild. What is its secret?
  4
  Parts of the character's memory disappears. What did he forget? Who is 
  responsible for this?
  5
  An person important to the character forgets who he is. Who is that person? 
  How did it happen?
  6
  The character is thrown into the local dungeon. Why?
  Sharp Swords & Sinister Spells - Addendum
  Alexandr Dyl (Order #20064908)
  
  77
  7
  Something the character said or did makes him the laughing stock of the city. 
  What was it?
  8
  The character is invited to join a strange cult after being watched by its 
  members. What cult is it and what do they want?
  9
  A person the character cares for is affected by a disaster such as fire or 
  landslide and it doesn't look accidental. What really happened?
  10
  The character's home is invaded and searched thoroughly. A valuable object 
  was taken. What was it?
  11
  The character's pet is found dead. What happened?
  12
  An untrustworthy character's relative appears asking for favors. What do 
  they want?
  13
  A character's relative is arrested for a crime he says he didn't commit and 
  asks for help to prove his innocence. How do you do this?
  14
  Tax collectors want to collect a big debt from the character. How far are they 
  willing to go?
  15
  The character's home is destroyed in a suspicious way. What really 
  happened?
  16
  A baby is left at the character's door with an enigmatic note. What does it 
  say?
  Random Life Events
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  17
  A character's elder makes a wish in his death bed. What did he ask for?
  18
  A person the character cares for decides to keep their distance from them, 
  but their reason doesn't seem honest. What's behind that?
  19
  Dozens of people start approaching the character for suspicious reasons. 
  What do they want?
  20
  A person the character cares for dies and appears in his dreams. What 
  message is she trying to transmit?
  21
  The character inherits a debt and the loaner isn't happy about the lack of 
  payments. What is this debt?
  22
  The character has insomnia and hasn't slept for days. What's keeping 
  him awake?
  23
  The character has been betrayed by a former ally. Why?
  24
  A friend becomes an enemy. What happened?
  25
  The character is accused of a crime he did not commit. Who's behind that?
  26
  The character gets romantically involved with an important individual and 
  appears in a scandal. What happened?
  27
  A character’s relative is exiled and shows up at his doorstep asking for help. 
  What did he do?
  28
  Someone the character cares about is murdered in mysterious circumstances. 
  What's really happening?
  29
  A crime the character committed a long time ago resurfaces and authorities 
  are after him again. What did he do? 
  30
  The character is being blackmailed for a secret he keeps. What is this secret?
  Sharp Swords & Sinister Spells - Addendum
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  79
  31
  A person who bullied the character in his infancy comes back asking for 
  help. What does he want?
  32
  The character loses something important or valuable. What is it?
  33
  An annoying and distant relative decides to accompany the character. What 
  is he looking for?
  34
  The character's family home is attacked. Who is responsible for this?
  35
  A younger character's sibling ran away from home. Where did they go?
  36
  The house where the character lived has collapsed and a tunnel is found 
  underneath it. Where does it lead to?
  37
  Terrible nightmares haunt the character's dreams for weeks. What are they 
  about?
  38
  A ghost is haunting the character, appearing in the worst possible moments. 
  What does he want?
  39
  An old rival shows up and wants to settle things once and for all. Who is he?
  40
  The character's favorite tavern closes and becomes a strange cult’s base of 
  operations and its members try to recruit him. What is that about?
  41
  The character's home is infested with rats and insects that seem to possess a 
  sentient hive mind. What do they want?
  42
  An influential noble takes offense st something the character did or didn't do 
  and uses his power to hinder him. What's he doing?
  43
  The character receives a disturbing letter. What does it say?
  44
  Someone the character cares about is being blackmailed and she asks for 
  help. Who's behind this?
  45
  The character discovers a terrible secret about his past. What is he going 
  to do?
  46
  Someone is impersonating the character around town. What are their 
  intentions?
  47
  A jealous rival shows up and wants to take everything the character cares 
  about. What will he do?
  48
  Someone the character cares about snaps and tries to attack him. Clues 
  indicates he was under sorcerous influence. Who is behind this?
  49
  A stranger delivers a message to the character, telling him mysterious secrets 
  about his past he wanted to forget. Who is this stranger?
  50
  Someone the character cares about is kidnapped and he receives a ransom 
  note. Who is behind this?
  51
  The character is declared a traitor by his people. Why?
  52
  The character's home is broken into and ransacked but nothing is taken. 
  What were they looking for?
  53
  An inconvenient law is passed and hinders the character in some way. What 
  law is that?
  54
  A group of activists protest against the character's actions. What did he do?
  Random Life Events
  Alexandr Dyl (Order #20064908)
  
  80
  55
  The character is conned by a trickster who steals something valuable. What 
  did he take?
  56
  A tavern keeper invites the character to share his tales. What does he want 
  to know?
  57
  The character is invited to a secret society. What society is that?
  58
  The character is mistaken as someone else and is invited to a party. What 
  party is this?
  59
  A nosy neighbor starts frequenting the character's home. Who is this 
  neighbor?
  60
  A character's friend becomes a religious fanatic. What cult has he joined?
  61
  A character's young relative joins the army and is being sent to war. What 
  war is that?
  62
  A character's relative’s baby is cursed. What curse is this?
  63
  The character receives a marriage proposal. From whom?
  64
  A strange and enigmatic person joins the character's family by marriage. 
  Who is this person?
  65
  A letter arrives with an invitation for a family reunion. What's going to happen?
  66
  Someone the character cares about becomes addicted to gambling and 
  acquires a huge debt. Who is going to collect it?
  67
  Someone the character cares about becomes a drug addict. What is he doing 
  to afford his drugs?
  68
  A man shows up saying he is the character's true father and that he has 
  something important to tell him. What is it?
  69
  The character is followed by a fanatic fan. What does he want?
  70
  A local aristocrat is fascinated by the character and tries to attract and please 
  him. Why?
  71
  An influential noble becomes enamored by the character and won't take no 
  for an answer. What does he do?
  72
  The character meets an old friend after long years. Who's that friend?
  73
  The character's family is torn apart by a giant conflict, affecting his life. 
  What caused this conflict?
  74
  The character's mentor asks money from him. Why does he need money?
  75
  A desperate mother pleads with the character to take his son. What's 
  going on?
  76
  A previously unknown relative shows up offering the character an 
  inheritance if he performs a task. What is that task?
  77
  Someone the character cares about is attacked by cultists. What did they do 
  to him?
  78
  Someone the character cares about disappears mysteriously. What has 
  happened?
  79
  A character's young relative offers himself as an apprentice to another 
  character of the party. What does he want?
  Sharp Swords & Sinister Spells - Addendum
  Alexandr Dyl (Order #20064908)
  
  81
  80
  A couple the character cares about splits and now he must choose a side. 
  Which side does he choose and why?
  81
  A character's mentor is killed by an old enemy. Who is this enemy?
  82
  The character finds out he has a long lost twin brother. Where is he?
  83
  The character is chosen to occupy an authority seat in his community. What 
  are his duties?
  84
  A notoriously problematic person begs to become the character's apprentice. 
  What happens?
  85
  An influential person spreads compliments about the character in town. Why?
  86
  An influential noble invites the character for a dinner at his manor. What 
  does he want?
  87
  The character inherits the family business. What business is this?
  88
  The character receives an award for something she doesn't remember doing. 
  What was that?
  89
  The character has a secret admirer. What does he do?
  90
  A street animal, which is actually a supernatural entity, follows the character 
  around. What does it want?
  91
  An old rival shows up and asks the character for forgiveness and gives him a 
  gift. What is this gift?
  92
  The character stumbles upon a valuable or important object in an unlikely 
  place. What is it?
  93
  The character receives a gift accompanied by a plea of help. What do 
  they need?
  94
  An old enemy becomes an ally. What happened?
  95
  Someone who owed the character favors or money shows up to pay his debt 
  with a strange artifact. What is this weird object?
  96
  Someone shows up to pay the character for a debt with a deceased 
  character's relative. What does this person give him?
  97
  Some young person asks to become the character's apprentice. Does she accept?
  98
  The character finds scrolls containing secrets pertaining to a rich and famous 
  person. What use will he make of it?
  99
  A group of admirers follows the character and does small favors for him. 
  How loyal are they?
  100
  The character inherits a valuable property that is rumored to be haunted. Is 
  it true?
  Random Life Events
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  82
  What Has Changed Since We Left?
  Sak’Anar had no idea how long they had been away, for time usually passed differently inside 
  Zartatian ruins. When he and his companions got back to the small village on the shores of the Sea 
  of Blood, they found it deserted. It was as if all of the villagers had simply disappeared.
  The world of Sharp Swords & Sinister Spells is alive and dynamic. It doesn’t only exist 
  in the presence of the players’ characters, and a lot of things can happen away from 
  their eyes.
  In order to help the Referee in portraying this dynamic in game play, we present a 
  sample table of events that can happen in communities the characters visit in their 
  travels.
  d20
  what has changEd?
  1
  Someone the characters trusted has disappeared without a trace. What happened?
  2
  False information regarding the characters is being spread throughout town. What are 
  they saying?
  3
  A natural disaster took many souls in the community. What happened?
  4
  A mysterious disease has been killing many people in the community. What's causing 
  it?
  5
  A crime spree is running through the city. Who is behind it?
  6
  A great number of families and refugees arrive in the community? What has driven 
  them there?
  7
  A mysterious organization is forming in the community. What do they want?
  8
  Famine is killing the population. What is happening?
  9
  An authoritarian ruler has taken control of the community and is abusing the 
  population. What is he doing?
  10
  Someone innocent is arrested and is soon to be executed. Only the player's characters 
  can save him. How?
  11
  The local lord raise the taxes steeply and the tax collectors are acting with cruelty. 
  What's the purpose?
  12
  People are rebelling against the local lord. What has happened?
  13
  A large group of pilgrims arrive in the community, attracting attention to themselves 
  with their strange practices. Who are they?
  14
  Many families are leaving the community with fear. What's causing their fear?
  15
  The community is running low on resources, making goods more expensive. What's 
  causing this?
  16
  The community is under attack. Why? By whom?
  17
  A huge bazaar is set up in town, with goods from all over the world. What interesting 
  things are there?
  18
  A terrible monster is hiding in the community. What's he doing there?
  19
  A terrible spell is affecting the life of the inhabitants. What spell is it?
  20
  The community has grown with new buildings and people. What's causing this growth?
  Sharp Swords & Sinister Spells - Addendum
  Alexandr Dyl (Order #20064908)
  
  83
  Alexandr Dyl (Order #20064908)
  
  84
  Adventure Title Generator
  Some of the most attractive features of pulp literature are the titles and names used 
  in the stories. These evocative short phrases make you think about innumerable 
  possible adventures and scenes while using very few words. They create images, 
  stories, and fictional in-world elements that help to establish the very characteristic 
  tone of this literary genre, that of ‘Pulp.’  These titles can be used as a tool for referees 
  to build story and world elements for their games. Titles like “The Emerald Palace”, 
  “The Scarlet Sorcerer of the Desert” and others can be sources of inspiration for the 
  creation of adventures as well as locations, NPCs, events and much more.
  The tables below can be used for such purposes. First, the Referee rolls on Table 
  I to determine the Title Format. After that, he generates the elements randomly on 
  Table II, according to each column heading. The Referee can, of course, ignore this 
  procedure and use the tables as he sees fit, creating names for places, characters, 
  years and other things in his game world.
  Notes on the use of this generator: When generating a title randomly, some 
  adjustments and creativity might be needed to make it usable and better sounding. 
  Sometimes the preposition must be changed or removed, or the Quality slightly 
  altered to fit the noun (of Immortality instead of Immortal, for example). The names 
  can and should be altered to other genders (Queen instead of King). This generator is a 
  springboard to your creativity, use it as you see fit and without restraint.
  Table I
  1d12
  tItLE ForMat
  1
  The QuaLIty LocatIon
  2
  The QuaLIty charactEr 
  3
  The QuaLIty obJEct
  4
  The LocatIon of the QuaLIty charactEr
  5
  The obJEct of the QuaLIty charactEr 
  6
  The LocatIon of the QuaLIty obJEct
  7
  The LocatIon in the QuaLIty LocatIon
  8
  The obJEct of the QuaLIty LocatIon
  9
  The charactEr of the QuaLIty LocatIon
  10
  The EVEnt in the QuaLIty LocatIon 
  11
  The EVEnt of the QuaLIty charactEr
  12
  The EVEnt of the QuaLIty obJEct
  Sharp Swords & Sinister Spells - Addendum
  Alexandr Dyl (Order #20064908)
  
  85
  Table II
  d%
  LocatIon
  obJEct
  charactEr
  QuaLIty
  EVEnt
  01
  Abbey
  Amulet
  Alchemist
  A Thousand Eyed
  Abduction
  02
  Abode
  Archway
  Alien
  Abyssal
  Accident
  03
  Abyss
  Ark
  Amazon
  Alive
  Arrival
  04
  Academy
  Axe
  Ambassador
  Ancestral
  Ascension
  05
  Archipelago
  Bell
  Android
  Ancient
  Assault
  06
  Asylum
  Book
  Ape
  Artificial
  Attack
  07
  Barracks
  Boots
  Assassin
  Batrachian
  Awakening
  08
  Basement
  Bowl
  Astrologer
  Bewitched 
  Ball
  09
  Bazaar
  Bracers
  Astronaut
  Bizarre
  Battle
  10
  Beach
  Brain
  Automaton
  Bloody
  Birthing
  11
  Bridge
  Brooch
  Avenger
  Broken
  Blessing
  12
  Brothel
  Cauldron
  Barbarian
  Cannibal
  Cataclysm
  13
  Carnival
  Censer
  Bard
  Chaotic
  Ceremony
  14
  Castle
  Chalice
  Baron
  Colorless
  Choice
  15
  Cathedral
  Chest
  Beast
  Cosmic
  Conquest
  16
  Cavern
  Claws
  Beetle
  Crawling
  Conspiracy
  17
  Chamber
  Cloak 
  Blacksmith
  Cruel
  Construction
  18
  Channel
  Clock
  Bride
  Crystal
  Conversion
  19
  Chapel
  Cocoon
  Captain
  Damned
  Corruption
  20
  Church
  Coin
  Champion
  Dark
  Creation
  21
  Circle
  Compass
  Clone
  Depraved
  Crisis
  22
  Citadel
  Corset
  Collector
  Destiny
  Curse
  23
  City
  Crown
  Colossus
  Divine
  Damnation
  24
  Coliseum
  Cube
  Concubine
  Draconic
  Dance
  25
  Council
  Dagger
  Conqueror
  Dying
  Dawn
  26
  Court
  Dice
  Creator
  Emerald
  Deal
  27
  Crag
  Earrings
  Cultist
  Enigmatic
  Death
  28
  Crater
  Egg
  Cyclops 
  Eternal
  Defeat
  29
  Crypt
  Elixir
  Demon
  Ethereal
  Defense
  30
  Demiplane
  Eyes
  Destroyer
  Extraplanar
  Descent
  31
  Desert
  Fangs
  Devourer
  Flaming
  Desolation
  32
  Dimension
  Flower
  Diabolist
  Floating
  Destruction
  33
  Domain
  Forge
  Dreamer
  Flying
  Discovery
  34
  Dome
  Fountain
  Druid
  Forbidden
  Dive
  35
  Dungeon
  Fruit
  Dryad
  Forgotten
  Doom
  36
  Dwelling 
  Gauntlet
  Elder
  Fortunate
  Dreaming
  37
  Farm
  Gem
  Emperor
  From Another World Duel
  Adventure Title Generator
  Alexandr Dyl (Order #20064908)
  
  86
  38
  Forest
  Generator
  Envoy
  From the Deep
  Dusk
  39
  Fort
  Globe
  Frog
  From the Future
  Eclipse
  40
  Fortress
  Gloves
  Gardener
  From the Stars
  Enchantment
  41
  Foundry
  Hammer
  General
  Frozen
  Escape
  42
  Galleon
  Harp
  Geneticist
  Ghastly
  Expedition
  43
  Gallery
  Heart
  Giant
  Gluttonous
  Extermination
  44
  Garden
  Helm
  God
  Golden
  Fall
  45
  Graveyard
  Horn
  Guardian
  Howling
  Festivity
  46
  Halls
  Icosahedron
  Gypsy
  Immense 
  Fire
  47
  Harbor
  Idol
  Herald
  Immortal
  Heresy
  48
  Haven
  Jewelry
  Hermit
  Immovable
  Imprisonment
  49
  Hills
  Key
  Hound
  Ineffable
  Infestation
  50
  Hive
  Lake
  Inquisitor
  Inhuman
  Intrigue
  51
  Hostel
  Lamp
  Jeweler
  Invisible
  Invasion
  52
  Hovel
  Lens
  Judge
  Iridescent
  Journey
  53
  Hut
  Letter
  King
  Last
  Judgment
  54
  Incubator
  Lock
  Knight
  Lawful
  Lamentation
  55
  Island
  Lotus
  Lich
  Legendary
  Liberation
  56
  Jungle
  Lyre
  Lord
  Loathsome
  Massacre
  57
  Laboratory
  Machine
  Man
  Lost
  Memory
  58
  Labyrinth
  Mantle
  Marauder
  Macabre
  Metamorphosis
  59
  Lair
  Map
  Master
  Malevolent 
  Murder
  60
  Library
  Mask
  Mentalist
  Mechanical
  Murder
  61
  Lighthouse
  Mirror
  Merchant
  Metallic
  Passage
  62
  Manor
  Mold
  Messenger
  Misty
  Pilgrimage
  63
  Marshes
  Monocular
  Minstrel
  Mortal
  Premonition
  64
  Mausoleum
  Monument
  Monk
  Mutant
  Prophecy
  65
  Mines
  Necklace
  Monster
  Mysterious
  Quest
  66
  Monastery
  Orb
  Necromancer
  Obsidian
  Raid
  67
  Mount
  Pillars
  Nymph 
  Occult
  Rebellion
  68
  Mountain
  Receptacle
  Observer
  Of Death
  Recreation
  69
  Necropolis
  Reliquary
  Oracle
  Of the Dead
  Rescue
  70
  Nest
  Ring
  Orator
  Oneiric
  Restoration
  71
  Obelisk
  Rose
  Phantom
  Primeval
  Resurrection
  72
  Observatory
  Sandals
  Pharaoh
  Prismatic
  Return
  73
  Outpost
  Sarcophagus
  Pirate
  Profane
  Reunion
  74
  Palace
  Scale
  Priest
  Psychic
  Revelation
  75
  Pavilion
  Scarab
  Prince
  Pulsing
  Revenge
  Sharp Swords & Sinister Spells - Addendum
  Alexandr Dyl (Order #20064908)
  
  87
  76
  Pits
  Scepter
  Prophet
  Relentless 
  Revolution
  77
  Plains
  Scroll
  Raider
  Reversed 
  Ritual
  78
  Plane
  Sea
  Scribe
  Sadistic
  Salvation
  79
  Planet
  Shield
  Seer
  Savage
  Scream
  80
  Pool
  Skeleton
  Sentinel
  Scarlet
  Separation
  81
  Prairie
  Skull
  Serpent
  Scorching
  Shattering
  82
  Prison
  Spear
  Shaman
  Secret
  Sinking
  83
  Pyramid
  Spellbook
  Slaver
  Sentient
  Storm
  84
  Rift
  Spyglass
  Soldier
  Shadow
  Summoning
  85
  Ruins
  Staff
  Son
  Shattered
  Tales
  86
  Sanctuary
  Star
  Sorcerer
  Silent
  Theft
  87
  Sepulcher
  Statue
  Spider
  Silver
  Torment
  88
  Shelter
  Statuette
  Spirit
  Sluggish
  Tourney
  89
  Ship
  Sword
  Telepath
  Space
  Transformation
  90
  Shrine
  Symbol
  Thief
  Starving
  Travel
  91
  Spiral
  Tea
  Titan
  Strange
  Treason
  92
  Swamp
  Tentacles
  Traveler
  Terrible
  Trickery
  93
  Temple
  Throne
  Trickster
  Towering 
  Triumph
  94
  Tomb
  Tiara
  Vampire
  Undead
  Twilight
  95
  Tower
  Tome
  Wanderer
  Underground
  Victory
  96
  Tunnels
  Totem
  Warlock
  Unforgiving
  Vigilance
  97
  Valley
  Tree
  Warlord
  Unfortunate
  Vision
  98
  Wall
  Trumpet
  Warrior
  Unknown
  War
  99
  Windmill
  Urn
  Watcher
  Unpredictable
  Wedding
  100
  Woods
  Vase
  Wizard
  Unthinkable 
  Whispers
  Adventure Title Generator
  Alexandr Dyl (Order #20064908)
  
  Open Game License (OGL 1.0a)
  INTRODUCTION
  Sharp Swords & Sinister Spells is based on the System Reference 
  Document v3.5 (“SRD”), which is Open Game Content. The text 
  of the Open Game License itself is not Open Game Content. 
  Instructions on using the License are provided within the License 
  itself.
  Designation of Open Game Content: The entire text in this book 
  (except the Open Game License, as noted above, and the Product 
  Identity License, below) is Open Game Content, released under 
  the Open Game License, Version 1.0a (reproduced below) as 
  described in Section 1(d) of the License. Artwork incorporated 
  in this document is not Open Game Content, and remains the 
  property of the copyright holder.
  Designation of Product Identity: Product identity is not Open 
  Game Content. The following is designated as product identity 
  pursuant to OGL v1.0a(1)(e) and (7): (A) product and product 
  line names, including Sharp Swords & Sinister Spells; (B) all 
  artwork, logos, symbols, graphic designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and 
  other visual representations; © logos and trademarks, including 
  any trademark or registered trademark clearly identified as 
  product identity by the owner of the product identity, and which 
  specifically excludes the open game content.
  More information on the Open Game License can be found at: 
  http://www.wizards.com/d20
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved.
  1. Definitions: (a)“Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)“Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), 
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  or adapted; © “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)“Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the 
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  the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, nonexclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this 
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  6. Notice of License Copyright: You must update the 
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  must add the title, the copyright date, and the copyright holder’s 
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  any Open Game Content originally distributed under any 
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  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor 
  unless You have written permission from the Contributor to do 
  so.
  12. Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or 
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  13. Termination: This License will terminate automatically if You 
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  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright ©2000, Wizards of the 
  Coast, Inc.
  System Reference Document Copyright ©2000-2003, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James 
  Wyatt, based on original material by E. Gary Gygax and Dave 
  Arneson.
  The original roleplaying game “The Black Hack” text, tables, all 
  artwork, logos and layout are Copyright 2016, David Black.
  “Additional Things” text, tables, artwork and layout are Copyright 
  2016, David Black.
  “Sharp Swords & Sinister Spells” Copyright ©2016 Diogo 
  Nogueira.
  Alexandr Dyl (Order #20064908)
  
  Alexandr Dyl (Order #20064908)
  
SOURCE: textdata/thevault/Sword & Sorcery/Sharp Swords & Sinister Spells Addendum.pdf