TEXT: Adventures Dark and Deep™  
   
   
   
  Players Manual 
  By Joseph Bloch 
   
   
  
   
   
   
   
   
   
  Adventures Dark and Deep™ 
    
   
  Players Manual 
   
   
   
  
   
   
   
   
   
  Adventures Dark and Deep™ 
    
   
  Players Manual 
   
   
  Being an essential and authoritative collection of rules necessary to play the game. 
   
   
   
      
   
   
  Authored by Joseph Bloch 
   
  Based on and inspired by the original work of E. Gary Gygax, David Arneson, David “Zeb” Cook, Monte Cook, Jeff Grubb, Robert Kuntz, Kim Mohan, Dave 
  Newton, Douglas Niles, Jon Pickens, Jonathan Tweet, James Ward, Skip Williams, and Steve Winter. 
   
  Edited by Mollie Carson-Vollath 
   
   
   
  With the kindest assistance of… 
   
  …a multitude of volunteer playtesters, proofreaders, and editors who helped polish the early drafts of this manuscript into the version you see today. 
   
  Artists 
   
  Christian N. St. Pierre (cover), Mollie Carson-Vollath, Luigi Castellani, Chantal Fournier,  
  Mark Hyzer, Chris Letzelter, Ian MacLean, Federico Pancaldi, Jay Penn, Brian “Glad” Thomas, and Jeff Ward 
   
  Dedicated to E. Gary Gygax, who gave us the game 
   
  Unless otherwise noted, all material herein is Copyright © 2011-2016 BRW Games, LLC, all rights reserved.  
  All artwork is Copyright of the respective artists except Luigi Castellani’s image on p. 53 which is public domain. 
   
  ADVENTURES DARK AND DEEP™ is a trademark of BRW Games, LLC. “Gygax” is a trademark of  the Gail C. Gygax Revocable Trust. Advanced Dungeons & Dragons is 
  a trademark of Wizards of the Coast, Inc. 
   
  Second Printing 
   
  Visit the official ADVENTURES DARK AND DEEP™ website at www.adventuresdarkanddeep.com 
   
  
   
   
   
   
   
  Table of Contents 
   
   
  Foreword ......................................................................................... 1 
  Introduction ...................................................................................... 2 
  Abbreviations and Terms ................................................................ 2 
  Using the Dice .............................................................................. 2 
  Creating Characters .......................................................................... 3 
  Abilities ....................................................................................... 3 
  Character Races ........................................................................... 7 
  Character Classes ........................................................................22 
  Alignment ...................................................................................66 
  Secondary Skills ..........................................................................67 
  Languages ..................................................................................74 
  Social Class ................................................................................74 
  Family ........................................................................................76 
  Starting Money ............................................................................76 
  Starting Hit Points ........................................................................76 
  Age ...........................................................................................77 
  Naming the Character ..................................................................77 
  Cost of Equipment, Services, etc. ....................................................78 
  Movement ..................................................................................85 
  Experience .................................................................................85 
  Henchmen ..................................................................................86 
  Combat ..........................................................................................87 
  Armor ........................................................................................87 
  Weapons ...................................................................................88 
  Iron and Silver Weapons ..............................................................93 
  Timekeeping in Combat ................................................................94 
  Outline of Combat .......................................................................94 
  Surprise .....................................................................................94 
  Surprise Hits (Optional Rule) ..........................................................94 
  “In Melee” ..................................................................................94 
  Combat Actions ...........................................................................95 
  Initiative .....................................................................................96 
  Melee ........................................................................................97 
  Missile Combat ...........................................................................99 
  Unarmed Combat ...................................................................... 100 
  Hit Points .................................................................................. 101 
  Gaze Attacks ............................................................................ 102 
  Special Conditions ..................................................................... 102 
  Morale ..................................................................................... 103 
  Creatures Harmed Only by Enchanted Weapons ............................ 103 
  Critical Hits (Optional Rule) ......................................................... 103 
  Fumbles (Optional Rule) .............................................................. 104 
  Saving Throws ........................................................................... 104 
  Magic .......................................................................................... 106 
  Casting Spells ........................................................................... 106 
  Spell Books ............................................................................... 106 
  Illusions .................................................................................... 107 
  Invisibility ................................................................................. 108 
  Using Magic Items ..................................................................... 108 
  Infravision................................................................................. 108 
  Ultravision ................................................................................ 108 
  Magic Resistance ....................................................................... 109 
  Divination ................................................................................. 109 
  Astral and Ethereal Travel............................................................ 110 
  Pentacles .................................................................................. 110 
  Creating New Spells .................................................................. 111 
  Creating Magical Items ............................................................... 111 
  Spells Lists by Class and Level ...................................................... 113 
  Spell Descriptions ........................................................................... 120 
  Appendices .................................................................................. 238 
  Appendix A: The Assassin ........................................................... 238 
  Appendix B: Weapon Adjustments vs. Armor Type .......................... 243 
  Appendix C: Combat Tables ........................................................ 245 
  Special Thanks .............................................................................. 249 
  License Information ......................................................................... 250 
   
   
   
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   1
  Foreword 
   
  “What if?”  
   
  Some of the most intriguing works of fiction have stemmed from those two 
  simple words. What if Hitler had won World War 2? What if the Roman 
  Empire had never fallen? What if John F. Kennedy had never been 
  assassinated? 
   
  This work represents just such a “what if” scenario, if perhaps one with less 
  weighty historical consequences. What if Gary Gygax had not left TSR in 
  1985, and had been allowed to continue developing the world’s most famous 
  fantasy role-playing game? 
   
  We will, unfortunately, never know the answer to that question, because he 
  did leave TSR in that year, and others took over the job of designing the second 
  (and subsequent) versions of the game. After that unfortunate episode, he was 
  understandably reluctant to give any advice on how he would have carried 
  the game forward.  
   
  However, he did leave behind hints as to the direction he would have taken 
  the game. New character classes. Streamlined combat. New spells and magic 
  items. Consolidated and re-worked monsters. We don’t have many specifics, 
  but we do have a fair number of “big picture” ideas. All of these have been 
  taken as inspiration for the present work.  
   
  Bear in mind that the author has no special insight into Gygax’s mind on this 
  subject other than what he himself wrote publically, and certainly this work 
  should not be taken as having any sort of official stamp, either from his estate 
  or the corporations that have taken the game in new directions. All that has 
  been done is to collect the hints he did leave, use them as inspiration, and take 
  off in a wholly different direction than that which happened “officially.” 
   
  ADVENTURES DARK AND DEEP™ is not a “retro-clone.” It does not set out to 
  recreate a particular set of rules from decades past, as do some other games 
  (not that there’s anything amiss in doing so!). Rather, it is a new creation, 
  unique unto itself, and does not attempt to recreate any set of rules that has 
  gone before.  
   
  What the game master should always bear in mind is that he is, in fact as well 
  as name, the master of the game. There are a lot of rules in ADVENTURES DARK 
  AND DEEP™, but this should in no way be taken to mean that it is an absolutist 
  game system. There are going to be a vast number of situations on which the 
  game is simply silent. That is why the game has a game master; it is his skills 
  that are required to fill those gaps with flashes of brilliant improvisation.  
   
  Even more so, where there rules that exist, but don’t seem to quite cover the 
  specific situation that has arisen in the game, the game master should always 
  remember that he is free to toss them out, if temporarily, and come up with 
  something that fits the situation better “on the fly.” The game must first and 
  foremost be fun, and it’s not fun if play stops every three minutes while some 
  obscure rule or other gets looked up. The game master must always feel 
  empowered to simply tell his players to “roll a d20” and make a flash ruling.  
   
  Make it fun. 
    
   
   
  
  Introduction 
  2 
  Introduction 
   
  ADVENTURES DARK AND DEEP™ is a fantasy role-playing game. One player, the 
  game master, designs the world in which the other players find themselves. 
  The players set forth to explore the world and its locales, encountering its 
  various creatures and other inhabitants, engaging in acts of derring-do and 
  hopefully coming away with rich treasures and tales to astound the folks back 
  at the tavern. Eventually they can work their way up to becoming Lords and 
  Ladies themselves, ruling their own lands and setting the stage for the next 
  generation of adventurers.  
   
  Abbreviations and Terms 
   
  Here are some terms that are used throughout this book that a beginner to the 
  game might not be familiar with.  
   
  A.C. An abbreviation for armor class. Armor Class is a number (ranging from 
  10 for someone who is totally unprotected to 0 or even into negative numbers 
  for someone in magical armor) that is used to determine how hard it is to 
  damage that person in combat or other situations. Lower is better.  
  C.P. An abbreviation for copper piece, a unit of coinage; 200 c.p. equal one 
  gold piece. 
  d2. A two-sided die. This could be done by flipping a coin, rolling a d4 and 
  dividing by 2, etc.  
  d4. A four-sided die (often shaped like a pyramid). 2d4 would mean to roll 
  two four-sided dice and add the results together, 4d4 would mean to roll four 
  four-sided dice, etc. 
  d3: A three-sided die (usually a six-sided die, whose result is divided in two 
  and rounded up) 
  d6. A six-sided die. 
  d8: An eight-sided die. 
  d10: A ten-sided die. 
  d12: A twelve-sided die. 
  d20: A twenty-sided die. 
  d100: (also called d%): Percentile dice. Usually, this is done by rolling two 
  dice, one for the “tens” and one for the “ones” and reading the result. 
  However, some manufacturers actually make true hundred-sided dice.   
  E.P. An abbreviation for electrum piece, a unit of coinage; 2 e.p. equal one 
  gold piece.  
  GM: An abbreviation for game master. The game master creates the campaign 
  world, controls the actions of all the characters and monsters in it other than 
  the player characters, and adjudicates the results of the players’ actions.  
  G.P. An abbreviation for gold piece, the standard monetary unit used in the 
  game. 
  H.P. An abbreviation for hit points; the amount of damage a character can 
  sustain in battle before going unconscious or dying. 
  NPC: Non-player character. A character in the game that is controlled by the 
  game master, rather than one of the players. 
  PC: Player character. A character in the game controlled by one of the players, 
  rather than the game master. 
  P.P. An abbreviation for platinum piece, a unit of coinage equal to 5 gold 
  pieces.  
  Round: Also known as a “melee round.” A unit of time used in combat. One 
  minute, and used interchangeably with 1 minute. There are 10 segments in a 
  round, and 10 rounds in a turn. 
  Segment: A unit of time used in combat, equal to 6 seconds. There are 10 
  segments in a round.  
  S.P. An abbreviation for silver piece, a unit of coinage; 20 s.p. equal one gold 
  piece. 
  Turn: A unit of time used in combat, equal to 10 minutes. There are 10 rounds 
  in a turn.  
  X.P. An abbreviation for experience points. Characters earn experience points 
  by gaining treasure and killing (or overcoming) foes. The more x.p. a character 
  has, the higher level he can be, thus gaining more abilities, hit points, etc. 
   
  Using the Dice 
   
  ADVENTURES DARK AND DEEP™ uses polyhedral dice; these are dice in a number 
  of different shapes, each with a different number of sides, which can be 
  purchased at any store that stocks role-playing game supplies, or online.  
   
  They come in some standard sizes which are used in the game; four-sided die 
  (abbreviated “d4”), six-sided die ( “d6”), eight-sided die (“d8”), ten-sided die 
  ( “d10”, often the 10 is shown as a 0 on the die itself), twelve-sided die 
  (“d12”), twenty-sided die (“d20”), and percentile dice (abbreviated either 
  “d%” or “d%”). This last is actually a pair of ten-sided dice, one of which counts 
  tens, and the other counts ones. When used together, you get a range from 1 
  to 100.  
   
  In the game, you will often see a notation in the rules that you are to roll a 
  particular type of die, multiply it, add a number to it, etc. This is generally done 
  as a simple notation. For example, 3d6 means to roll three six-sided dice and 
  add the result together. 2d8+1 means to roll two eight-sided dice, add the 
  results, and then add one. 5d4x10 means to roll five four-sided dice, add them 
  together, and multiply by ten. It sounds harder than it is in play. 
   
  Remember, however, that this dice notation doesn’t follow the normal rules of 
  mathematical equations. You should do everything in order, rather than doing 
  multiplication first. Thus, 2d4+2x10 means you should roll two four-sided dice, 
  add two to the result, and then multiply the whole thing by ten.  
   
  Sometimes the notation of plus or minus to a roll will be somewhat confusing. 
  Wherever possible the words “bonus” and “penalty” have been used. A bonus 
  is always applied in the favor of the person or creature making the roll, while 
  a penalty is always applied against the person making the roll. This is 
  particularly evident when it comes to armor class, where a lower number is 
  better. Often you will see a +2 “penalty” being applied. This in fact means the 
  armor class of the creature is 2 steps “worse” than it would otherwise be. If 
  there is confusion, the words “penalty” and “bonus” should take precedence 
  over the use of plus or minus.  
   
   
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   3
  Creating Characters 
   
  Each player in the game has one or more “player characters” (PCs). These are 
  differentiated from “non-player characters” (NPCs), which are created and 
  controlled by the game master. The game essentially consists of the interactions 
  between the player characters and their environment; the NPCs, monsters, 
  natural and artificial features of the landscape, etc.  
   
  Creating a character requires several steps to complete. While it may seem 
  overwhelming at first, it’s really quite easy once you get the hang of it. 
   
  Step 1: Determine your character’s ability scores. These six attributes (strength, 
  intelligence, wisdom, constitution, dexterity, and charisma) will determine the 
  basics of what your character can do, and are determined by rolling dice. The 
  higher your scores, the more options your character will have. Low scores in 
  some attributes will limit your choice of race and/or class. But never think that 
  anything less than stellar scores will do; your character will be much more 
  defined by the choices you make during play than by his ability scores.  
   
  Step 2: Choose a race. You may choose for your character to be human, or 
  you may select from a number of non-human races such as dwarves and elves. 
  Your choice of race will have an impact on what classes you will be allowed 
  to choose from; for instance, dwarves cannot be mages. Most non-human races 
  have special abilities, but they are limited in how high in level their characters 
  can go.  
   
   
   
  Step 3: Choose a class (or two). Your character’s class is his profession; you 
  can be a warrior, magician, priest, thief, or something else. If you have chosen 
  a non-human character, you may want to consider choosing more than one 
  class (called “multi-classing”). You’ll advance slower as the game progresses, 
  but you’ll have more abilities.  
   
  Step 4: Determine your character’s starting money and buy equipment. The 
  amount of money your character begins his adventuring career with is 
  determined by a roll of the dice. Once you have the amount, you can spend it 
  on various different things like weapons, armor, horses, etc. Be sure to leave 
  some so you can buy things once the game has begun! 
   
  Step 5: Add finishing touches. You’ll want to name your character, and 
  determining things like age, hair and eye color, height, etc. all give you a 
  chance to give him polish and panache. You’ll want to declare what sort of 
  weapons your character is trained to use (he can usually use others, just not as 
  well). If you’re a mage or one of its sub-classes, be sure to figure out what’s in 
  your character’s spell book, so you have some spells to cast. You can 
  determine his social class, how many brothers and sisters he has, etc.  
   
  In a rush? 
   
  There are a lot of details about characters that aren’t really needed if you’re 
  just making a character for a one-shot game such as at a convention or just for 
  a one-night game. If you just need the bare bones of a character, here’s what 
  you’ll need to play: 
   
   
  Abilities (strength, intelligence, wisdom, dexterity, constitution, 
  charisma) 
   
  Class 
   
  Race (use the “restricted sub-races” optional rule, below) 
   
  Starting hit points 
   
  Armor and weapons (just assume you have stuff like torches, rope, sacks 
  to carry treasure, etc.) 
   
   
  Abilities 
   
  Each character has six abilities; strength, intelligence, wisdom, dexterity, 
  constitution, and charisma. For “normal” human beings, these abilities are 
  given a score from 3 to 18, with an average person having around a 10 or 
  11 in any given attribute. In extraordinary circumstances, a character could 
  have an ability score of 19 or more (if, for example, he was affected by magic 
  of some kind), or be brought to a 1 or a 2 (if cursed, etc.).  
   
  Certain races will give modifications to different attributes; elves, for example, 
  are naturally more graceful and lithe than other races, and thus most elves gain 
  a bonus of 1 to their dexterity score. Also, as characters age, their ability 
  scores will change appropriately.  
   
  The exact method of determining ability scores is left up to the individual game 
  master to determine, and players should ask their respective game masters 
  which method they should use when creating a character. There are 
  innumerable ways to do it, but three of the most popular are: 
   
  Method 1: Each player rolls 3d6 six times, keeping each score in the order in 
  which it was rolled. This method will sometimes lead to characters with 
  significantly low scores in some attributes, and will limit the choice of class and 
  sometimes race.  
   
  Method 2: Each player rolls 4d6 six times, discarding the low die in each roll. 
  The player then arranges these six scores according to his desires. This method 
  will only rarely result in characters with very low scores, and allows each 
  player to select which abilities will have the highest scores, allowing him a 
  much broader choice of race and class selections.  
   
  Method 3: Each player rolls 2d6+6 six times, keeping them in the order they 
  were rolled. This method will ensure that characters don’t have very low scores, 
  and will tend to have above-average ability scores.  
   
  Note that in the tables that follow, information is given for an ability score of 
  25 in most cases. Even though normal humans and demihumans cannot 
  achieve such scores, they are included as a referent for non-human creatures 
  such as giants, as well as to give guidance in those instances where ability 
  scores are affected by magical or other means.  
   
  Ability Checks 
   
  Often, a character will wish to do something that is not explicitly covered in 
  the rules. The game master is free in those circumstances to simply have the 
  character make a check against the relevant ability score (or the least of 
  several, as applicable) by rolling 3d6. If the roll is less than the relevant ability 
  score, the attempt is successful. The game master may, of course, impose any 
  penalties or bonuses he decides are warranted by the situation. 
  
  Creating Characters - Abilities 
  4 
   
  If one character’s ability check is being “opposed” by some other character 
  (for instance, if two characters are both struggling to grab a magic wand away 
  from each other), then keep making ability checks until one of them fails. The 
  character who doesn’t fail, wins.  
   
  Strength 
   
  Strength (STR) is a measure of the physical prowess of the character. The higher 
  his strength, the more he can lift and carry, the harder his blows land in 
  combat, and the more likely he is to beat through an enemy’s defenses to land 
  a blow in the first place. It is most important for fighters and their sub-classes. 
  In fact, fighters and their sub-classes (but not cavaliers and paladins), due to 
  their emphasis on the strength attribute, get a bonus if they have a STR of 18. 
  This is called “exceptional strength.” 
   
  In such cases, the character rolls percentile dice and adds the result after their 
  strength score. EXAMPLE: A thief might have a strength of 18, but if that same 
  character were a fighter, he might have a strength of 18/67 (where the 67 is 
  the number rolled on the percentile dice when the character was being 
  created).  
   
  “Normal” in the notes below refers to the maximums that can be achieved 
  without the aid of magic. Certain magic items, wishes, etc., can increase 
  strength beyond these maximums. The maximums below refer solely to what 
  can be attained normally, through the rolls of the dice when the character is 
  created. 
   
  TABLE 1: STRENGTH ABILITY SCORES 
  Strength Score 
  “To Hit” Modifier 
  Damage 
  Modifier 
  Weight Allowance 
  Open Stuck Doors 
  Open Locked Doors 
  Bend Bars / Lift Gates 
  1 
  -5 
  -2 
  -55 lbs. 
  - 
  - 
  - 
  2 
  -4 
  -2 
  -45 lbs. 
  - 
  - 
  - 
  3 
  -3 
  -1 
  -35 lbs. 
  1/6 
  - 
  - 
  4 
  -2 
  -1 
  -25 lbs. 
  1/6 
  - 
  - 
  5 
  -2 
  -1 
  -25 lbs. 
  1/6 
  - 
  - 
  6 
  -1 
  - 
  -15 lbs. 
  1/6 
  - 
  - 
  7 
  -1 
  - 
  -15 lbs. 
  1/6 
  - 
  - 
  8 
  - 
  - 
  - 
  2/6 
  - 
  1% 
  9 
  - 
  - 
  - 
  2/6 
  - 
  1% 
  10 
  - 
  - 
  - 
  2/6 
  - 
  2% 
  11 
  - 
  - 
  - 
  2/6 
  - 
  2% 
  12 
  - 
  - 
  +10 lbs. 
  2/6 
  - 
  4% 
  13 
  - 
  - 
  +10 lbs. 
  2/6 
  - 
  4% 
  14 
  - 
  - 
  +20 lbs. 
  2/6 
  - 
  7% 
  15 
  - 
  - 
  +20 lbs. 
  2/6 
  - 
  7% 
  16 
  - 
  +1 
  +35 lbs. 
  3/6 
  - 
  10% 
  17 
  +1 
  +1 
  +50 lbs. 
  3/6 
  - 
  13% 
  18 
  +1 
  +2 
  +75 lbs. 
  3/6 
  - 
  16% 
  18/01-50 
  +1 
  +3 
  +100 lbs. 
  3/6 
  - 
  20% 
  18/51-75 
  +2 
  +3 
  +125 lbs. 
  4/6 
  - 
  25% 
  18/76-90 
  +2 
  +4 
  +150 lbs. 
  4/6 
  - 
  30% 
  18/91-99 
  +2 
  +5 
  +200 lbs. 
  4/6 
  1/6 
  35% 
  18/00 
  +3 
  +6 
  +300 lbs. 
  5/6 
  2/6 
  40% 
  19 
  +3 
  +7 
  +450 lbs. 
  7/8 
  3/6 
  50% 
  20 
  +3 
  +8 
  +500 lbs. 
  7/8 
  3/6 
  60% 
  21 
  +4 
  +9 
  +600 lbs. 
  9/10 
  4/6 
  70% 
  22 
  +4 
  +10 
  +750 lbs. 
  9/10 
  4/6 
  80% 
  23 
  +5 
  +11 
  +900 lbs. 
  11/12 
  5/6 
  90% 
  24 
  +6 
  +12 
  +1,200 lbs. 
  11/12 
  7/8 
  100% 
  25 
  +7 
  +14 
  +1,500 lbs. 
  23/24 
  9/10 
  100% 
   
  “To Hit” modifier is the number that is added to a character’s “to hit” roll in 
  melee combat. It is not applied to attacks from missile weapons such as bows 
  or thrown axes. If the character opts to parry rather than attack while engaged 
  in melee combat (see rules on melee combat on p. 97), this number is 
  subtracted from the opponent’s “to hit” rolls.  
   
  Damage modifier is the number that is added to a character’s damage roll in 
  melee combat. It is not applied to attacks from missile weapons such as thrown 
  daggers or bows.  
   
  Weight allowance is the additional amount of weight that can be carried (in 
  pounds) before a character moves at the next lowest speed (see Movement, p. 
  85).  
   
  Open stuck doors is the chance that a character will be able to open a stuck 
  or otherwise very heavy door. Such an effort may be attempted once every 
  minute, but is a very noisy affair.  
   
  Open locked doors is the chance that a character will be able to open a door 
  that is locked, barred, or magically held closed. This is done by attempting to 
  bash it down; only one attempt per door may ever be made. This too is a very 
  noisy operation to attempt, and results in the ruination of the door itself.  
   
  Bend bars / lift gates is the chance that a character is able to either bend soft 
  iron bars or lift a gate or portcullis blocking a passage. Only a single attempt 
  at either may be made on any given set of bars, although if a lift gates attempt 
  fails, the character may still attempt to bend bars (and vice versa).  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   5
   
   
  Intelligence 
   
  Intelligence (INT) is a measure of the intellectual prowess, memory, learning 
  ability, and problem-solving skills of the character. With higher intelligence, 
  he can learn more languages, learn magical spells more easily, and learn and 
  memorize magical spells of the most difficult sort. Intelligence roughly 
  corresponds to IQ (each point of intelligence equally 10 IQ points), but it is 
  not required that you as a player must limit the application of your own intellect 
  in the game just because your character has a low intelligence score. It is most 
  important for mages and their sub-classes. Under no circumstances should the 
  game master give hints or answers to puzzles encountered during play just 
  because a character has a high intelligence score; in such cases the player 
  must rely on his own intellect.  
   
  TABLE 2: INTELLIGENCE ABILITY SCORES 
  Intelligence 
  Score 
  Maximum 
  Additional 
  Languages 
  Immune to  
  Illusion/ 
  Phantasm 
  Spells 
  Maximum 
  Mage Spell 
  Level 
  1 
  - 
  - 
  n/a 
  2 
  - 
  - 
  n/a 
  3 
  - 
  - 
  n/a 
  4 
  - 
  - 
  n/a 
  5 
  - 
  - 
  n/a 
  6 
  - 
  - 
  n/a 
  7 
  - 
  - 
  n/a 
  8 
  1 
  - 
  n/a 
  9 
  1 
  - 
  4th 
  10 
  2 
  - 
  5th 
  11 
  2 
  - 
  5th 
  12 
  3 
  - 
  6th 
  13 
  3 
  - 
  6th 
  14 
  4 
  - 
  7th 
  15 
  4 
  - 
  7th 
  16 
  5 
  - 
  8th 
  17 
  6 
  - 
  8th 
  18 
  7 
  - 
  9th 
  19 
  - 
  1st level 
  9th 
  20 
  - 
  2nd level 
  9th 
  21 
  - 
  3rd level 
  9th 
  22 
  - 
  4th level 
  9th 
  23 
  - 
  5th level 
  9th 
  24 
  - 
  6th level 
  9th 
  25 
  - 
  7th level 
  9th 
   
  Max. additional languages is the number of languages beyond the Common 
  tongue that the character can learn. Beginning characters will not necessarily 
  start the game knowing the maximum number of languages; the game master 
  should let the players know which languages are and are not appropriate for 
  starting characters. Note that non-human characters who start with additional 
  languages may not be able to take as many languages as indicated here; 
  notes on the various races take precedence over this table.  
   
  Immune to Illusion/phantasm spells is an indicator that creatures with 
  superhuman intelligence will in no cases be fooled by illusions of certain levels, 
  no matter the level of the person casting them. These immunities are cumulative; 
  i.e., a character with an intelligence score of 21 is immune to illusion spells of 
  1st, 2nd, and 3rd level. It also applies to magical items and innate powers of 
  creatures with effects similar to illusion/phantasm type spells, as well as scrolls. 
   
  Maximum mage spell level is the highest-level spell that a mage, illusionist, or 
  savant character with the indicated intelligence can cast. For instance, a 
  character with an intelligence of 15 could not cast any magic spell higher than 
  7th level. It applies to other character classes, such as rangers, that are able 
  to cast spells at higher level, and to all sub-classes of mage.  
   
  Wisdom 
   
  Wisdom (WIS) is a measure of the willpower, judgment, intuition, and 
  awareness of the character. The higher the wisdom, the more difficult it is to 
  overcome his will through magical means, and clerics with a high wisdom are 
  able to cast more spells than those with average scores. Wisdom is most 
  important for clerics and their sub-classes.   
   
  TABLE 3: WISDOM ABILITY SCORES 
  Wisdom 
  Score 
  Mag. 
  Attack 
  Adjust. 
  Cleric Spell 
  Bonus 
  Cleric 
  Spell 
  Failure 
  Immune to 
  Enchantment/ 
  Charm spells 
  1 
  -5 
  - 
  - 
  - 
  2 
  -4 
  - 
  - 
  - 
  3 
  -3 
  - 
  - 
  - 
  4 
  -2 
  - 
  - 
  - 
  5 
  -1 
  - 
  - 
  - 
  6 
  -1 
  - 
  - 
  - 
  7 
  -1 
  - 
  - 
  - 
  8 
  - 
  - 
  - 
  - 
  9 
  - 
  - 
  20% 
  - 
  10 
  - 
  - 
  15% 
  - 
  11 
  - 
  - 
  10% 
  - 
  12 
  - 
  - 
  5% 
  - 
  13 
  - 
  1st level 
  0% 
  - 
  14 
  - 
  1st level 
  0% 
  - 
  15 
  +1 
  2nd level 
  0% 
  - 
  16 
  +2 
  2nd level 
  0% 
  - 
  17 
  +3 
  3rd level 
  0% 
  - 
  18 
  +4 
  4th level 
  0% 
  - 
  19 
  +4 
  1st, 4th level 
  0% 
  1st level 
  20 
  +4 
  2nd, 4th level 
  0% 
  2nd level 
  21 
  +4 
  3rd, 5th level 
  0% 
  3rd level 
  22 
  +4 
  4th, 5th level 
  0% 
  4th level 
  23 
  +4 
  Two 5th level 
  0% 
  5th level 
  24 
  +4 
  Two 6th level 
  0% 
  6th level 
  25 
  +4 
  6th, 7th level 
  0% 
  7th level 
   
  Magical attack adjustment is an adjustment made to the saving throw of the 
  character in question (if applicable) when faced with magical attacks involving 
  his willpower; this includes such things as illusions, charming, hypnosis, 
  beguiling, etc. 
   
  Cleric spell bonus is the number of extra spells a cleric (or a member of a sub-
  class of clerics) with the indicated wisdom score will be able to memorize at a 
  time, and they are cumulative. Note that the bonus spells can never be used to 
  
    Creating Characters - Abilities 
  6 
  allow a cleric to memorize spells for which he is not yet high enough level. 
  EXAMPLE: A second-level cleric with a wisdom score of 17 could still not cast 
  a third-level spell, even though he would receive bonus spells of 2x1st and 
  1x2nd level.  
   
  Cleric spell failure is the percentage chance that any clerical, druidical, or 
  mystic spell, no matter what level, will fail when cast by someone with the 
  indicated wisdom score. This does not apply to scrolls or magical items. Failed 
  spells are lost, and must be re-memorized.  
   
  Immune to enchantment/charm spells is an indicator that creatures with 
  superhuman intelligence will in no cases be swayed by charms of certain 
  levels, no matter the level of the person casting them. These immunities are 
  cumulative; i.e., a character with a wisdom score of 21 is immune to charm 
  spells of 1st, 2nd, and 3rd level. It also applies to magical items and innate 
  powers of creatures with effects similar to enchantment/charm type spells, as 
  well as scrolls. 
   
  Dexterity 
   
  Dexterity (DEX) is a measure of manual dexterity, balance, agility, reflexes, 
  and nimbleness. The higher the dexterity, the more easily the character can 
  evade the attack of an enemy, the more accurate he will be when firing missile 
  weapons such as bows and thrown knives, and the quicker he will be able to 
  recover from surprise and attack. Dexterity is most important to thieves and 
  their sub-classes.  
   
  TABLE 4: DEXTERITY ABILITY SCORES 
  Dexterity 
  Score 
  Initiative 
  Adjustment 
  Missile  
  “To Hit” 
  Adjustment 
  Armor Class 
  Adjustment 
  1 
  +5 
  -5 
  +6 
  2 
  +4 
  -4 
  +5 
  3 
  +3 
  -3 
  +4 
  4 
  +2 
  -2 
  +3 
  5 
  +1 
  -1 
  +2 
  6 
  - 
  - 
  +1 
  7 
  - 
  - 
  - 
  8 
  - 
  - 
  - 
  9 
  - 
  - 
  - 
  10 
  - 
  - 
  - 
  11 
  - 
  - 
  - 
  12 
  - 
  - 
  - 
  13 
  - 
  - 
  - 
  14 
  - 
  - 
  - 
  15 
  - 
  - 
  -1 
  16 
  -1 
  +1 
  -2 
  17 
  -2 
  +2 
  -3 
  18 
  -3 
  +3 
  -4 
  19 
  -3 
  +3 
  -4 
  20 
  -3 
  +3 
  -4 
  21 
  -4 
  +4 
  -5 
  22 
  -4 
  +4 
  -5 
  23 
  -4 
  +4 
  -5 
  24 
  -5 
  +5 
  -6 
  25 
  -5 
  +5 
  -6 
   
  Initiative adjustment is a bonus (or penalty) that is applied when determining 
  both surprise and initiative (see Combat, p. 87).  
   
  Missile “to hit” adjustment is the number the character adds to his “to hit” roll 
  when attacking with a hand-held missile weapon such as a bow, sling, thrown 
  dagger, etc. 
   
  Armor class adjustment is the number the character adds to his armor class 
  when in melee combat with someone attacking from the front (see Combat, p. 
  87).  
   
  Constitution 
   
  Constitution (CON) is a measure of physical health, the immune system, and 
  vitality in general. The higher the constitution, the more damage the character 
  will be able to take in combat, the more resistant he will be to disease, and 
  the easier his body will be able to absorb the effects of tremendous physical 
  trauma.  
   
  TABLE 5: CONSTITUTION ABILITY SCORES 
  Constitution 
  Score 
  Hit Point 
  Adjustment per 
  Hit Die 
  Re-Roll Hit 
  Dice 
  System 
  Shock 
  Survival 
  Resurrection 
  Survival 
  1 
  -4 
  5,6,7,8,9
  ,10 
  25% 
  30% 
  2 
  -3 
  6,7,8,9,1
  0 
  30% 
  35% 
  3 
  -2 
  - 
  35% 
  40% 
  4 
  -1 
  - 
  40% 
  45% 
  5 
  -1 
  - 
  45% 
  50% 
  6 
  -1 
  - 
  50% 
  55% 
  7 
  - 
  - 
  55% 
  60% 
  8 
  - 
  - 
  60% 
  65% 
  9 
  - 
  - 
  65% 
  70% 
  10 
  - 
  - 
  70% 
  75% 
  11 
  - 
  - 
  75% 
  80% 
  12 
  - 
  - 
  80% 
  85% 
  13 
  - 
  - 
  85% 
  90% 
  14 
  - 
  - 
  88% 
  92% 
  15 
  +1 
  - 
  91% 
  94% 
  16 
  +2 
  - 
  95% 
  96% 
  17 
  +2 (+3) 
  - 
  97% 
  98% 
  18 
  +2 (+4) 
  - 
  99% 
  100% 
  19 
  +2 (+5) 
  1 
  99% 
  100% 
  20 
  +2 (+5) 
  1 
  99% 
  100% 
  21 
  +2 (+6) 
  1,2 
  99% 
  100% 
  22 
  +2 (+6) 
  1,2 
  99% 
  100% 
  23 
  +2 (+6) 
  1,2,3 
  99% 
  100% 
  24 
  +2 (+7) 
  1,2,3 
  99% 
  100% 
  25 
  +2 (+7) 
  1,2,3 
  99% 
  100% 
   
  Hit point adjustment per hit die is the number that is added every time a hit die 
  is rolled for the character when he has gained a new level. It is also applied 
  at first level, when the hit points are not rolled, but the maximum is granted. 
  No character can get less than 1 h.p. per hit die. Non-fighters have a maximum 
  bonus of +2; fighters with a constitution score of 17 or greater receive the 
  bonus in parentheses.  
   
  Re-roll hit dice is an indicator that, if the number indicated in the table is rolled 
  when rolling a hit die to determine hit points (most often when gaining a new 
  level), the die roll should be discarded and re-rolled until one of the indicated 
  numbers does not come up. 
   
  System shock survival is the percentage chance that the character can survive 
  a drastic shock to his system; being polymorphed (changed into another form 
  by magic), turned to stone and then back to flesh, etc. 
   
  Resurrection survival is the percentage chance that the character can be 
  successfully brought back to life by such cleric spells as raise dead and 
  resurrection, or by other magical means. A character can never be brought 
  back from the dead more times than the number of his constitution score, in 
  any case.  
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   7
   
  Charisma 
   
  Charisma (CHA) is a measure of the persuasiveness of the character, as well 
  as his ability to inspire loyalty and sacrifice among followers and subordinates. 
  The higher the charisma, the more henchmen the character can attract, the less 
  likely troops and followers will be to panic in battle, and the better liked they 
  will be in encounters with strangers. Charisma is most important to bards.  
   
  It should be noted that races with a charisma penalty, such as dwarves and 
  half-orcs, or those with a maximum charisma less than 18, actually have two 
  effective charisma scores. When dealing with other races, such as elves, 
  humans, etc., the half-orc or dwarf will have the charisma score as recorded. 
  However, when dealing with his own race, the adjustment or artificial 
  maximum is not used, and the actual rolled charisma is used instead. Example: 
  Parus the half-orc rolled a 16 for his charisma score, which became a 14 when 
  the -2 half-orc penalty was applied. When dealing with gnomes, elves, etc. he 
  has a charisma of 12 (the maximum for a half-orc). When dealing with other 
  half-orcs, however, he has a charisma of 16 for reaction adjustments, morale, 
  etc. He could also have 8 henchmen, as long as at least 3 of them are half-
  orcs themselves.   
   
  TABLE 6: CHARISMA ABILITY SCORES 
  Charisma 
  Score 
  Maximum No. 
  of Henchmen 
  Morale 
  Adjustment 
  Reaction 
  Adjustment 
  1 
  0 
  -8 
  -35% 
  2 
  0 
  -7 
  -30% 
  3 
  1 
  -6 
  -25% 
  4 
  1 
  -5 
  -20% 
  5 
  2 
  -4 
  -15% 
  6 
  2 
  -3 
  -10% 
  7 
  3 
  -2 
  -5% 
  8 
  3 
  -1 
  - 
  9 
  4 
  - 
  - 
  10 
  4 
  - 
  - 
  11 
  4 
  - 
  - 
  12 
  5 
  - 
  - 
  13 
  5 
  - 
  +5% 
  14 
  6 
  +1 
  +10% 
  15 
  7 
  +3 
  +15% 
  16 
  8 
  +4 
  +25% 
  17 
  10 
  +6 
  +30% 
  18 
  15 
  +8 
  +35% 
  19 
  20 
  +10 
  +40% 
  20 
  25 
  +12 
  +45% 
  21 
  30 
  +14 
  +50% 
  22 
  35 
  +16 
  +55% 
  23 
  40 
  +18 
  +60% 
  24 
  45 
  +20 
  +65% 
  25 
  50 
  +20 
  +70% 
   
  Maximum no. of henchmen is the number of non-player characters who can 
  become henchmen to the character at any given time. More information on 
  henchmen can be found on p. 87.  
   
  Morale adjustment is the amount that is either added to or subtracted from the 
  morale checks of the hirelings and other followers of the character under 
  certain circumstances. See p. 104 for more information on morale.  
   
  Reaction adjustment is used in those circumstances where the initial reaction 
  of a non-player character to the character is in doubt, and the game master 
  wishes to resolve the initial encounter by random roll. The reaction adjustment 
  is then added to the roll, so that characters with a high charisma are usually 
  better met than those with a low charisma.  
   
   
   
  Character Races 
   
  Each game setting will have its own details regarding which races are 
  available to player characters. Some settings may allow races other than the 
  ones detailed here, some may not allow them, and yet others may change the 
  nature and details of the races available. Your game master should let you 
  know all of the options available to you; here are listed what might be 
  considered the “classic” races, which should fit in many if not most fantasy 
  game campaign worlds.  
   
  As mentioned above, the choice of race can modify the ability scores of the 
  character. In addition, some races have special abilities which may have a 
  direct impact in play. To make up for these advantages, however, most non-
  human races have limitations on how far they can progress in their chosen 
  class(es) in terms of experience level.  
   
  Most races have limits to the maximum experience level they can attain, often 
  based on one or more ability scores. Where listed, such limits apply to the sub-
  classes as well, except where such sub-classes are noted separately. 
   
  Dwarf: A short, stocky race that dwells underground in mountains and hills. 
  They are not versed in magic, but have special abilities related to their lives 
  spent underground. 
   
  Elf: A handsome, slight race that dwells in woodlands and well-ordered 
  farmlands. They are able to pursue both magical and fighting classes, and 
  there are a number of sub-races, each with its own special flavor.  
   
  Gnome: A very small race that dwells underground, gnomes are known for 
  their clever crafts and well-humored disposition. They are limited in the use of 
  magic to illusions, but are fairly well-represented in most other classes. 
  
    Creating Characters - Character Races 
  8 
   
  Halfling: A race of small, peaceful folk who are more interested in food and 
  drink than wealth and power. They do not use magic, but are noted for their 
  abilities as thieves. 
   
  Half-orc: Cross-breeds between humans and orcs. They are an ugly, vicious 
  people, not well thought of within most human societies, but often rising to the 
  leadership of orc tribes.  
   
  Human: Unique in their ability to rise to any experience level in any class, 
  humans dominate most campaign worlds by virtue of this versatility.  
   
  Restricted Sub-Races (Optional Rule) 
   
  The game master may, at his discretion and according the circumstances of 
  his campaign, restrict players from choosing certain character races, or may 
  decide to allow additional races as choices for players. 
   
  Option 1: No subterranean races 
   
  Many game masters will restrict grey dwarf, dark elf, and deep gnome 
  characters, if his campaign does not feature a frequently-visited underworld as 
  part of the setting. Check with your game master before selecting one of these 
  races.  
   
  Option 2: No sub-races 
   
  Some game masters will restrict the use of sub-races altogether, opting instead 
  to simply use the “basic” versions of each of the iconic demi-human races. This 
  is a perfectly acceptable tack to take, simplifying many things that can 
  otherwise become rather complicated. In this case, the following sub-races 
  should be considered to be the “basic” version of each race: 
   
   
  Dwarf: Hill dwarf 
   
  Elf: High elf (half-elves also allowed) 
   
  Gnome: Hill gnome 
   
  Halfling: n/a 
   
  Half-orc: n/a 
   
   
  Dwarves 
   
  Stout, somewhat dour, excellent miners and workers of metals, dwarves 
  typically dwell in ranges of mountains or hills. Details on dwarves as a race 
  can be found in the ADVENTURES DARK AND DEEP™ Bestiary, but information 
  specific to dwarves as player characters can be found here. Most player 
  character dwarves will be of Hill Dwarf stock, but players may choose 
  Mountain Dwarves or Grey Dwarves if it is appropriate to the campaign 
  setting, and the Game Master allows it. 
   
  Dwarves get a bonus of +1 to their initial constitution score, and have special 
  rules regarding charisma. To all non-dwarves, their charisma score will have 
  a -1 penalty, and a maximum value of 16. These limitations apply to all 
  functions based on those abilities; hirelings, morale, etc., remembering that 
  other dwarves will still react as if the character had the higher ability score.  
   
  The initial ability scores of a dwarf character must fall within the following 
  ranges: 
   
  TABLE 7: DWARF ABILITY SCORES 
  Ability 
  Male 
  Female 
  Strength 
  8-18 
  8-17 
  Intelligence 
  3-18 
  3-18 
  Wisdom 
  3-18 
  3-18 
  Dexterity 
  3-17 
  3-17 
  Constitution 
  12-19 
  12-19 
  Charisma 
  3-16 
  3-16 
   
  Characters who do not possess ability scores in the stated ranges cannot be 
  dwarves. It is possible, however, for a character’s ability scores to be increased 
  or lowered due to magical or other effects; this does not, obviously, disqualify 
  the character from belonging to the race! 
   
  Dwarves can be clerics, fighters, or thieves (including acrobats and 
  mountebanks), and may be multi-classed characters. As multi-classed 
  characters, dwarves (of all sorts) may choose from the following combinations 
  (see Multi-Classed Characters on page 23 for more details): 
   
   
  cleric/fighter 
   
  cleric/thief (inc. acrobat) 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  By their very nature, all dwarves are both non-magical and resistant to venoms 
  and poisons. Dwarves receive a bonus to their saving throws vs. 
  rods/staves/wands, spells, and poison according to their constitution score: 
   
  TABLE 8: DWARF SAVING THROW BONUS 
  Constitution 
  Saving Throw Bonus 
  4-6 
  +1 
  7-10 
  +2 
  11-13 
  +3 
  14-17 
  +4 
  18+ 
  +5 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   9
  Given their cultural bias towards mining and stonemasonry, all dwarves are 
  able to detect features relating to stonework and underground features, with a 
  10’ range: 
   
   
  Detect sloping passages and tunnels (75%) 
   
  Detect new construction (75%) 
   
  Detect moving, shifting, etc., walls and rooms (67%) 
   
  Detect pit traps, falling blocks, etc. (50%) 
   
  Note that all of these abilities can only be used if they are actively being 
  concentrated on for at least a minute; simply walking down a sloping tunnel 
  will not give a chance to detect the slope. In addition, dwarves have a 50% 
  chance of sensing their approximate depth below the surface, but must also 
  actively attempt to sense their depth in order to get a chance to determine it. 
   
  When any dwarf is attacked by giant-type creatures (including ogres, giants, 
  ogre-magi, etc.), their opponents get a -4 penalty “to hit” due to the dwarves’ 
  small stature and general combat experience against such creatures. 
   
  Dwarves age according to the following table (see Age on p. 77 for more 
  details): 
   
  TABLE 9: DWARF AGE RANGES 
  Age Category 
  Grey Dwarf 
  Hill Dwarf 
  Mountain Dwarf 
  Young Adult 
  45-70 
  35-50 
  40-60 
  Mature 
  71-200 
  51-150 
  61-175 
  Middle Age 
  201-325 
  151-250 
  176-275 
  Old 
  326-425 
  251-350 
  276-400 
  Very Old 
  426-550 
  351-450 
  401-525 
   
  Grey Dwarves (Duergar) 
   
  The grey dwarves, sometimes known as duergar, dwell deep below the surface 
  of the world in the same sorts of lightless tunnels and caverns as do the deep 
  gnomes and dark elves (qq.v.). Details on the grey dwarves as a race can be 
  found in the ADVENTURES DARK AND DEEP™ Bestiary, but information on duergar 
  as player characters is given below. While the grey dwarves are, as a whole, 
  regarded as an evil and cruel race, player character duergar can, of course, 
  be of any alignment. They have gray skin, and tend to look rather emaciated 
  compared to other sorts of dwarves. Height and weight are determined as 
  follows: 
   
  TABLE 10: HEIGHT DETERMINATION (GREY DWARF) 
  Die Roll (d%) 
  Males (inches) 
   
  Die Roll (d%) 
  Females 
  (inches) 
  01-04 
  44 
   
  01-04 
  42 
  05-15 
  45 
   
  05-15 
  43 
  16-26 
  46 
   
  16-26 
  44 
  27-37 
  47 
   
  27-37 
  45 
  38-60 
  48 
   
  38-59 
  46 
  61-71 
  49 
   
  60-71 
  47 
  72-81 
  50 
   
  72-83 
  48 
  82-91 
  51 
   
  84-95 
  49 
  92-94 
  52 
   
  96-100 
  50 
  95-97 
  53 
   
   
   
  98-100 
  54 
   
   
   
  TABLE 11: WEIGHT DETERMINATION (GREY DWARF) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-20 
  150 - 2d8 
  120 - 2d8 
  21-35 
  150 - 1d8 
  120 - 1d8 
  36-49 
  150 
  120 
  50-65 
  150 + 1d8 
  120 + 1d8 
  66-00 
  150 + 2d12 
  120 + 2d10 
   
  In addition to the standard immunities and saving throw bonuses that all 
  dwarves possess to natural poisons and magic, grey dwarves are unaffected 
  by illusion spells and attacks that cause paralyzation or paralysis. They are 
  completely immune to magical poisons, while receiving the standard dwarven 
  bonuses to natural poisons and venoms. 
   
  All grey dwarves speak Dwarvish and Undercommon (see the languages 
  section on page 74 for more details). They can speak a maximum of two 
  additional languages, regardless of their intelligence score.  
   
  All duergar have infravision good up to 120’. They are able to move quietly 
  when they desire, surprising foes with a 3/6 chance, and being surprised 
  themselves only 1 time in 10.  
   
  As a result of their lifelong lack of exposure to sunlight and the surface in 
  general, some of the special abilities of the grey dwarves are lost or modified 
  when they are in full sunlight or spells such as continual light, and they suffer 
  other penalties as well. These are: 
   
   
  They no longer gain an additional chance to surprise others. 
   
  Their dexterity ability score is reduced by 2 (with all the penalties 
  associated with such). 
   
  When attacking, they receive a -2 penalty “to hit.” 
   
  Enemies get a +2 to any saving throws from grey dwarf attacks, 
  when applicable. 
   
  When they are in near or total darkness, but their enemies are illuminated by 
  a light source such as sunlight or a light spell, they receive the following 
  penalties: 
   
   
  When attacking, they receive a -1 “to hit” 
   
  Enemies get a +1 to any saving throws from attacks by the grey 
  dwarf, when applicable. 
   
  Note that dim illumination, such as that of torches, candles, lanterns, light 
  spells, etc., does not adversely affect grey dwarves.  
   
  Grey dwarves are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 12: GREY DWARF LEVEL LIMITS 
  Ability Score 
  Cleric (WIS) 
  Fighter (STR) 
  15 or less 
  8 
  7 
  16 
  9 
  7 
  17 
  10 
  8 
  18 
  11 
  9 
  18/99 
  n/a 
  9 
  18/00 
  n/a 
  10 
  19 
  13 
  11 
  20 
  14 
  13 
  21 or more 
  16 
  16 
   
  Example: A grey dwarf with a wisdom of 16 could rise as high as 9th level as 
  a cleric. There is no maximum level for thieves, but they are limited to 6th level 
  as mountebanks. 
  Hill Dwarves 
   
  Hill dwarves have infravision up to 60’, allowing them to see into the infrared 
  spectrum and differentiate heat sources in conditions of darkness, and can 
  speak Common, Dwarven, Gnomish, Goblin, Kobold, and Orcish. They may 
  learn up to two additional languages, as long as their intelligence score is high 
  enough to allow it. They tend to have ruddy skin and dark hair. Height and 
  weight are determined as follows: 
   
  
    Creating Characters - Character Races 
  10 
  TABLE 13: HEIGHT DETERMINATION (HILL DWARF) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-15 
  48 - 1d4 
  46 - 1d4 
  16-36 
  48 - 1d3 
  46 - 1d3 
  37-59 
  48 
  46 
  60-80 
  48 + 1d3 
  46 + 1d3 
  81-00 
  48 + 1d6 
  46 + 1d4 
   
  TABLE 14: WEIGHT DETERMINATION (HILL DWARF) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-20 
  150 - 2d8 
  120 - 2d8 
  21-35 
  150 - 1d8 
  120 - 1d8 
  36-49 
  150 
  120 
  50-65 
  150 + 1d8 
  120 + 1d8 
  66-00 
  150 + 2d12 
  120 + 2d10 
   
  In combat, hill dwarves are implacable foes against their ancient racial 
  enemies: goblins, hobgoblins, orcs, and half-orcs. Against such creatures 
  dwarves get a +1 bonus on any “to hit” roll in melee combat.  
   
  Hill dwarves are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 15: HILL DWARF LEVEL LIMITS 
  Ability Score 
  Cleric (WIS) 
  Fighter (STR) 
  15 or less 
  8 
  6 
  16 
  9 
  6 
  17 
  10 
  7 
  18 
  11 
  8 
  18/99 
  n/a 
  8 
  18/00 
  n/a 
  9 
  19 
  13 
  10 
  20 
  14 
  12 
  21 or more 
  16 
  15 
   
  Example: A hill dwarf with a wisdom of 18 could rise as high as 11th level as 
  a cleric. There is no maximum level for thieves, but they are limited to 6th level 
  as mountebanks. 
   
  Mountain Dwarves 
   
  Mountain dwarves are much the same as hill dwarves, but are somewhat taller 
  and tend to have fairer skin and hair color (extending to coppery red in some 
  rare instances). They also tend to be slightly more long-lived than their hill-
  dwelling cousins. They otherwise share all the same characteristics, including 
  choice of character class, special abilities, etc., of hill dwarves. Height and 
  weight are determined as follows: 
   
  TABLE 16: HEIGHT DETERMINATION (MOUNTAIN DWARF) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-15 
  54 - 1d4 
  52 - 1d4 
  16-36 
  54 - 1d3 
  52 - 1d3 
  37-59 
  54 
  52 
  60-80 
  54 + 1d3 
  52 + 1d3 
  81-00 
  54 + 1d6 
  52 + 1d4 
   
  TABLE 17: WEIGHT DETERMINATION (MOUNTAIN DWARF) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-20 
  165 - 2d8 
  135 - 2d8 
  21-35 
  165 - 1d8 
  135 - 1d8 
  36-49 
  165 
  135 
  50-65 
  165 + 1d8 
  135 + 1d8 
  66-00 
  165 + 2d12 
  135 + 2d10 
   
  Mountain dwarves are limited in how many levels they can attain in their 
  chosen character class(es). The maximum level depends on their ability scores: 
   
  TABLE 18: MOUNTAIN DWARF LEVEL LIMITS 
  Ability Score 
  Cleric (WIS) 
  Fighter (STR) 
  15 or less 
  8 
  7 
  16 
  9 
  7 
  17 
  10 
  8 
  18 
  11 
  9 
  18/99 
  n/a 
  9 
  18/00 
  n/a 
  10 
  19 
  13 
  11 
  20 
  14 
  13 
  21 or more 
  16 
  16 
   
  Example: A mountain dwarf with a strength of 17 could rise as high as 8th 
  level as a fighter. There is no maximum level for thieves, but they are limited 
  to 6th level as mountebanks. 
   
  Elves 
   
  While there are many sorts of elves, the most common sort of elf found in most 
  campaign worlds will be the high elf (although players are free to choose from 
  other elf sub-races, as long as the game master allows it). Full details of elves 
  as a race can be found in the ADVENTURES DARK AND DEEP™ Bestiary, but details 
  relevant to elves as player characters may be found below. 
   
  All pure-blooded elves have a 90% resistance to sleep and charm-type spells. 
  This immunity is in addition to any normal saving throws that might apply to 
  the particular spell. They also possess infravision up to 60’, so they can “see” 
  heat when in conditions of darkness.  
   
  All elves have a special “sixth sense” and are better able to detect secret and 
  concealed doors than other races. Even without actively searching for such, 
  elves passing within 10’ of a secret door have a 1 in 6 chance of discovering 
  it. If actively searching, elves can discover secret doors with a 2 in 6 chance, 
  and concealed doors with a 3 in 6 chance.  
   
  When moving with only elves (or halflings) and not wearing metal armor such 
  as chain mail, elvish characters are able to move quietly, giving opponents a 
  -2 penalty to surprise rolls, unless the encounter involves opening a door or 
  other portal (in which case they have a -1 penalty). If in a mixed group who 
  do not meet these requirements, the elf must be at least 90’ away from the rest 
  of the group in order to move thus. 
   
  Elves age according to the following table (see Age on p. 77 for more details).  
   
  TABLE 19: ELF AGE RANGES 
  Age 
  Cat. 
  Dark Elf 
  Grey Elf 
  Half-elf 
  High Elf 
  Wood/ 
  Wild Elf 
  Young 
  Adult 
  50-100 
  150-250 
  24-40 
  100-175 
  75-150 
  Mature 
  101-400 
  251-650 
  41-100 
  176-550 
  151-500 
  Middle 
  Age 
  401-600 
  651-1000 
  101-175 
  551-875 
  501-800 
  Old 
  601-800 
  1001-1500 
  176-250 
  876-1200 
  801-1100 
  Very 
  Old 
  801-1000 
  1501-2000 
  251-325 
  1201-1600 
  1101-1350 
   
  All elves, with the exception of wild elves, are able to become rangers. The 
  maximum level they can attain in the ranger class is determined by their ability 
  scores: 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   11 
  TABLE 20: ELF LEVEL LIMITS (RANGER) 
  Ranger Level 
  Strength 
  Intelligence 
  Wisdom 
  6 
  13 or less 
  13 or less 
  14 or less 
  7 
  18/01 
  15 
  15 
  8 
  18/01 
  16 
  16 
  9 
  18/51 
  16 
  16 
  10 
  18/76 
  17 
  17 
  11 
  18/76 
  17 
  17 
  12 
  19 
  18 
  18 
  13 
  19 
  18 
  18 
  14 
  20 or more 
  18 or more 
  18 or more 
   
  If any of the elven ranger’s ability scores are below the minimum listed above, 
  he cannot achieve the level indicated.  
   
  Dark Elves (Drow) 
   
  The dark elves are the sub-race of elves most different from their cousins, as 
  they have adapted to life deep under the ground in the same tunnels and cave 
  complexes that the grey dwarves and deep gnomes call home. Dark elves are 
  noted for their chaotic evil natures and cruel dispositions, although of course 
  player characters need not follow these guidelines. The dark elves are unique 
  in that females of the race have abilities and powers that differ from those 
  possessed by the males. These differences are noted below and in the various 
  tables regarding player character races. Although the drow are known to 
  possess specially enchanted accouterments (such as special cloaks, armor, 
  poisons, etc.), player character drow will not necessarily have access to such 
  things unless the game master specifically allows it, and it is appropriate to the 
  campaign. Drow are generally universally reviled, and unless the campaign is 
  an especially unusual one, the dark elf player character will find himself the 
  object of hostility in most civilized locales.  
   
  Dark elves receive a bonus of +1 to their initial dexterity score, and a penalty 
  of -1 to their constitution. The initial ability scores of a dark elf character must 
  fall within the following ranges: 
   
  TABLE 21: DARK ELF ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  3-18 
  3-16 
  Intelligence 
  8-18 
  8-18 
  Wisdom 
  3-18 
  3-18 
  Dexterity 
  7-19 
  7-19 
  Constitution 
  6-18 
  6-18 
  Charisma 
  8-18 
  8-18 
   
  Characters who do not possess ability scores in the stated ranges cannot be 
  dark elves. It is possible, however, for a character’s ability scores to be 
  increased or lowered due to magical or other effects; this does not, obviously, 
  disqualify the character from belonging to the race! 
   
  Dark elf player characters may be bards, cavaliers, clerics, fighters (including 
  rangers), mages (including savants), and thieves (including thief-acrobats and 
  mountebanks). They may, as other types of elves, choose to be multi-classed 
  characters if they wish, from the following choices (see Multi-Classed 
  Characters on page 23 for more details): 
   
   
  cleric/fighter 
   
  cleric/fighter/mage 
   
  cleric/fighter/savant 
   
  cleric/mage 
   
  cleric/savant 
   
  cleric/thief (inc. acrobat) 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  fighter/mage 
   
  fighter/savant 
   
  fighter/mage (inc. savant)/thief (inc. acrobat) 
   
  fighter/mage/mountebank 
   
  fighter/savant/thief (inc. acrobat) 
   
  fighter/savant/mountebank 
   
  mage/thief (inc. acrobat) 
   
  mage/mountebank 
   
  Dark elves, as described in the ADVENTURES DARK AND DEEP™ Bestiary, have an 
  innate magic resistance. Player character drow do not have this same magic 
  resistance; it is assumed that such is a benefit of prolonged and continued 
  exposure to the weird energies of the underworld, and player characters lose 
  this ability by virtue of their wanderings (this does not apply to learned skills, 
  such as the ability to detect slopes and shifting walls, as noted below). They 
  also do not normally have access to the special weapons, cloaks, boots, etc. 
  normally possessed by dark elves.  
   
  All dark elves gain a +2 to their saving throw vs. magic, by virtue of their 
  race’s innate familiarity with the magical arts, even among those who have 
  not taken up the role of mage.  
   
  Dark elves are able to wield two single-handed weapons with no penalty. 
  When doing so, they are naturally unable to use a shield, bow, pole-arm, or 
  other weapon that requires two hands, but can choose to use a spiked buckler 
  if they desire.  
   
  Drow have infravision with a 120’ range, and can thereby see heat sources 
  in otherwise darkened conditions. Because of their having dwelt all their lives 
  in an underground environment, all drow are able to detect features relating 
  to stonework and underground features, with a 10’ range: 
   
   
  Detect sloping passages and tunnels (75%) 
   
  Detect new construction (75%) 
   
  Detect moving, shifting, etc., walls and rooms (67%) 
   
  Detect pit traps, falling blocks, etc. (50%) 
   
  Note that all of those abilities can only be used if they are actively being 
  concentrated on for at least a minute; simply walking down a sloping tunnel 
  will not give a chance to detect the slope. In addition, drow have a 50% 
  chance of sensing their approximate depth below the surface. 
   
  Female drow are especially lithe and athletic, and have a base movement rate 
  of 150’ per minute, while males have the standard base movement of 120’ 
  per minute (see Movement on p. 85 for details). 
   
  Drow get a +1 bonus to all surprise rolls.  
   
  All dark elves may cast the following spells once per day, as an innate ability 
  (they do not need to memorize these spells, and do not need access to prayer 
  or spell books to do so: dancing lights, faerie fire, and darkness 5’ radius. At 
  4th level (in any class), they can cast detect magic, know alignment, and 
  levitate once per day. Females, upon reaching 4th level, are also able to cast 
  clairvoyance, detect lie (and the reverse), suggestion, and dispel magic, also 
  once per day.  
   
  As a result of their generations-long lack of exposure to sunlight and the surface 
  in general, some of the special abilities of the dark elves are lost or modified 
  when they are in full sunlight or spells such as continual light, and they suffer 
  other penalties as well. These are: 
   
   
  Their dexterity ability score is reduced by 2 (with all the penalties 
  associated with such). 
   
  When attacking, they receive a -2 penalty “to hit.” 
   
  Enemies get a +2 to any saving throws from dark elf attacks, when 
  applicable. 
  
    Creating Characters - Character Races 
  12 
   
  When the drow themselves are in near or total darkness, but their enemies are 
  illuminated by a light source such as sunlight or a continual light spell, they 
  receive the following penalties: 
   
   
  The dark elf receives a -1 “to hit” 
   
  Enemies get a +1 to any saving throws from attacks by the dark elf, 
  when applicable. 
   
  Note that dim illumination such as that of torches, candles, lanterns, light spells, 
  etc. does not adversely affect dark elves.  
   
  Drow speak Elvish, Gnomish, Undercommon, and the Common tongue. They 
  may learn additional languages as indicated by their intelligence ability score 
  (their innate languages do not count against their limit). In addition, all drow 
  know the “silent tongue”, which does not count against their language limit 
  (see Languages on p. 74 for details).  
   
  Dark elves have skin of jet black hue, and their hair is white or silver in color. 
  Their eyes are, as a rule, violet. Height and weight are determined as follows: 
   
  TABLE 22: HEIGHT DETERMINATION (DARK ELF) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-10 
  60 - 1d4 
  54 - 1d4 
  11-31 
  60 - 1d4 
  54 - 1d3 
  32-59 
  60 
  54 
  60-80 
  60 + 1d4 
  54 + 1d4 
  81-00 
  60 + 1d6 
  54 + 1d6 
   
  TABLE 23: WEIGHT DETERMINATION (DARK ELF) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-15 
  100 - 1d10 
  80 - 1d10 
  16-38 
  100 - 1d8 
  80 - 1d4 
  39-67 
  100 
  80 
  68-90 
  100 + 1d8 
  80 + 1d4 
  91-00 
  100 + 1d20 
  80 + 2d6 
   
  Dark elves are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores 
  (maximum levels given below are for males/females): 
   
  TABLE 24: DARK ELF LEVEL LIMITS (MALE/FEMALE) 
  Ability 
  Score 
  Bard 
  (CHA) 
  Cleric 
  (WIS) 
  Fighter/ 
  Cavalier 
  (STR) 
  Mage 
  (INT) 
  Mountebank 
  (CHA) 
  12 or 
  less 
  5/5 
  4/unlim. 
  7/9 
  12/5 
  5/6 
  13 
  5/5 
  5/unlim. 
  8/10 
  12/5 
  6/7 
  14 
  5/5 
  6/unlim. 
  9/11 
  12/5 
  7/7 
  15 
  6/6 
  7/unlim. 
  10/12 
  12/5 
  8/8 
  16 
  7/7 
  7/unlim. 
  10/12 
  12/5 
  9/8 
  17 
  8/8 
  7/unlim. 
  10/12 
  12/5 
  10/9 
  18 
  8/9 
  7/unlim. 
  10/12 
  12/5 
  11/9 
  19 
  8/10 
  7/unlim. 
  10/12 
  13/7 
  11/9 
  20 
  8/10 
  7/unlim. 
  10/12 
  15/9 
  11/9 
  21 or 
  more 
  8/10 
  7/unlim. 
  10/12 
  18/11 
  11/9 
   
  Example: A dark elf female with a strength of 14 could rise as high as 11th 
  level as a fighter or cavalier, and all dark elf females have no limit to how high 
  they may rise as clerics, no matter what their wisdom score. There is no 
  maximum level for thieves.  
   
  Half Drow: It is possible for a character to possess a half drow and half human 
  heritage. Such characters have all of the disadvantages of the dark elves vis-
  à-vis sunlight, but possess none of their special powers or advantages. Half-
  drow are very rare, for obvious reasons.  
   
  Grey Elves 
   
  Grey elves share the special abilities common to all elves (see above). As a 
  rule, they hold themselves more aloof from other races than others, and are 
  not known to remain in the company of others not of their own kind for long 
  periods of time. They are also known for their scholarly pursuits.  
   
  All grey elves receive a +1 bonus to their initial intelligence score. The initial 
  ability scores of a grey elf character must fall within the following ranges: 
   
  TABLE 25: GREY ELF ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  3-18 
  3-16 
  Intelligence 
  8-19 
  8-19 
  Wisdom 
  3-18 
  3-18 
  Dexterity 
  7-18 
  7-18 
  Constitution 
  6-18 
  6-18 
  Charisma 
  8-18 
  8-18 
   
  Characters who do not possess ability scores in the stated ranges cannot be 
  grey elves. It is possible, however, for a character’s ability scores to be 
  increased or lowered due to magical or other effects; this does not, obviously, 
  disqualify the character from belonging to the race! 
   
  Grey elves may be bards, clerics (including druids), fighters (including 
  rangers), mages (including savants), and thieves (including the acrobat split-
  class option). Grey elf characters may multi-class if desired. The following 
  combinations are open to elvish characters (see Multi-Classed Characters on 
  page 23 for more details): 
   
   
  cleric/fighter 
   
  cleric/fighter/mage 
   
  cleric/ranger 
   
  cleric/ranger/mage 
   
  cleric/mage 
   
  cleric/savant 
   
  cleric/thief (inc. acrobat) 
   
  druid/ranger (see p. 24 for information on alignment issues with 
  this combination) 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  fighter/mage/thief (inc. acrobat) 
   
  fighter/mage/mountebank 
   
  fighter/savant/thief (inc. acrobat) 
   
  fighter/savant/mountebank 
   
  mage (inc. savant)/thief (inc. acrobat) 
   
  mage/mountebank 
   
  savant/mountebank 
   
  Grey elves are able to speak the following languages: Elvish, Gnomish, 
  Halfling, Goblin, Hobgoblin, Orcish, Gnoll, and Common. In addition, they 
  may learn one additional language for each point of intelligence above 15 
  (so an elf character with an intelligence of 17 could learn two languages in 
  addition to those listed). 
   
  When using a longbow, short bow, long sword, or short sword, grey elf 
  characters receive a +1 bonus “to hit.” 
   
  Grey elves are more slender than high elves, and usually have silver or golden-
  blond hair, and eyes of purple and golden hue. They tend to be of a more 
  willowy stature than their high elf cousins. Height and weight are determined 
  as follows: 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   13 
   
  TABLE 26: HEIGHT DETERMINATION (GREY ELF) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-10 
  62 - 1d4 
  56 - 1d4 
  11-31 
  62 - 1d4 
  56 - 1d3 
  32-59 
  62 
  56 
  60-80 
  62 + 1d4 
  56 + 1d4 
  81-00 
  62 + 1d6 
  56 + 1d6 
   
  TABLE 27: WEIGHT DETERMINATION (GREY ELF) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-15 
  105 - 1d10 
  85 - 1d10 
  15-38 
  105 - 1d8 
  85 - 1d4 
  39-67 
  105 
  85 
  68-90 
  105 + 1d8 
  85 + 1d4 
  91-00 
  105 + 1d20 
  85 + 2d6 
   
  Grey elves are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 28: GREY ELF LEVEL LIMITS 
  Ability 
  Score 
  Bard 
  (CHA) 
  Cleric 
  (WIS) 
  Fighter/ 
  Cavalier 
  (STR) 
  Mage 
  (INT) 
  Savant 
  (INT) 
  Mntbk. 
  (CHA) 
  12 or 
  less 
   
  7 
  5 
  11 
  14 
  4 
  13 
   
  7 
  5 
  11 
  14 
  5 
  14 
  6 
  7 
  5 
  11 
  14 
  5 
  15 
  6 
  7 
  5 
  11 
  14 
  6 
  16 
  6 
  8 
  5 
  11 
  14 
  6 
  17 
  7 
  9 
  5 
  11 
  15 
  7 
  18 
  7 
  10 
  6 
  11 
  16 
  7 
  18/75 
  - 
  - 
  7 
  - 
  - 
  - 
  18/90 
  - 
  - 
  8 
  - 
  - 
  - 
  18/99 
  - 
  - 
  9 
  - 
  - 
  - 
  18/00 
  - 
  - 
  10 
  - 
  - 
  - 
  19 
  8 
  11 
  11 
  12 
  16 
  7 
  20 
  8 
  12 
  11 
  13 
  16 
  7 
  21 
  8 
  12 
  11 
  15 
  16 
  7 
  22 or 
  more 
  8 
  12 
  11 
  18 
  16 
  7 
   
  Example: A grey elf with an intelligence of 17 could rise as high as 15th level 
  as a savant. There is no maximum level for druids or thieves.  
   
  Half-elves 
   
  As their name implies, half-elves can trace their parentage to both elvish and 
  human stock. Whether the elvish side is of gray, high, valley, or wood stock is 
  irrelevant; all half-elves except half-drow have the same abilities and 
  restrictions. See p. 12 for more information on half drow.  
   
  The initial ability scores of a half-elf character must fall within the following 
  ranges: 
   
  TABLE 29: HALF-ELF ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  3-18 
  3-17 
  Intelligence 
  4-18 
  4-18 
  Wisdom 
  3-18 
  3-18 
  Dexterity 
  6-18 
  6-18 
  Constitution 
  6-18 
  6-18 
  Charisma 
  3-18 
  3-18 
   
  Characters that do not possess ability scores in the stated ranges cannot be 
  half-elves. It is possible, however, for a character’s ability scores to be 
  increased or lowered due to magical or other effects; this does not, obviously, 
  disqualify the character from belonging to the race! 
   
  Characters of half-elven stock have a limited immunity to sleep and charm-type 
  spells; these spells will fail against them 30% of the time (this immunity does 
  not extend to those around them, however; it is purely personal). This immunity 
  is in addition to any normal saving throws that might apply to the particular 
  spell. Half-elves have infravision with a range of 60’, allowing them to see 
  sources of heat when no other light is available.  
   
  With regard to languages, the player of a half-elf character must choose 
  between his parents. Either the half-elf will have the languages known to his 
  elvish parent (with the attendant limitations on learning new ones) or he may 
  learn languages as a human would, based solely on his intelligence score. The 
  choice should be up to the player, unless the game master determines the 
  milieu demands otherwise. The player must choose as the character is being 
  created, and cannot change thereafter. 
   
  Half-elves inherit their elvish parent’s ability to spot secret and concealed doors 
  (if applicable).   
   
  Half-elf characters share the same class options as their elven parent. Half-
  elven characters may, at their option, become multi-classed characters. The 
  options available to half-elven characters are the same as those available to 
  their elven parentage. Thus, a half-wood elf can choose the same multi-classes 
  as a wood elf, etc.  
   
  Half-elves appear as smaller-than-normal humans with ears that tend towards 
  points. Height and weight are determined as follows: 
   
  TABLE 30: HEIGHT DETERMINATION (HALF ELF) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-35 
  66 - 1d6 
  62 - 1d6 
  
    Creating Characters - Character Races 
  14 
  36-50 
  66 - 1d4 
  62 - 1d4 
  51-64 
  66 
  62 
  65-80 
  66 + 1d4 
  62 + 1d4 
  81-00 
  66 + 1d6 
  62 + 1d6 
   
  TABLE 31: WEIGHT DETERMINATION (HALF ELF) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-20 
  130 - 1d20 
  100 - 1d12 
  21-42 
  130 - 1d8 
  100 - 1d8 
  43-63 
  130 
  100 
  64-85 
  130 + 1d8 
  100 + 1d8 
  86-00 
  130 + 1d20 
  100 + 1d12 
   
  Half elves are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 32: HALF ELF LEVEL LIMITS 
  Ability 
  Score 
  Bard 
  (CHA) 
  Cleric 
  (WIS) 
  Fighter/ 
  Cavalier 
  (STR) 
  Mage 
  (INT) 
  Savant 
  (INT) 
  Mntbk. 
  (CHA) 
  14 or 
  less 
  6 
  5 
  6 
  7 
  10 
  8 
  15 
  7 
  5 
  6 
  7 
  10 
  8 
  16 
  7 
  6 
  6 
  7 
  10 
  9 
  17 
  8 
  7 
  7 
  7 
  11 
  10 
  18 
  8 
  8 
  7 
  8 
  12 
  11 
  18/90 
  - 
  - 
  8 
  - 
  - 
  - 
  18/99 
  - 
  - 
  9 
  - 
  - 
  - 
  18/00 
  - 
  - 
  10 
  - 
  - 
  - 
  19 
  8 
  10 
  11 
  8 
  12 
  11 
  20 
  9 
  12 
  13 
  8 
  12 
  11 
  21 
  9 
  12 
  13 
  8 
  12 
  11 
  22 or 
  more 
  9 
  12 
  13 
  8 
  12 
  11 
   
  Example: A half elf with a strength of 18/35 could rise as high as 8th level as 
  a fighter. There is no maximum level for druids or thieves. The maximum level 
  they can attain in the ranger class is determined by their ability scores: 
   
  TABLE 33: HALF-ELF LEVEL LIMITS (RANGER) 
  Ranger 
  Level 
  Strength 
  Intelligence 
  Wisdom 
  Constitution 
  6 
  15 or less 
  13 or less 
  14 or less 
  14 or less 
  7 
  17 
  13 
  14 
  14 
  8 
  18 
  13 
  14 
  14 
  9 
  18/90 
  18 
  18 
  18 
  10 
  18/99 
  18 
  18 
  18 
  11 
  18/00 
  18 
  18 
  18 
  12 
  18/00 
  18 
  19 
  19 
  13 
  18/00 
  18 
  19 
  19 
  14 
  18/00 
  18 
  20 
  20 
  15 
  19 or more 
  19 or more 
  20 or more 
  20 or more 
   
  If any of the elven ranger’s ability scores are below the minimum listed above, 
  he cannot achieve the level indicated.  
   
  High Elves 
   
  As noted above, high elves are the most common sort of elf in most campaign 
  worlds, and they are the generally thought of when someone mentions the 
  word “elf.” They can be found in most any environment, and need not be 
  thought of as being confined to woodland settings.  
   
  High elves receive a +1 to their dexterity ability score and a -1 to their 
  constitution. The initial ability scores of a high elf character must fall within the 
  following ranges: 
   
  TABLE 34: HIGH ELF ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  3-18 
  3-16 
  Intelligence 
  8-18 
  8-18 
  Wisdom 
  3-18 
  3-18 
  Dexterity 
  7-19 
  7-19 
  Constitution 
  6-18 
  6-18 
  Charisma 
  8-18 
  8-18 
   
  Characters that do not possess ability scores in the stated ranges cannot be 
  high elves. It is possible, however, for a character’s ability scores to be 
  increased or lowered due to magical or other effects; this does not, obviously, 
  disqualify the character from belonging to the race! 
   
  High elves may be bards, cavaliers, clerics (including druids and mystics), 
  fighters (including rangers), mages (including savants), and thieves (including 
  the acrobat split-class option and mountebanks). High elf characters may multi-
  class if desired. The following combinations are open to elvish characters (see 
  Multi-Classed Characters on page 23 for more details): 
   
   
  cleric/fighter 
   
  cleric/ranger 
   
  mystic/fighter 
   
  mystic/ranger 
   
  cleric/fighter/mage 
   
  cleric/fighter/savant 
   
  cleric/ranger/mage 
   
  cleric/ranger/savant 
   
  mystic/fighter/mage 
   
  cleric/mage 
   
  cleric/savant 
   
  mystic/mage 
   
  mystic/savant 
   
  cleric/thief (inc. acrobat) 
   
  mystic/thief (inc. acrobat) 
   
  druid/ranger (see p. 24 for information on alignment issues with 
  this combination) 
   
  fighter/mage 
   
  fighter/savant 
   
  ranger/mage 
   
  ranger/savant 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  fighter/mage (inc. savant)/thief (inc. acrobat or mountebank) 
   
  fighter/mage/mountebank 
   
  fighter/savant/thief 
   
  fighter/savant/mountebank 
   
  mage (inc. savant)/thief (inc. acrobat or mountebank) 
   
  High elves are able to speak the following languages: Elvish, Gnomish, 
  Halfling, Goblin, Hobgoblin, Orcish, Gnoll, and Common. In addition, they 
  may learn one additional language for each point of intelligence above 15 
  (so an elf character with an intelligence of 17 could learn two languages in 
  addition to those listed).  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   15 
   
   
  When using a longbow, short bow, long sword, or short sword, high elf 
  characters receive a +1 bonus “to hit.” 
   
  High elves are slim and fair complexioned, with dark hair and green eyes. 
  They tend to wear clothing of green, blue, or violet pastels, with a gray-green 
  cloak. Height and weight are determined as follows: 
   
  TABLE 35: HEIGHT DETERMINATION (HIGH ELF) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-10 
  60 - 1d4 
  54 - 1d4 
  11-31 
  60 - 1d4 
  54 - 1d3 
  32-59 
  60 
  54 
  60-80 
  60 + 1d4 
  54 + 1d4 
  81-00 
  60 + 1d6 
  54 + 1d6 
   
  TABLE 36: WEIGHT DETERMINATION (HIGH ELF) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-15 
  100 - 1d10 
  80 - 1d10 
  16-38 
  100 - 1d8 
  80 - 1d4 
  39-67 
  100 
  80 
  68-90 
  100 + 1d8 
  80 + 1d4 
  91-00 
  100 + 1d20 
  80 + 2d6 
   
  High elves are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 37: HIGH ELF LEVEL LIMITS 
  Ability 
  Score 
  Bard 
  (CHA) 
  Cleric 
  (WIS) 
  Ftr/ Cav 
  (STR) 
  Mage 
  (INT) 
  Svnt. 
  (INT) 
  Mtbk. 
  (CHA) 
  12 or 
  less 
  6 
  7 
  5 
  10 
  14 
  7 
  13 
  6 
  7 
  5 
  10 
  14 
  8 
  14 
  6 
  7 
  5 
  10 
  14 
  8 
  15 
  6 
  7 
  5 
  10 
  14 
  9 
  16 
  6 
  8 
  5 
  10 
  14 
  9 
  17 
  7 
  9 
  5 
  10 
  15 
  10 
  18 
  7 
  10 
  6 
  10 
  16 
  10 
  18/75 
  - 
  - 
  7 
  - 
  - 
  - 
  18/90 
  - 
  - 
  8 
  - 
  - 
  - 
  18/99 
  - 
  - 
  9 
  - 
  - 
  - 
  18/00 
  - 
  - 
  10 
  - 
  - 
  - 
  19 
  8 
  11 
  11 
  11 
  16 
  10 
  20 
  8 
  12 
  11 
  12 
  16 
  10 
  21 
  8 
  12 
  11 
  14 
  16 
  10 
  22 or 
  more 
  8 
  12 
  11 
  17 
  16 
  10 
   
  There is no maximum level for druids or thieves. 
   
  Wild Elves 
   
  Wild elves are the most reclusive of the various types of elvenkind, even 
  eschewing contact with other sorts of elves.  
   
  All wild elf characters receive a +2 bonus to their initial strength ability scores, 
  but cannot exceed the maximum score of 18. The initial ability scores of a wild 
  elf character must fall within the following ranges: 
   
  TABLE 38: WILD ELF ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  3-18 
  3-18 
  Intelligence 
  7-17 
  7-17 
  Wisdom 
  3-18 
  3-18 
  Dexterity 
  7-18 
  7-18 
  Constitution 
  6-18 
  6-18 
  Charisma 
  8-18 
  8-18 
   
  Characters who do not possess ability scores in the stated ranges cannot be 
  wild elves. It is possible, however, for a character’s ability scores to be 
  increased or lowered due to magical or other effects; this does not, obviously, 
  disqualify the character from belonging to the race! 
   
  Wild elves may only be druids, mystics, fighters, or thieves (including the thief-
  acrobat split class). If a character desires to be multi-classed, the only option 
  available is: 
   
   
  fighter/thief (inc. acrobat) 
   
  Wild elves speak only Elvish as a rule, but player characters of this sub-race 
  can speak the Common tongue as well.  
   
  When using a longbow, short bow, long sword, or short sword, wild elf 
  characters receive a +1 bonus “to hit.” In addition to the abilities common to 
  all elves (see above), wild elves possess an innate connectedness to the 
  creatures of the woodlands; they deal with such creatures as if an animal 
  friendship spell (see p. 122) were in effect. In addition, wild elves have a 90% 
  chance to be able to set snares, pits, and traps in a woodland setting (including 
  deadfalls, rope traps, etc.).  
   
  Wild elves are very fair complexioned, thin, and shorter than other types of 
  elves. They tend to have gold or coppery hair and eyes of light green, light 
  brown, or hazel. Height and weight are determined as follows: 
   
  TABLE 39: HEIGHT DETERMINATION (WILD ELF) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-10 
  52 - 1d4 
  48 - 1d4 
  11-31 
  52 - 1d3 
  48 - 1d3 
  32-59 
  52 
  48 
  60-80 
  52 + 1d3 
  48 + 1d3 
  81-00 
  52 + 1d6 
  48 + 1d6 
   
  TABLE 40: WEIGHT DETERMINATION (WILD ELF) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-15 
  85 - 1d10 
  65 - 1d10 
  16-38 
  85 - 1d4 
  65 - 1d4 
  39-67 
  85 
  65 
  68-90 
  85 + 1d4 
  65 + 1d4 
  91-00 
  85 + 1d20 
  65 + 2d6 
   
  Wild elves are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  
    Creating Characters - Character Races 
  16 
  TABLE 41: WILD ELF LEVEL LIMITS 
  Ability Score 
  Druid (WIS/CHA) 
  Fighter 
  (STR) 
  12 or less 
  10 
  7 
  13 
  10 
  7 
  14 
  10 
  7 
  15 
  10 
  7 
  16 
  10 
  7 
  17 
  10 
  7 
  18 
  11/18 
  8 
  18/75 
  - 
  9 
  18/90 
  - 
  10 
  18/99 
  - 
  11 
  18/00 
  - 
  12 
  19 
  12/18 
  13 
  20 
  14/18 
  13 
  21 
  17/18 
  13 
  22 or more 
  17/19 
  13 
   
  Example: A wild elf with a wisdom of 11 and a charisma of 18 could rise as 
  high as 11th level as a druid. There is no maximum level for thieves. 
   
  Wood Elves (Sylvan Elves) 
   
  Wood elves are, as a rule, of a more serious nature than high elves, but not 
  nearly so as the grey elves. They tend to be reclusive, preferring the company 
  of other elves (particularly those of the Sylvan variety) to any other race.  
   
  Wood elves receive a +1 to their strength score, and a -1 to intelligence. The 
  initial ability scores of a wood elf character must fall within the following 
  ranges: 
   
  TABLE 42: WOOD ELF ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  3-18 
  3-16 
  Intelligence 
  7-17 
  7-17 
  Wisdom 
  3-18 
  3-18 
  Dexterity 
  7-18 
  7-18 
  Constitution 
  6-18 
  6-18 
  Charisma 
  8-18 
  8-18 
   
  Characters that do not possess ability scores in the stated ranges cannot be 
  wood elves. It is possible, however, for a character’s ability scores to be 
  increased or lowered due to magical or other effects; this does not, obviously, 
  disqualify the character from belonging to the race! 
   
  Wood elves may be bards, clerics (including druids and mystics), fighters 
  (including rangers), mages (including savants), and thieves (including the 
  acrobat split-class option and mountebanks). Wood elf characters may multi-
  class if desired. The following combinations are open to elvish characters (see 
  Multi-Classed Characters on page 23 for more details): 
   
   
  cleric/fighter 
   
  cleric/mage 
   
  cleric/ranger 
   
  cleric/thief (inc. acrobat) 
   
  cleric/fighter/mage 
   
  cleric/ranger/mage 
   
  druid/ranger (see p. 24 for information on alignment issues with 
  this combination) 
   
  fighter/mage 
   
  fighter/mage/thief (inc. acrobat) 
   
  fighter/mage/mountebank 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  mage/thief (inc. acrobat) 
   
  mage/mountebank 
   
  mystic/fighter 
   
  mystic/fighter/mage 
   
  mystic/ranger 
   
  mystic/ranger/mage 
   
  mystic/mage 
   
  mystic/thief (inc. acrobat) 
   
  Wood elves speak Elvish, Common, and the secret language of woodland 
  mammals (c.f. the gnomes’ ability to speak with burrowing mammals).  
   
  When using a longbow, short bow, long sword, or short sword, wood elf 
  characters receive a +1 bonus “to hit.” They otherwise share all of the abilities 
  common to other sorts of elves (see above).  
   
  Most wood elves are fair-skinned and have red or blond hair. Their eyes tend 
  to light brown, light green, and hazel. Height and weight are determined as 
  follows. 
   
  TABLE 43: HEIGHT DETERMINATION (WOOD ELF) 
  Die roll (d%) 
  Males (inches) 
  Females (inches) 
  01-10 
  58 - 1d4 
  52 - 1d4 
  11-31 
  58 - 1d3 
  52 - 1d3 
  32-59 
  58 
  52 
  60-80 
  58 + 1d3 
  52 + 1d3 
  81-00 
  58 + 1d6 
  52 + 1d6 
   
  TABLE 44: WEIGHT DETERMINATION (WOOD ELF) 
  Die roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-15 
  95 - 1d10 
  75 - 1d10 
  15-38 
  95 - 1d4 
  75 - 1d4 
  39-67 
  95 
  75 
  68-90 
  95 + 1d4 
  75 + 1d4 
  91-00 
  95 + 1d20 
  75 + 2d6 
   
  Wood elves are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 45: WOOD ELF LEVEL LIMITS 
  Ability 
  Score 
  Bard 
  (CHA) 
  Cleric 
  (WIS) 
  Fighter 
  (STR) 
  Mage 
  (INT) 
  Mtbk. 
  (CHA) 
  12 or 
  less 
  4 
  7 
  6 
  9 
  3 
  13 
  4 
  7 
  6 
  9 
  4 
  14 
  4 
  7 
  6 
  9 
  5 
  15 
  4 
  7 
  6 
  9 
  6 
  16 
  5 
  8 
  6 
  9 
  7 
  17 
  5 
  9 
  6 
  9 
  9 
  18 
  6 
  10 
  7 
  9 
  8 
  18/75 
  - 
  - 
  8 
  - 
  - 
  18/90 
  - 
  - 
  9 
  - 
  - 
  18/99 
  - 
  - 
  10 
  - 
  - 
  18/00 
  - 
  - 
  11 
  - 
  - 
  19 
  6 
  11 
  12 
  10 
  8 
  20 
  6 
  12 
  14 
  11 
  8 
  21 
  6 
  12 
  14 
  13 
  8 
  22 or 
  more 
  6 
  12 
  14 
  13 
  8 
   
  Example: A wood elf with a wisdom of 16 could rise as high as 8th level as a 
  cleric. There is no maximum level for druids or thieves. 
   
  Gnomes 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   17 
  Gnomes tend to dwell in areas of rocky, wooded hills, far from human 
  habitation. They are very clever with their hands, being skillful artisans and 
  craftsmen, and having some skill with magic. While most are rather sagacious, 
  some have a tendency towards mischievousness. Full details about gnomes as 
  a race can be found in the ADVENTURES DARK AND DEEP™ Bestiary. There are 
  three basic types of gnomes; the hill gnomes, who dwell in underground homes 
  but are often seen on the surface, forest gnomes, who make their homes in and 
  under great trees, and their subterranean cousins, the deep gnomes.  
   
  Gnomes do not receive any benefit or penalties to their ability scores. The 
  initial ability scores of a gnome character must fall within the following ranges: 
   
  TABLE 46: GNOME ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  6-18 
  6-15 
  Intelligence 
  7-18 
  7-18 
  Wisdom 
  3-18 
  3-18 
  Dexterity 
  3-18 
  3-18 
  Constitution 
  8-18 
  8-18 
  Charisma 
  3-18 
  3-18 
   
   
   
  Characters that do not possess ability scores in the stated ranges cannot be 
  gnomes. It is possible, however, for a character’s ability scores to be increased 
  or lowered due to magical or other effects; this does not, obviously, disqualify 
  the character from belonging to the race! 
   
  Gnomes possess infravision with a range of 60’, allowing them to see sources 
  of heat when there is no other illumination available.  
   
  Gnomes, like dwarves, are innately resistant to magic. For their saving throws 
  against wands, staves, wands, and spells, they receive a bonus based on their 
  constitution ability score:  
   
  TABLE 47: GNOME SAVING THROW BONUS 
  Constitution 
  Saving Throw Bonus 
  4-6 
  +1 
  7-10 
  +2 
  11-13 
  +3 
  14-17 
  +4 
  18+ 
  +5 
   
  Due to their deep-rooted racial hatred against such creatures, gnomes get a 
  +1 bonus “to hit” against kobolds and goblins. Because of their small stature 
  and long history of fighting against such creatures (and studying the best tactics 
  for doing so), when gnolls, bugbears, ogres, trolls, ogre magi, giants, and 
  titans are attacking a gnome, they receive a -4 penalty on their “to hit” rolls.  
   
  All gnomes are able to speak the Common tongue, Dwarvish, Gnome, 
  Halfling, Goblin, and Kobold. No matter what the intelligence of the character, 
  they can never learn more than two languages over and above those listed.  
   
  Gnomes age according to the following table (see Age on p. 77 for more 
  details):  
   
  TABLE 48: GNOME AGE RANGES 
  Age Category 
  Gnome 
  Deep Gnome 
  Young Adult 
  59-90 
  50-82 
  Mature 
  91-300 
  83-270 
  Middle Age 
  301-450 
  271-405 
  Old 
  451-600 
  406-540 
  Very Old 
  601-750 
  541-675 
   
  Deep Gnomes (Svirfneblin) 
   
  The deep gnomes are an offshoot of the ordinary gnomish race that dwells far 
  beneath the surface of the earth.  
   
  Although deep gnomes as listed in the ADVENTURES DARK AND DEEP™ Bestiary 
  possess an innate magic resistance, player characters who are of svirfneblin 
  stock do not, and they lose their automatic armor class increase related to 
  level. Nor do player characters have the same effects on creatures from the 
  elemental plane of Earth. Such immunities and powers are the result of lifelong 
  exposure to the energies of the underworld, and once that environment is 
  abandoned to pursue an adventuring career, these powers are quickly lost, 
  never to be regained. Deep gnome player characters do, however, receive a 
  +2 bonus on all saving throws vs. poison. In addition, they receive a +3 bonus 
  to all other saving throws, across the board. In addition, illusions have no 
  chance of fooling a deep gnome.  
   
  The deep gnomes have skin of brown to brownish gray, have gray eyes, and 
  the males are most likely bald. Height and weight are determined as follows: 
   
  TABLE 49: HEIGHT DETERMINATION (DEEP GNOME) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-40 
  39 - 1d3 
  36 - 1d3 
  41-65 
  39 
  36 
  66-00 
  39 + 1d3 
  36 + 1d3 
   
  
    Creating Characters - Character Races 
  18 
  TABLE 50: WEIGHT DETERMINATION (DEEP GNOME) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-20 
  80 - 2d4 
  75 - 1d8 
  21-37 
  80 - 1d4 
  75 -1d4 
  38-58 
  80 
  75 
  59-75 
  80 + 1d4 
  75 + 1d4 
  76-00 
  80 + 2d6 
  75 + 1d8 
   
  Deep gnome characters may be bards, clerics, fighters, illusionists, or thieves 
  (including the thief-acrobat split class and mountebank subclass). Deep gnomes 
  may be multi-classed characters, if desired. Deep gnomes may choose from 
  the following combinations (see Multi-Classed Characters on page 23 for more 
  details): 
   
   
  cleric/fighter 
   
  cleric/thief (inc. acrobat) 
   
  fighter/illusionist 
   
  fighter/jester 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  illusionist/thief (inc. acrobat) 
   
  illusionist/mountebank 
   
  Gnomes are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 51: DEEP GNOME LEVEL LIMITS 
  Ability 
  Score 
  Bard 
  (CHA) 
  Cleric 
  (WIS) 
  Fighter 
  (STR) 
  Illusionist  
  (INT) 
  Mtbk. 
  (CHA) 
  14 or less 
  5 
  7 
  5 
  6 
  8 
  15 
  5 
  7 
  5 
  6 
  8 
  16 
  6 
  8 
  5 
  6 
  9 
  17 
  6 
  9 
  5 
  6 
  10 
  18 
  6 
  10 
  5 
  7 
  11 
  18/50 
  - 
  - 
  6 
  - 
  - 
  18/75 
  - 
  - 
  7 
  - 
  - 
  18/99 
  - 
  - 
  8 
  - 
  - 
  19 
  6 
  12 
  9 
  8 
  11 
  20 
  6 
  14 
  9 
  10 
  11 
  21 or 
  more 
  6 
  14 
  9 
  13 
  11 
   
  Example: A deep gnome with an intelligence of 18 could rise as high as 7th 
  level as an illusionist. There is no maximum level for thieves. 
   
  Svirfneblin have the innate ability to camouflage themselves when around 
  natural stonework, passageways of living rock, etc., with a 60% chance of 
  success. Success indicates that the deep gnome is able to remain invisible for 
  all intents and purposes until they engage in some action such as movement, 
  attack, etc.  
   
  When they reach the 6th level of experience in any class, deep gnomes are 
  able to attempt to summon an earth elemental, as per the mage spell conjure 
  elemental (see p. 141), once per day. The type of elemental that answers the 
  summons is determined randomly: 
   
  TABLE 52: DEEP GNOME ELEMENTAL SUMMONS 
  Die Roll 
  Result 
  1 
  earth elemental (24 HD) 
  2-6 
  earth elemental (16 HD) 
  7-10 
  earth elemental (12 HD) 
  11-15 
  earth elemental (8 HD) 
  16-18 
  xorn 
  19-20 
  summoning fails 
   
  Note that deep gnomes who have chosen the illusionist sub-class (whether 
  alone or as part of a multi-class) are not able to attempt this sort of elemental 
  summoning, regardless of level.  
   
  Deep gnomes are able to cast the following spells once per day: blindness, 
  blur, and change self (all as if cast by an illusionist of the same level as the 
  character). All deep gnomes have an effect identical to the mage spell non-
  detection (see p. 193 for details), but it applies only to themselves only.  
   
  All deep gnomes have infravision with a range of 120’, allowing them to see 
  heat sources when no visible light is present. In addition, they have ultravision 
  up to 30’, allowing them to effectively see normally even in the absence of 
  normal light. They are only surprised in a 1 in 12 chance, and can surprise 
  others 9 times in 10 when they are alone or in the company of other deep 
  gnomes, and not wearing armor such as plate mail, chain mail, etc.  
   
  All deep gnomes, as a result of their long history of racial animosity, get a +1 
  bonus “to hit” against dark elves (drow) and fish men. Because of their small 
  stature and long history of fighting against such creatures (and studying the 
  best tactics for doing so), when gnolls, bugbears, ogres, trolls, ogre magi, 
  giants, and titans are attacking a gnome, they receive a -4 penalty on their “to 
  hit” rolls. 
   
  When they are in light equivalent to daylight (including that provided by 
  continual light spells), the vision of deep gnomes is limited to 30’, and they 
  suffer a -1 “to hit” penalty.  
   
  Deep gnomes speak a language of their own (distinct from, but related to, the 
  gnomish tongue). Any additional languages must be learned (see Languages 
  on p. 74).  
   
  Deep gnomes have skin that goes from medium to grayish brown, and have 
  gray eyes.  
   
  Forest Gnomes 
   
  Forest gnomes are found in gently rolling hills, where they make their homes 
  either in the trunks of, or under and around their roots. They are usually on 
  good terms with the various non-evil creatures of the forest in which they live, 
  and forest gnome communities will often be allied with local ranger or druid 
  groups. They are noted for their woodworking and weaving crafts. 
   
  Gnomes tend to variations of brownish skin (wood brown to a grayish brown), 
  with white hair and eyes of grey-blue or bright blue color. Height and weight 
  are determined as follows: 
   
  TABLE 53: HEIGHT DETERMINATION (FOREST GNOME) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-40 
  39 - 1d3 
  36 - 1d3 
  41-65 
  39 
  36 
  66-00 
  39 + 1d3 
  36 + 1d3 
   
  TABLE 54: WEIGHT DETERMINATION (FOREST GNOME) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-20 
  82 - 2d4 
  75 - 1d8 
  21-37 
  82 - 1d4 
  75 -1d4 
  38-58 
  82 
  75 
  59-75 
  82 + 1d4 
  75 + 1d4 
  76-00 
  82 + 2d6 
  75 + 1d8 
   
  Forest gnome characters may be bards, jesters, druids, fighters, savants, 
  thieves (including the thief-acrobat split class), or mountebanks. Forest gnomes 
  may be multi-classed characters, if desired. Forest gnomes may choose from 
  the following combinations (see Multi-Classed Characters on page 23 for more 
  details): 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   19 
   
   
  druid/fighter 
   
  druid/thief (inc. acrobat) 
   
  fighter/jester 
   
  fighter/savant 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  savant/thief (inc. acrobat) 
   
  savant/mountebank 
   
  When in wooded terrain with underbrush (their preferred habitat), forest 
  gnomes have the ability to blend in with their surroundings 65% of the time, 
  effectively making them invisible.  
   
  In addition to the languages listed above for all gnomes, forest gnomes are 
  able to speak with small, natural woodland creatures such as foxes, squirrels, 
  rabbits, field mice, etc.  
   
  Forest gnomes are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 55: FOREST GNOME LEVEL LIMITS 
  Ability 
  Score 
  Bard 
  (CHA) 
  Druid 
  (WIS) 
  Fighter 
  (STR) 
  Savant  
  (INT) 
  Mtbk. 
  (CHA) 
  14 or 
  less 
  5 
  6 
  5 
  7 
  8 
  15 
  5 
  7 
  5 
  7 
  8 
  16 
  6 
  7 
  5 
  7 
  9 
  17 
  6 
  7 
  5 
  7 
  10 
  18 
  6 
  7 
  5 
  8 
  11 
  18/50 
  - 
  - 
  6 
  - 
  - 
  18/75 
  - 
  - 
  7 
  - 
  - 
  18/99 
  - 
  - 
  8 
  - 
  - 
  19 
  6 
  7 
  9 
  8 
  11 
  20 
  6 
  7 
  9 
  11 
  11 
  21 or 
  more 
  6 
  7 
  9 
  14 
  11 
   
  Example: A gnome with a wisdom of 10 could rise as high as 6th level as a 
  druid. There is no maximum level for thieves. Forest gnomes are limited to the 
  6th level as jesters, regardless of ability scores.  
   
  Hill Gnomes 
   
  Hill gnomes are found in the same sorts of gently rolling, wood-covered hills 
  as their forest gnome cousins, but they make their homes in deep warrens in 
  the rocks and are famed for their skill in stonecutting, mining, and the like.  
   
  Hill gnomes tend to variations of grayish brownish skin, with white hair and 
  eyes of grey-blue or bright blue color. Height and weight are determined as 
  follows: 
   
  TABLE 56: HEIGHT DETERMINATION (HILL GNOME) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-40 
  39 - 1d3 
  36 - 1d3 
  41-65 
  39 
  36 
  66-00 
  39 + 1d3 
  36 + 1d3 
   
  TABLE 57: WEIGHT DETERMINATION (HILL GNOME) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-20 
  80 - 2d4 
  75 - 1d8 
  21-37 
  80 - 1d4 
  75 -1d4 
  38-58 
  80 
  75 
  59-75 
  80 + 1d4 
  75 + 1d4 
  76-00 
  80 + 2d6 
  75 + 1d8 
   
  Hill gnomes may be bards, clerics, fighters, illusionists, thieves (including the 
  thief-acrobat split class), or mountebanks. Hill gnomes may choose from the 
  following multi-class combinations, if desired: 
   
   
  cleric/fighter 
   
  cleric/thief (inc. acrobat) 
   
  fighter/illusionist 
   
  fighter/jester 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  illusionist/thief (inc. acrobat) 
   
  illusionist/mountebank 
   
  Hill gnomes are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 58: HILL GNOME LEVEL LIMITS 
  Ability 
  Score 
  Bard 
  (CHA) 
  Cleric 
  (WIS) 
  Fighter 
  (STR) 
  Illusionist  
  (INT) 
  Mtbk. 
  (CHA) 
  14 or less 
  5 
  7 
  5 
  6 
  8 
  15 
  5 
  7 
  5 
  6 
  8 
  16 
  6 
  8 
  5 
  6 
  9 
  17 
  6 
  9 
  5 
  6 
  10 
  18 
  6 
  10 
  5 
  7 
  11 
  18/50 
  - 
  - 
  6 
  - 
  - 
  18/75 
  - 
  - 
  7 
  - 
  - 
  18/99 
  - 
  - 
  8 
  - 
  - 
  19 
  6 
  12 
  9 
  8 
  11 
  20 
  6 
  14 
  9 
  10 
  11 
  21 or 
  more 
  6 
  14 
  9 
  13 
  11 
   
  Example: A gnome with an intelligence of 18 could rise as high as 7th level 
  as an illusionist. There is no maximum level for thieves. Hill gnomes are limited 
  to the 6th level as jesters, regardless of ability scores.  
   
  Like dwarves, hill gnomes have a predisposition to mining and its associated 
  arts, and thus all gnomes have the following special abilities relating to mining 
  and underground works:  
   
   
  Detect sloping or otherwise graded passages or tunnels (80%) 
   
  Detect unsafe walls, floors, and ceilings in danger of imminent 
  collapse within 10’ (70%) 
   
  Sense approximate depth below ground (60%) 
   
  Sense direction when traveling below ground (50%) 
   
  Note that all of these powers require that the gnome in question actively 
  attempt to sense the feature in question. Merely walking past an unsafe wall 
  would not, for instance, entitle the character to make a check.  
   
  In addition to the languages mentioned above, hill gnomes possess the ability 
  to communicate with any burrowing mammal, such as badgers, moles, giant 
  rats, etc. 
   
  Halflings 
   
  Halflings are diminutive demihumans, much given to simple comforts such as 
  food and drink. Only occasionally are they stricken with a wanderlust that 
  compels them to seek out adventure, excitement, and wealth.  
   
  Halflings get a +1 bonus to their dexterity ability score, and a -1 penalty to 
  their strength score. The initial ability scores of a halfling character must fall 
  within the following ranges: 
   
  
    Creating Characters - Character Races 
  20 
  TABLE 59: HALFLING ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  6-17 
  6-14 
  Intelligence 
  6-18 
  6-18 
  Wisdom 
  3-17 
  3-17 
  Dexterity 
  8-18 
  8-18 
  Constitution 
  10-19 
  10-19 
  Charisma 
  3-18 
  3-18 
   
  Characters that do not possess ability scores in the stated ranges cannot be 
  halflings. It is possible, however, for a character’s ability scores to be increased 
  or lowered due to magical or other effects; this does not, obviously, disqualify 
  the character from belonging to the race! 
   
   
   
  Halflings may be bards (including jesters), clerics (including druids and 
  mystics), fighters, and thieves (including acrobats and mountebanks). Halfling 
  characters may opt to have more than one class at a time. They may choose 
  from the following combinations (see Multi-Classed Characters on page 23 for 
  more details): 
   
   
  jester/thief (inc. acrobat) 
   
  cleric/fighter 
   
  druid/fighter 
   
  mystic/fighter 
   
  cleric/thief (inc. acrobat) 
   
  druid/thief (inc. acrobat) 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  Halflings possess a natural resistance to magic and poison, and gain a bonus 
  to their saving throws versus wands, staves, rods, poison, and spells, 
  according to their constitution ability score: 
   
  TABLE 60: HALFLING SAVING THROW BONUS 
  Constitution 
  Saving Throw Bonus 
  4-6 
  +1 
  7-10 
  +2 
  11-13 
  +3 
  14-17 
  +4 
  18+ 
  +5 
   
  When moving only with other halflings (or elves) and not wearing metal armor 
  such as chain mail, halfling characters are able to move quietly, giving their 
  enemies a -2 penalty to their surprise rolls, unless the encounter involves 
  opening a door or other portal (in which case enemies get a -1 penalty). If in 
  a mixed group who do not meet these requirements, the halfling must be at 
  least 90’ away from the rest of the group in order to move thus. 
   
  When any halfling is being attacked by giant-type creatures (including ogres, 
  giants, ogre-magi, etc.), their opponents get a -4 penalty “to hit” due to the 
  halfling’s small stature and general combat experience against such creatures. 
   
  All halfling player characters begin the game able to speak the Common 
  tongue, Dwarven, Elvish, Gnome, Goblin, Halfling, and Orcish. Those who 
  have an intelligence score of 17 can learn one additional language, and those 
  with a score of 18 can learn two.  
   
  Halflings tend to have ruddy cheeks and brown or light brown hair. They have 
  eyes of brown or hazel. Height and weight are determined as follows: 
   
  TABLE 61: HEIGHT DETERMINATION (HALFLING) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-34 
  36 - 1d3 
  33 - 1d3 
  35-56 
  36 
  33 
  57-90 
  36 + 1d3 
  33 + 1d3 
  91-00 
  36 + 1d6 
  33 + 1d3 
   
  TABLE 62: WEIGHT DETERMINATION (HALFLING) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-10 
  60 - 2d8 
  50 - 2d4 
  11-22 
  60 - 1d4 
  50 - 1d4 
  23-38 
  60 
  50 
  39-50 
  60 + 1d4 
  50 - 1d4 
  51-00 
  60 + 2d6 
  50 + 2d4 
   
  Halflings age according to the following table (see Age on p. 77 for more 
  details): 
  TABLE 63: HALFLING AGE RANGES 
  Age Category 
  Age (Years) 
  Young Adult 
  22-33 
  Mature 
  34-68 
  Middle Age 
  69-101 
  Old 
  102-144 
  Very Old 
  145-199 
   
  The maximum level halflings of any sub-type can attain in the druid class is 
  determined by their ability scores: 
   
  TABLE 64: HALFLING LEVEL LIMITS (DRUID) 
  Druid Level 
  Wisdom 
  Charisma 
  6 
  15 or less 
  15 
  7 
  16 
  15 
  8 
  16 
  16 
  9 
  17 
  16 
  10 
  17 
  17 
  11 
  18 
  17 
  12 
  18 
  18 
  13 
  19 or more 
  19 or more 
   
  If any of the halfling druid’s ability scores are below the minimum listed above, 
  he cannot achieve the level indicated.  
   
  All halflings are limited to the 6th level as jesters, regardless of ability scores. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   21 
  Halflings are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 65: HALFLING LEVEL LIMITS 
  Ability 
  Score 
  Bard 
  (CHA) 
  Cleric (WIS) 
  Fighter (STR) 
  Mtbk. 
  (CHA) 
  14 or less 
  5 
  4 
  4 
  6 
  15 
  5 
  4 
  4 
  6 
  16 
  6 
  4 
  4 
  7 
  17 
  7 
  5 
  5 
  8 
  18 
  7 
  6 
  5 
  9 
  18/50 
  - 
  - 
  6 
  - 
  18/90 
  - 
  - 
  7 
  - 
  19 
  7 
  8 
  8 
  9 
  20 or more 
  7 
  10 
  8 
  9 
   
  Example: A halfling with a strength of 17 could rise as high as 5th level as a 
  fighter. There is no maximum level for thieves. 
   
  Half-orcs 
   
  The offspring of orcs and humans, half-orcs are usually not welcome in either 
  sort of society. Occasionally, though, half-orcs of exceptional ability will rise 
  to positions of leadership of bands of orcs, and often find a niche amongst the 
  lowest classes of human society. Approximately 10% of all orc-human hybrids 
  are able to pass as human, and it is assumed that player character half-orcs 
  come from this minority. See the ADVENTURES DARK AND DEEP™ Bestiary for more 
  information on orcs and their various types of cross-breeds.  
   
  Half-orcs receive penalties of -2 to charisma, but receive a +1 to strength and 
  +1 to constitution. The initial ability scores of a half-orc character must fall 
  within the following ranges: 
   
  TABLE 66: HALF-ORC ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  6-18 
  6-18 
  Intelligence 
  3-17 
  3-17 
  Wisdom 
  3-14 
  3-14 
  Dexterity 
  3-17 
  3-17 
  Constitution 
  13-19 
  13-19 
  Charisma 
  3-12 
  3-12 
   
  Characters that do not possess ability scores in the stated ranges cannot be 
  half-orcs. It is possible, however, for a character’s ability scores to be increased 
  or lowered due to magical or other effects; this does not, obviously, disqualify 
  the character from belonging to the race! 
   
  Half-orcs have infravision up to 60’ (being able to distinguish heat sources 
  when normal light is unavailable).  
   
  Half-orc characters may be clerics, fighters, or thieves (including acrobats or 
  mountebanks). Half-orcs are able to have more than one class at a time, 
  choosing from the following combinations (see Multi-Classed Characters on 
  page 23 for more details): 
   
   
  cleric/fighter 
   
  cleric/thief (inc. acrobat) 
   
  cleric/mountebank 
   
  fighter/thief (inc. acrobat) 
   
  fighter/mountebank 
   
  Half-orc player characters start the game by being able to speak both the 
  Common tongue and Orcish. They may then learn a maximum of two 
  additional languages, assuming their intelligence score is sufficiently high to 
  allow it.  
   
  Half-orcs generally favor their human heritage, but have sallow or pinkish skin, 
  dark hair, and tend towards beetling brows. Height and weight are determined 
  as follows: 
   
  TABLE 67: HEIGHT DETERMINATION (HALF-ORC) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-45 
  66 - 1d4 
  62 - 1d6 
  46-55 
  66 - 1d4 
  62 - 1d4 
  56-65 
  66 
  62 
  66-75 
  66 + 1d4 
  62 + 1d4 
  76-00 
  66 + 1d4 
  62 + 1d8 
   
  TABLE 68: WEIGHT DETERMINATION (HALF-ORC) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-30 
  150 - 2d8 
  120 - 3d6 
  31-38 
  150 - 1d8 
  120 - 1d8 
  39-47 
  150 
  120 
  48-55 
  150 + 1d8 
  120 + 1d8 
  56-00 
  150 + 4d10 
  120 + 4d8 
   
  Half-orcs age according to the following table (see Age on p. 77 for more 
  details): 
   
  TABLE 69: HALF-ORC AGE RANGES 
  Age Category 
  Years 
  Young Adult 
  12-15 
  Mature 
  16-30 
  Middle Age 
  31-45 
  Old 
  46-60 
  Very Old 
  61-80 
   
  Half-orcs are limited in how many levels they can attain in their chosen 
  character class(es). The maximum level depends on their ability scores: 
   
  TABLE 70: HALF-ORC LEVEL LIMITS 
  Ability Score 
  Cleric 
  (WIS) 
  Fighter 
  (STR) 
  Thief (DEX) 
  Mtbk. 
  (CHA) 
  14 or less 
  4 
  10 
  8 
  4 
  15 
  5 
  10 
  9 
  5 
  16 
  6 
  10 
  10 
  6 
  17 
  7 
  10 
  11 
  7 
  18 
  7 
  10 
  11 
  - 
  18/99 
  - 
  10 
  - 
  - 
  18/00 
  - 
  11 
  - 
  - 
  19 
  7 
  12 
  11 
  - 
  20 
  7 
  14 
  11 
  - 
  21 or more 
  7 
  17 
  11 
  - 
   
  Note that the level limit for mountebank is based on the half-orc’s charisma 
  with regard to other half-orcs, not his adjusted charisma used when dealing 
  with other races.  
   
  Humans 
   
  Humans are the standard against which all other races are measured. 
  Possessed of a uniquely diverse set of cultures that allows them to flourish in 
  nearly any environment, and the ability to progress without limit in any 
  character class, humans often dominate whatever world they inhabit.  
   
  Humans have an enormous diversity of skin tone and hair and eye color. In 
  certain campaign settings, humans with green skin and hair, or other 
  combinations, are not unknown. However, before you create a human 
  character with such characteristics, check with your game master to make sure 
  
    Creating Characters - Character Classes 
  22 
  such is consistent with the campaign setting. Height and weight are determined 
  as follows: 
   
  TABLE 71: HEIGHT DETERMINATION (HUMAN) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-20 
  72 - 1d12 
  66 - 1d6 
  21-40 
  72 - 1d4 
  66 - 1d4 
  41-60 
  72 
  66 
  61-80 
  72 + 1d4 
  66 + 1d4 
  81-00 
  72 + 1d12 
  66 + 1d8 
   
  TABLE 72: WEIGHT DETERMINATION (HUMAN) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-25 
  175 - 3d12 
  130 - 3d10 
  26-40 
  175 - 1d8 
  130 - 1d8 
  41-60 
  175 
  130 
  61-75 
  175 + 1d8 
  130 + 1d8 
  76-00 
  175 + 5d12 
  130 + 4d12 
   
  Humans age according to the following table (see Age on p. 77 for more 
  details): 
   
  TABLE 73: HUMAN AGE RANGES 
  Age Category 
  Years 
  Young Adult 
  14-20 
  Mature 
  21-40 
  Middle Age 
  41-60 
  Old 
  61-90 
  Very Old 
  91-120 
   
  Unlike non-humans, human characters are not able to multi-class, but they can 
  change class once in their careers (see page 25 for details). They do not 
  receive any bonuses or penalties to their ability scores, and do not receive any 
  special racial powers or skills. They can, however, rise to any level in any 
  character class, which is a significant advantage that in large part explains 
  their dominance of many worlds.  
   
  Character Classes 
   
  Class is the second element of the character that goes into determining what 
  he knows, what he can do, and how well he does it. Class can be thought of 
  as the occupation of the character, and as he gains experience points, he will 
  become better at his profession and, at some intervals, gain new skills 
  appropriate to his class. 
   
  All classes have one or more sub-classes. These are specializations within the 
  broader class. As a rule, sub-classes have tougher requirements that must be 
  met in order to be able to be chosen. 
   
  Bard: A performer and entertainer, but one with the ability to cast spells 
  through his music and songs. He specializes in manipulating the emotions and 
  feelings of others.  
   
  Jester: Another sort of performer, but focused on distraction and misdirection. 
  They rely mostly on their verbal patter and entertainment skills, but at higher 
  levels gain some ability to cast spells. The jester is a sub-class of the bard.  
   
  Cavalier: The proverbial knight in shining armor who follows a strict code of 
  chivalry. The cavalier is a skilled warrior, with a focus on horsemanship and 
  melee weapons. They are forbidden most sorts of missile weapons, feeling 
  them to be less than chivalrous.  
   
  Paladin: A holy warrior. All paladins must be of lawful good alignment, and 
  follow a code of behavior even more strict than that of the cavalier. He 
  possesses innate powers to help combat evil, and at higher levels gains the 
  ability to cast clerical spells. The paladin is a sub-class of the cavalier.  
   
  Cleric: The cleric is a priest, who may serve some deity or even an entire 
  religious pantheon. They are skilled in combat, may wear any sort of armor, 
  and have the ability to cast spells, most of which are geared towards healing, 
  divination, and protection.  
   
  Druid: A priest dedicated not to a god or gods, but to Nature itself. They are 
  limited in the armor they can wear, but their spells are very effective in dealing 
  with the natural world, plants, and animals. At the highest levels, they are 
  effective at manipulating the very elements themselves. The druid is a sub-class 
  of cleric.  
   
  Mystic: Another sort of priest, but one who attempts to come to an 
  understanding of, and ultimately become one with, the multiverse itself. Their 
  spells emphasize personal development and harmony with the universe. The 
  mystic is a sub-class of cleric.  
   
  Fighter: The quintessential warrior who lives to fight and fights to live. Fighters 
  do not possess many skills, but have the broadest ability to use weapons of all 
  sorts, and advance in fighting skill at the fastest rate of any class.  
   
  Barbarian: Barbarians come from uncivilized lands and rely on skill and 
  instinct to give them superior fighting skills. The barbarian has an innate distrust 
  of all things magical, and must rise to higher levels before he can even 
  associate with mages or other spell-casters. The barbarian is a sub-class of 
  fighter.  
   
  Ranger: A woodsman, skilled in surviving in the wilderness, tracking prey, and 
  the like. Rangers view themselves as guardians of civilization from the perils 
  of the wilderness, and thus all rangers must be of good alignment. They are 
  by nature loners, however, and groups of rangers are almost never seen. At 
  higher levels they gain some small spellcasting ability. The ranger is a sub-
  class of fighter.  
   
  Mage: The model caster of spells, possessed of an enormous potential 
  repertoire of spells, some effective in offense, some in divination, and some in 
  protection. Although they begin relatively weak compared to other classes, at 
  higher levels the spells of the mage make them the most powerful class in the 
  game.  
   
  Illusionist: A specialist spell-caster who uses his magical powers to influence 
  the minds of others. The illusionist specializes in creating visions and shadows, 
  but as they continue to gain in power, their illusions can become real. The 
  illusionist is a sub-class of mage.  
   
  Savant: The savant is a scholar and worker of magic, whose spells are focused 
  on divination and dealing with creatures from the other planes of existence. At 
  higher levels, no secrets remain from the savant. The savant is a sub-class of 
  the mage.  
   
  Thief: The thief excels at stealth and nimbleness of hand. Whether used to steal 
  wealth from those who cannot keep it, or to discover and disarm deadly traps, 
  the thief’s talents are useful for going where brute force cannot take you.  
   
  Acrobat: The acrobat is a split-class; a thief of sufficiently high level and ability 
  scores can opt to leave the thief class and become an acrobat. The acrobat is 
  skilled at leaping, vaulting, tightrope walking, hurling weapons, and the like.  
   
  Mountebank: A skilled con-man, the mountebank uses his formidable talents of 
  persuasion and misdirection to confuse enemies and marks alike. Beginning at 
  middle levels, the mountebank gains the ability to cast magical spells, which 
  he uses in the furtherance of his craft. The mountebank is a sub-class of thief. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   23 
  Detailed descriptions of each class and their sub-classes follow.  
   
  Character Race and Class 
   
  Not every race is able to choose every class. Some, like dwarves, are by their 
  very nature resistant to magic, and thus are incapable of becoming mages. 
  Other races vary these restrictions by sub-race (for example, wild elves cannot 
  become clerics, but may become druids, while other varieties of elves may 
  have different restrictions). While the available choices for each race are listed 
  in their specific description below, Table 74:  gives a comprehensive summary 
  of the whole, to aid in selecting the combination of race and class that best 
  suits your desires for your character.  
   
   
  TABLE 74: CLASSES AVAILABLE BY RACE 
   
  Dwarf, Gray 
  Dwarf, Hill 
  Dwarf, Mountain 
  Elf, Dark (M) 
  Elf, Dark (F) 
  Elf, Gray 
  Elf, Half- 
  Elf, High 
  Elf, Wild 
  Elf, Wood 
  Gnome, Deep 
  Gnome, Forest 
  Gnome, Hill 
  Halfling 
  Half-Orc 
  Human 
  Bard 
  - 
  - 
  - 
  Y 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  Jester 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  - 
  Y 
  - 
  Y 
  Cavalier 
  - 
  - 
  - 
  Y 
  Y 
  - 
  Y 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  Paladin 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  Cleric 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  Y 
  - 
  Y 
  Y 
  Y 
  Y 
  Druid 
  - 
  - 
  - 
  - 
  - 
  Y 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  - 
  Y 
  - 
  Y 
  Mystic 
  - 
  - 
  - 
  - 
  - 
  Y 
  Y 
  Y 
  Y 
  Y 
  - 
  - 
  - 
  Y 
  - 
  Y 
  Fighter 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Barbarian 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  Y 
  Ranger 
  - 
  - 
  - 
  Y 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  Y 
  Mage 
  - 
  - 
  - 
  Y 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  Y 
  Illusionist 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  - 
  Y 
  - 
  - 
  Y 
  Savant 
  - 
  - 
  - 
  Y 
  Y 
  Y 
  Y 
  Y 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  Y 
  Thief 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Acrobat 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Mountebank 
  Y 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  Y 
  - 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
   
  
    Creating Characters - Character Classes 
  24 
  Multi-Classed Characters 
   
  Non-human characters are able to have more than one class at a time. This is 
  known as “multi-classing.” Different races have different multi-class options 
  available to them, as described under the specific races above. Some general 
  rules do apply to all multi-classed characters, regardless of race or the specific 
  class combination of the character. 
   
  Experience is always evenly divided between the character’s classes, be they 
  two or three. This is so even if the character can no longer progress in a given 
  class due to a racial limitation. Example: A dwarven character is a multi-
  classed cleric/thief with a wisdom score of 16. For his entire adventuring 
  career, he must divide any experience points earned between his two classes. 
  Once he reaches 9th level as a cleric, he can no longer gain levels in that 
  class, even though he can still gain levels as a thief. From that point on, he is 
  effectively gaining half the normal number of experience points, as his earned 
  x.p. are still being divided between his cleric and thief classes. 
   
  If a character is entitled to an experience point bonus in one or more of his 
  classes, he still receives it for those x.p. tallied for that class. So, if a cleric/thief 
  with a wisdom of 17 and a dexterity of 13 got an award of 4,000 x.p., 2,200 
  would be applied to his clerical progression and 2,000 would be applied to 
  his thief progression.  
   
  Multi-classed characters will, naturally, progress at different rates between their 
  respective classes, because the x.p. requirements for each will be different. As 
  such, they will not always neatly gain x.p. for all of their classes at the same 
  time.  
   
  Each time a level is gained in any class, the player should roll the appropriate 
  die, add the constitution bonus, and divide by the total number of classes the 
  character possesses (rounding down). Example: A first level fighter/first level 
  mage with a constitution of 15 gets enough experience points to reach second 
  level as a fighter. He would roll 1d10, add 1 for his constitution bonus, and 
  then divide by 2. That would then be added to his permanent hit point total.  
   
  Initial hit points are determined the same way; take the maximum for each 
  class, add the constitution bonus to each die, add them all together, and then 
  divide by the total number of classes. Round down if applicable. Example: A 
  fighter-mage with a constitution of 15 would get 10+1+4+1 = 16 ÷ 2 = 8. So 
  he starts with 8 h.p.  
   
  If a multi-class character has reached his maximum level because of a limit 
  based on an ability score, and subsequently that ability score is increased 
  (magically or otherwise), thus allowing him to become a higher level, the 
  necessary x.p. to gain the level can only be applied to that class, and must be 
  earned, after the ability score is increased. Just because a multi-class character 
  has more x.p. than would normally be required, he does not automatically 
  increase in experience level because his ability score has increased.  
   
  Multi-classed thieves are limited to the armor and weapons of a thief, or they 
  are not able to perform any thiefly functions while wearing more restrictive 
  armor. Multi-classed clerics are not restricted to non-edged weapons unless 
  their deity specifically forbids it.  
   
  Multi-classed mages are able to wear armor and wield weapons available to 
  their other class(es). So, a cleric/mage could wear any sort of armor and wield 
  non-edged weapons, and still be able to cast magic spells.  
   
  Note that druid/rangers would normally be exclusive of one another due to 
  their alignment restrictions. Such characters must walk a fine line alignment-
  wise; they are either neutral with good tendencies or neutral good with neutral 
  tendencies. The game master is encouraged to scrutinize such characters 
  carefully with regards to alignment, punishing transgressions severely.  
   
  Multi-classed characters use the best saving throw in each category from their 
  available classes. They also use the best “to hit” column in combat. 
   
  TABLE 75: MULTI-CLASS OPTIONS BY RACE 
   
  Dwarf 
  (all) 
  Elf, Dark 
  Elf, Gray 
  Elf, High 
  Elf, Wild 
  Elf, 
  Wood 
  Gnome, 
  Deep 
  Gnome, 
  Forest 
  Gnome, 
  Hill 
  Halfling 
  Half-Orc 
  cleric/fighter 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  Y 
  - 
  Y 
  Y 
  Y 
  cleric/fighter/mage 
  - 
  Y 
  Y 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  cleric/fighter/savant 
  - 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  cleric/mage 
  - 
  Y 
  Y 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  cleric/mountebank 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  cleric/ranger 
  - 
  - 
  Y 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  cleric/ranger/mage 
  - 
  - 
  Y 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  cleric/ranger/savant 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  cleric/savant 
  - 
  Y 
  Y 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  cleric/thief (inc. acrobat) 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  Y 
  - 
  Y 
  Y 
  Y 
  druid/fighter 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  Y 
  Y 
  - 
  druid/ranger 
  - 
  - 
  Y 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  druid/thief (inc. acrobat) 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  Y 
  Y 
  - 
  fighter/illusionist 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  fighter/mage 
  - 
  Y 
  - 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  fighter/mage (inc. savant)/thief (inc. acrobat or mountebank) 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  fighter/mage (inc. savant)/thief (inc. acrobat) 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  fighter/mage/mountebank 
  - 
  Y 
  Y 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  fighter/mage/thief (inc. acrobat) 
  - 
  - 
  Y 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  fighter/mountebank 
  Y 
  Y 
  Y 
  Y 
  - 
  Y 
  Y 
  - 
  Y 
  Y 
  Y 
  fighter/savant 
  - 
  Y 
  - 
  Y 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  fighter/savant/mountebank 
  - 
  Y 
  Y 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  fighter/savant/thief 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  fighter/savant/thief (inc. acrobat) 
  - 
  Y 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  fighter/thief (inc. acrobat) 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  Y 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   25 
   
  Dwarf 
  (all) 
  Elf, Dark 
  Elf, Gray 
  Elf, High 
  Elf, Wild 
  Elf, 
  Wood 
  Gnome, 
  Deep 
  Gnome, 
  Forest 
  Gnome, 
  Hill 
  Halfling 
  Half-Orc 
  illusionist/mountebank 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  Y 
  - 
  - 
  - 
  illusionist/thief (inc. acrobat) 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  jester/fighter 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  Y 
  - 
  - 
  - 
  jester/thief (inc. acrobat) 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  Y 
  - 
  mage (inc. savant)/thief (inc. acrobat or mountebank) 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  mage (inc. savant)/thief (inc. acrobat) 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  mage/mountebank 
  - 
  Y 
  Y 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  mage/thief (inc. acrobat) 
  - 
  Y 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  mystic/fighter 
  - 
  - 
  - 
  Y 
  - 
  Y 
  - 
  - 
  Y 
  Y 
  - 
  mystic/fighter/mage 
  - 
  - 
  - 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  mystic/mage 
  - 
  - 
  - 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  mystic/ranger 
  - 
  - 
  - 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  mystic/ranger/mage 
  - 
  - 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  mystic/savant 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  mystic/thief (inc. acrobat) 
  - 
  - 
  - 
  Y 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  ranger/mage 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  ranger/savant 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  savant/thief 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
  savant/mountebank 
  - 
  - 
  Y 
  - 
  - 
  - 
  - 
  Y 
  - 
  - 
  - 
   
  Note that half-elves have the same multi-class options as their elven parent. 
   
  Changing Classes 
   
  Human characters may, once in their careers, switch from one class to another. 
  Barbarians may never change classes (nor can any other class become a 
  barbarian), and neither can non-humans, who have the option to have more 
  than one class at the same time (see multi-classed characters above). No 
  character may switch classes more than once, nor may the character switch 
  back.  
   
  In order to change from one class to another, the character must have at least 
  a 15 in that attribute most central to the class they are currently in, as well as 
  at least a 17 in that attribute central to the class being moved to. Those 
  attributes are: bard, charisma; cavalier, constitution; cleric, wisdom; fighter, 
  strength; mage, intelligence; thief, dexterity. Fighters with exceptional strength 
  do not lose it, but non-fighters with 18 strength do not get to roll for exceptional 
  strength when they change.  
   
  Once a character embarks on a second career, he retains the hit points he 
  gained in his first class. Otherwise, he is treated as if he is a first-level character 
  in the new class for all purposes, except that he does not gain any hit points 
  upon gaining levels unless he has exceeded his maximum level in the old class. 
  If, at any point during a given adventure, he should resort to using any ability 
  or power from his original class, he forfeits all experience points earned during 
  that adventure.  
   
  Eventually, assuming the character survives, he will rise in level in his new class 
  above his original class. Once that happens, not only is he allowed to gain 
  additional hit dice appropriate to his new class, but he can then use the powers 
  and abilities of the old class without forfeiture of experience points, as long as 
  restrictions regarding armor and weapons are observed (i.e., someone who 
  switches from being a mage to being a fighter would have to take off his armor 
  before being able to cast a spell).  
   
  A thief becoming a thief-acrobat does not count as changing class for this 
  purpose. 
   
  The process of changing class will take 1d4+1 weeks, plus a mentor of at least 
  7th level in the new class must be found. Such a mentor will charge 1,500 
  g.p. per week. Once the new class has been entered, the character will not 
  have any of the special abilities of the new class, but must observe all of the 
  restrictions (on weapons, armor, alignment, behavior, etc.). Once the 
  character has earned 50% of the experience points it would take to become 
  2nd level in the new class, he will be a full-fledged member of the new class, 
  able to use all of the powers and abilities of that class. The hit points earned 
  prior to the assumption of the new class’s powers are not lost. 
   
  Bard 
   
  The bard is a performer; a minstrel, jongleur, poet, and storyteller all rolled 
  into one. Bards are able to cast spells through their songs, and have some skill 
  at thievery as well. In addition, they are, or can become, repositories of lore 
  and languages, picking up snippets of odd knowledge here and there in the 
  form of rhymes, songs, legends, etc., which may become useful in the most 
  unexpected of circumstances. Both dexterity and charisma must be at least 14; 
  if both are greater than 15, the bard will receive a 10% bonus to all experience 
  points earned. Bards use 6-sided hit dice to determine hit points, and can wear 
  any sort of armor type up to chain mail.  
   
  Bards may be of any non-lawful alignment. Bards who become lawful lose all 
  spellcasting abilities, and will no longer improve their skills in those abilities 
  that they have in common with thieves or sub-classes of thieves. Bards can be 
  human, half-elf, elf, halfling, or gnome.  
   
  Bards have the following powers and abilities: 
   
   
  Verbal patter 
   
  Spell use 
   
  Lore 
   
  Listen at doors 
   
  Hide in shadows  
   
  Sleight of hand 
   
  Musical instrument 
   
  Bards may use the following armor: cuirass (any), furs, gambeson, lamellar 
  (any), ring armor, brigandine, scale armor (any), mail (but only if enchanted 
  or elfin in nature). They may only become proficient in the following weapons: 
  club, dagger, dart, garrot, javelin, knife, lasso, sap, scimitar, sling, spear, 
  quarterstaff, bastard sword, broad sword, falchion, long sword, short sword. 
  Those using weapons in which they are not proficient will suffer a -3 penalty 
  “to hit” (see p. 88 for details). 
  
    Creating Characters - Character Classes 
  26 
   
  Bards advance in experience levels according to the following table: 
   
  TABLE 76: BARD LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d6 
  2,500 
  2 
  2d6 
  5,000 
  3 
  3d6 
  12,500 
  4 
  4d6 
  25,000 
  5 
  5d6 
  50,000 
  6 
  6d6 
  100,000 
  7 
  7d6 
  200,000 
  8 
  8d6 
  400,000 
  9 
  9d6 
  650,000 
  10 
  106 
  900,000 
  11 
  10d6+2 
   
  For every level above 11th, the bard requires an additional 250,000 
  experience points to advance. The bard gains 2 hit points for each level earned 
  past the 11th. 
   
  Bards begin the game with 2d6x10 g.p. 
   
  Verbal patter 
   
  Verbal patter is the term used to describe those skills possessed by the bard, 
  which he uses to both entertain and influence his audiences. While engaging 
  in verbal patter, the bard cannot cast spells. Combat is still allowed.  
   
  TABLE 77: BARD VERBAL PATTER 
  Bard 
  Level 
  Attend 
  Inspire 
  Entertain, 
  Distract, 
  Distrust 
  Trust 
  1 
  40% 
  30% 
  20% 
  10% 
  2 
  45% 
  35% 
  25% 
  15% 
  3 
  50% 
  40% 
  30% 
  20% 
  4 
  55% 
  45% 
  35% 
  25% 
  5 
  60% 
  50% 
  40% 
  30% 
  6 
  65% 
  55% 
  45% 
  35% 
  7 
  70% 
  60% 
  50% 
  40% 
  8 
  75% 
  65% 
  55% 
  45% 
  9 
  80% 
  70% 
  60% 
  50% 
  10 
  85% 
  75% 
  65% 
  55% 
  11 
  90% 
  80% 
  70% 
  60% 
  12 
  95% 
  85% 
  75% 
  65% 
   
  TABLE 78: CHARISMA ADJUSTMENT FOR VERBAL PATTER 
  Charisma 
  Attend 
  Inspire 
  Entertain, 
  Distract, 
  Distrust 
  Trust 
  16 
  5% 
  - 
  10% 
   
  17 
  10% 
  - 
  15% 
  5% 
  18 
  15% 
  - 
  20% 
  10% 
  19 
  20% 
  - 
  25% 
  15% 
   
  Note that all of these abilities are verbal in nature, and therefore require that 
  the target (audience) can understand what is being said! The game master 
  should use discretion in assigning bonuses or penalties to these abilities, based 
  on the specific circumstances involved; i.e., a drunken and hostile crowd might 
  be particularly less likely to respond positively to a bard’s efforts at persuading 
  them to believe something, etc. Each use of these abilities requires one round; 
  subsequent uses require additional rolls to succeed, but each gains a +5% 
  chance to succeed if the one before it has been successful, to a maximum 95% 
  chance of success. There are no racial bonuses for verbal patter.  
   
   
   
  Attend: The bard uses his or her powers of patter to grab the attention of the 
  audience (or direct it to someone else) and get them to listen to what is being 
  said and possibly agree with or at the very least understand it. 
   
  Distract: The bard substitutes one object of attention for another. For example, 
  he could relate an amusing anecdote about the chief of the palace security, 
  distracting a guard enough for a companion to slip away unnoticed.  
   
  Distrust: The bard uses his clowning to attempt to point out something dishonest 
  or otherwise disreputable in the target’s behavior or history. If successful, the 
  audience takes on the dimmest possible view of the target’s intentions and 
  actions. 
   
  Entertain: The bard attempts to occupy the attention of an audience with jokes, 
  comedy, and amusing yarns. The audience, if the roll is successfully made, will 
  respond with laughter, chuckles, and a generally jolly attitude.  
   
  Inspire: With this ability, the bard attempts to bolster the morale and fighting 
  élan of those around him. If successful, all those friendly to the bard within 40’ 
  will receive a bonus of 20% to their morale rolls (see p. 103 for details) and 
  a +1 bonus to all “to hit”, damage, and saving throw rolls. Note that the bard’s 
  charisma morale adjustment is counted when determining a successful or failed 
  morale check.  
   
  Trust: With this ability, the bard attempts to persuade the audience that a third 
  party (not the bard himself) is worthy of the trust and faith of the audience. This 
  will not mean automatic acceptance of anything he says, but it will certainly 
  make him much more likely to be heeded. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   27 
  Spell use 
   
  Bards are able to cast magic spells in the form of songs, which they learn over 
  the course of a lifetime of wandering and study. The number of spells that the 
  bard can commit to memory at any given time is dependent on his level, as 
  shown in the following table: 
   
  TABLE 79: BARD SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  6 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  8 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  9 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  10 
  4 
  4 
  3 
  2 
  2 
  - 
  - 
  11 
  4 
  4 
  4 
  3 
  3 
  1 
  - 
  12 
  4 
  4 
  4 
  4 
  4 
  1 
  - 
  13 
  5 
  5 
  5 
  4 
  4 
  2 
  1 
  14 
  5 
  5 
  5 
  4 
  4 
  2 
  2 
  15 
  5 
  5 
  5 
  5 
  5 
  3 
  3 
   
  Bards do not gain any additional spells after 15th level.  
   
  Bards do not use spell books to record their spell-songs; they memorize them 
  as part of their training. However, before they can be used to create a magical 
  effect, the bard must spend time in rehearsal and meditation at the beginning 
  of the day, similar to the time taken by a mage or cleric to memorize or pray 
  for a spell.  
   
  All bard spells are actually sung. As such, they require the use of the bard’s 
  instrument; see below for details. Spells that do not list “gestures” as a 
  requirement still require that the bard’s instrument be played in order to affect 
  the spell. If the bard’s instrument is not available, there is a base 25% chance 
  that the spell will have no effect whatsoever. Naturally, once a bard takes 
  “voice” as an instrument, he is then able to sing his spells a cappella, and the 
  25% failure chance no longer applies. Almost all musical instruments require 
  both hands to play properly. See “musical instrument”, below, for more 
  information. Bards never require material components to cast their spells, 
  unless explicitly stated in the spell description. 
   
  Many bard spells will have a casting time listed, but their duration is dependent 
  on how long the incantation is maintained. What this means is that the spell’s 
  effect will begin at the end of the casting time, but will endure as long as the 
  bard continues to sing. Unless otherwise stated in the spell description, a bard 
  is able to maintain such spell-singing for as long as one hour plus one hour per 
  experience level.  
   
  It is not normally possible to tell when a bard is actually casting a spell. 
  Assuming that he is just singing some song, the transition into spellcasting (or 
  completing such a spell) is undetectable except by its effects. Other bards, of 
  course, can tell when such a spell has been cast. This makes bards especially 
  effective in situations where their song-singing talents are normally employed, 
  such as inns and taverns, banquets, courtly affairs, etc.  
   
  Bards add to their repertoire by listening to the spell-songs of other bards. This 
  can be done in an adversarial situation, where another bard is singing 
  “against” the bard and his party, or when another bard is singing on the same 
  side as the bard who wishes to learn. The learner need not be able to cast the 
  spell himself in order to memorize it; he simply cannot cast it until he has 
  achieved the necessary experience level. However, it is necessary for the 
  listener to concentrate solely on the spell being cast; he cannot himself be 
  singing, fighting, etc. while doing so. If he takes damage during the process, 
  he must make a successful saving throw vs. spells in order to even have a 
  chance to memorize the spell. There is a base 30% chance of the bard being 
  able to add such a spell to his repertoire. This chance is adjusted as follows: 
   
  TABLE 80: BARD LEARNING SPELLS, ADJUSTMENTS 
  Circumstance 
  Adjustment to chance to learn the 
  spell 
  Each point of intelligence of the 
  learner above 14 
  +1% 
  Each level difference between the 
  learner and the singer 
  ±5%; if the learner is higher, this is 
  a bonus, if not, it is a penalty 
   
  Example: Marcus the Singer is in combat against a party who includes 
  amongst its ranks the evil Stephen the Rhymer. Marcus is 6th level (and has a 
  16 INT) and Stephen is 7th level. Stephen begins singing a 3rd level spell, 
  which Marcus wants to add to his own repertoire. Marcus has a 30% base 
  chance, plus 2% for his intelligence score, minus 5% for the level difference 
  between himself and Stephen, for a total of 27%.  
   
  Bards begin with a repertoire of four spells, rolling randomly from the following 
  two lists (roll twice on each list, re-rolling duplicates):  
   
  TABLE 81: BARD INITIAL SPELLS 
  Die Roll (d10) 
  List A 
  List B 
  1 
  Alter Animal 
  Calmness 
  2 
  Alter Plant 
  Disgust 
  3 
  Bless 
  Dry 
  4 
  Climb 
  Friends 
  5 
  Cure Animal Wounds 
  Haunting Dream 
  6 
  False Trail 
  Message 
  7 
  Jump 
  Perception 
  8 
  Sharp Note 
  Ready Spell 
  9 
  Sleep 
  Resist Cold 
  10 
  Wizard Lock 
  Ventriloquism 
   
  TABLE 82: BARD ABILITIES 
  Bard 
  Level 
  Lore 
  Hide in 
  Shadows 
  Listen at 
  Doors 
  Read 
  Languages 
  Sleight of 
  Hand 
  1 
  5% 
  - 
  10% 
  20% 
  35% 
  2 
  10% 
  - 
  10% 
  25% 
  40% 
  3 
  15% 
  10% 
  15% 
  30% 
  45% 
  4 
  20% 
  15% 
  15% 
  35% 
  50% 
  5 
  25% 
  20% 
  20% 
  40% 
  55% 
  6 
  30% 
  25% 
  20% 
  45% 
  60% 
  7 
  35% 
  31% 
  25% 
  50% 
  65% 
  8 
  40% 
  37% 
  25% 
  55% 
  70% 
  9 
  45% 
  43% 
  30% 
  60% 
  75% 
  10 
  50% 
  49% 
  30% 
  65% 
  80% 
  11 
  55% 
  56% 
  35% 
  70% 
  85% 
  12 
  60% 
  63% 
  35% 
  75% 
  90% 
  13 
  65% 
  70% 
  40% 
  80% 
  95% 
  14 
  70% 
  77% 
  40% 
  85% 
  100% 
  15 
  75% 
  85% 
  50% 
  90% 
  105% 
  16 
  80% 
  93% 
  50% 
  90% 
  110% 
  17 
  85% 
  99% 
  55% 
  90% 
  115% 
  18 
  90% 
  99% 
  60% 
  90% 
  115% 
   
  
    Creating Characters - Character Classes 
  28 
  TABLE 83: DEXTERITY ADJUSTMENT FOR BARD ABILITIES 
  Dexterity Score 
  Hide in Shadows* 
  Sleight of Hand 
  9 
  -10% 
  -10% 
  10 
  -5% 
  -5% 
  16 
  ±0% 
  +5% 
  17 
  +5% 
  +10% 
  18 
  +10% 
  +15% 
  19 
  +12% 
  +20% 
  20 
  +15% 
  +23% 
  21 
  +18% 
  +26% 
  22 
  +20% 
  +29% 
  23 
  +23% 
  +32% 
  24 
  +25% 
  +35% 
  25 
  +30% 
  +38% 
   
  * Note that dexterity bonuses do not apply to hide in shadows if any sort of 
  armor other than leather (or none) is worn. 
   
  TABLE 84: RACIAL ADJUSTMENT FOR BARD ABILITIES 
  Race 
  Hide in 
  Shadows 
  Listen at 
  Doors 
  Read 
  Languages 
  Sleight of 
  Hand 
  Elf 
  +10% 
  +5% 
  - 
  +5% 
  Gnome 
  +5% 
  +10% 
  - 
  +5% 
  Half-Elf 
  +5% 
  - 
  - 
  +5% 
  Halfling 
  +15% 
  - 
  -5% 
  - 
   
  TABLE 85: ARMOR ADJUSTMENT FOR BARD ABILITIES 
  Armor Worn 
  Hide in 
  Shadows 
  Listen at 
  Doors 
  Sleight of 
  Hand 
  None 
  +5% 
  ±0 
  +5% 
  Leather cuirass or 
  lamellar 
  ±0 
  ±0 
  ±0 
  Elven mail 
  -10% 
  -5% 
  -20% 
  Brigandine or Lamellar 
  -20% 
  -10% 
  -30% 
  Mail 
  -30% 
  -15% 
  -40% 
   
  Lore: Bards pick up bits of arcane and otherwise obscure knowledge like 
  magpies. A bard has a base 5% chance per experience level of being able to 
  identify the basic properties of enchanted weapons, armor, shields, rings, 
  wands, rods, and the like. Singular items, such as artifacts or relics, have 
  double the normal chance of being identified. Cursed items that look like non-
  cursed items (such as a scarab of enraging enemies, amulet of inescapable 
  detection, etc.) have a 60% chance of being misidentified as being of 
  beneficial type.  
   
  Hide in shadows: Beginning at third level, bards are able to make themselves 
  practically disappear under the proper circumstances. Obviously, it is not a 
  skill that can be practiced in the middle of a courtyard in glaring sunlight, but 
  in the twisting streets of a town lit only by torchlight, or in the deep 
  passageways of a dungeon complex, the bard is able to render himself 
  motionless while blending into the shadows.  
   
  Listen at doors: Bards are able, through careful practice, to discern voices and 
  other sounds by listening at doors, windows, and similar portals. This comes 
  from the bard’s innate ear for sounds and languages. It requires that the ear 
  be pressed against the door. 
   
  Read languages: Beginning at 4th level, bards are able to make out many 
  written languages (but note that this does not apply to hearing or speaking). 
  This is an ability that is picked up in the study of treasure maps, diagrams, and 
  similar items.  
   
  Sleight of hand: Sleight of hand allows the bard to perform minor feats of 
  prestidigitation; palming, ditching, and switching small objects.  
   
  Musical Instrument 
   
  All bards are proficient in the use of one musical instrument at first level. This 
  instrument is required for them to use their verbal patter abilities or to cast 
  spells properly; there is a 25% chance of failure over and above any other 
  chance if the instrument is missing or otherwise unavailable for play. For every 
  2 levels, the bard may select a proficiency in another instrument. At 6th level, 
  the bard may select “voice” as his instrument, and thus be able to use his 
  abilities a cappella with no penalty. 
   
  Although each campaign will have different specifics, some popular musical 
  instruments from Medieval Europe include: drum, harp, lyre, trumpet, lute, 
  mandolin, cornamuse, dulcimer, dulcian, gamba, gemshorn, harpsichord, 
  hirtenschalmei, bagpipe, hurdy-gurdy, kortholt, recorder, zink, organetto, 
  psaltery, racket, rebec, sacbut, flute, viol, and bladder pipe. 
   
  These instruments count as skill levels in the “music” skill, with the appropriate 
  instrument or voice (see p. 72 for details). 
   
  Jester 
   
  The jester, a subclass of the bard, possesses a combination of magical, spoken, 
  and acrobatic (tumbling, juggling, etc.) skills. In combat, they are particularly 
  skilled at those weapons which are thrown or tossed, this carrying over from 
  their juggling skills. Their abilities to convince others of various things, distract, 
  etc., through their verbal patter is of great use when dealing with intelligent 
  creatures, of course. The prime requisites of the class are thus intelligence, 
  dexterity and charisma, each of which must be at least 13. If all three are 
  greater than 14, the character adds 10% to experience gained, and naturally 
  having such high ability scores will help the character in other ways.  
   
  The jester uses a six-sided die per level to determine the number of hit points 
  he has. The main focus of the jester is on distraction, persuasion, influence, 
  and so forth. As nimbleness is also an important part of the jester’s repertoire, 
  only the lightest and least restrictive armor types are allowed without penalty 
  (see below). Jesters have access to their own spells, as well as some of the 
  same spells available to mages and illusionists. As combat is not their primary 
  forte, their use of weapons is restricted. They do have considerable skills in 
  terms of influencing intelligent creatures, as well as tumbling and juggling.  
   
  Jesters may be of any non-lawful alignment. Jesters who become lawful lose 
  their spellcasting abilities, and will no longer improve their skills in those 
  abilities they have in common with thieves or sub-classes of thieves.  
   
  Jesters have the following powers and abilities: 
   
   
  Verbal patter 
   
  Tumbling and performing 
   
  Pranks 
   
  Spell use 
   
  Attract a troupe at 10th level 
   
  Only humans, halflings, and gnomes can take up the motley and become 
  jesters. Halflings and gnomes are limited to 6th level. Halflings may multi-class 
  as jester/thieves, while gnomes may multi-class as fighter/jesters. 
   
  Jesters may use only the following types of armor: leather cuirass, furs, 
  gambeson, leather lamellar, brigandine, leather scale. They may not use 
  shields. They may only become proficient in the following weapons: club, 
  dagger, dart, knife, sword (short, long, or broad), sling, hand axe (including 
  thrown), slapstick, and javelin; they may use caltrops as weapons. Those using 
  weapons in which they are not proficient will suffer a -4 penalty “to hit” with 
  melee weapons and a -2 penalty with hurled weapons (see p. 88 for details). 
   
  Jesters advance in experience levels according to the following table: 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   29 
   
  TABLE 86: JESTER LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d6 
  2,250 
  2 
  2d6 
  4,500 
  3 
  3d6 
  10,000 
  4 
  4d6 
  20,000 
  5 
  5d6 
  40,000 
  6 
  6d6 
  70,000 
  7 
  7d6 
  110,000 
  8 
  8d6 
  200,000 
  9 
  9d6 
  350,000 
  10 
  106 
  600,000 
  11 
  10d6+2 
  850,000 
  12 
  10d6+4 
   
  For every level after 12th, the jester requires 250,000 experience points to 
  advance. The jester gains 2 hit points for each level earned past the 12th.  
   
  Jesters can use any magic items available to mages or thieves, as well as those 
  which are open to all classes. They do not get any other thief abilities, unless 
  otherwise specified.  
   
  Jesters begin with 2d4x10 g.p. 
   
   
   
  Verbal Patter 
   
  Jesters have skill with verbal patter, as well as pranks, tumbling and 
  performing. Verbal patter is one of the most important of the jester’s abilities; 
  it is the heart of his powers of misdirection, confusion, and persuasion. In a 
  round where a bard is using his verbal patter ability, he may not cast spells, 
  but may engage in combat. 
   
  TABLE 87: JESTER VERBAL PATTER 
  Jester 
  Level 
  Assure, 
  Demean, 
  Attend, 
  Question 
  Entertain, 
  Distract, 
  Distrust, 
  Second Look 
  Befuddle, 
  Trust, Value 
  Enrage 
  1 
  40% 
  20% 
  10% 
  -10% 
  2 
  45% 
  25% 
  15% 
  -5% 
  3 
  50% 
  30% 
  20% 
  0% 
  4 
  55% 
  35% 
  25% 
  5% 
  5 
  60% 
  40% 
  30% 
  10% 
  6 
  65% 
  45% 
  35% 
  15% 
  7 
  70% 
  50% 
  40% 
  20% 
  8 
  75% 
  55% 
  45% 
  25% 
  9 
  80% 
  60% 
  50% 
  30% 
  10 
  85% 
  65% 
  55% 
  35% 
  11 
  90% 
  70% 
  60% 
  40% 
  12 
  95% 
  75% 
  65% 
  45% 
  13 
  96% 
  80% 
  70% 
  50% 
  14 
  97% 
  85% 
  75% 
  55% 
  15 
  98% 
  90% 
  80% 
  60% 
  16 
  99% 
  95% 
  85% 
  65% 
  17 
  99% 
  96% 
  90% 
  70% 
   
  TABLE 88: CHARISMA ADJUSTMENT FOR VERBAL PATTER 
  Charisma 
  Assure, 
  Demean, 
  Attend, 
  Question 
  Entertain, 
  Distract, 
  Distrust, 
  Second Look 
  Befuddle, 
  Trust, Value 
  Enrage 
  16 
  5% 
  10% 
  - 
  - 
  17 
  10% 
  15% 
  5% 
  - 
  18 
  15% 
  20% 
  10% 
  - 
  19 
  20% 
  25% 
  15% 
  - 
  20 
  25% 
  30% 
  20% 
  5% 
  21 
  30% 
  35% 
  25% 
  10% 
  22 
  35% 
  40% 
  30% 
  20% 
  23 
  40% 
  45% 
  35% 
  25% 
  24 
  45% 
  50% 
  40% 
  30% 
  25 
  50% 
  55% 
  45% 
  35% 
   
  Note that all of these abilities are verbal in nature, and therefore require that 
  the target (audience) can understand what is being said! The game master 
  should use discretion in assigning bonuses or penalties to these abilities, based 
  on the specific circumstances involved; i.e., a drunken and hostile crowd might 
  be particularly less likely to respond positively to a jester’s efforts at persuading 
  them to believe something, etc. Each use of these abilities requires one round; 
  subsequent uses require additional rolls to succeed, but each gains a +5% 
  chance to succeed if the one before it has been successful, but such “stacking” 
  can never cause the chance of success to be greater than 95%. There are no 
  racial bonuses for verbal patter. 
   
  Attend: The jester uses his or her powers of patter and gab to grab the attention 
  of the audience (or direct it to someone else) and get them to listen to what is 
  being said and possibly agree with or at the very least understand it. 
   
  Assure: The jester attempts to reinforce whatever preconceptions the audience 
  already has. This has the effect of buttressing the perception of a decision as 
  being right (or wrong), causing the audience to pay less heed to those who 
  disagree, etc. The game master should apply penalties depending on what is 
  being reinforced; if it is questionable a 20% penalty would not be unfair, and 
  a 40% penalty could be assessed for an event which was downright against 
  the thoughts of the audience. 
   
  
    Creating Characters - Character Classes 
  30 
  Befuddle: The jester using this ability attempts to create utter confusion in the 
  audience regarding some issue, fact, or event. By his or her confusing patter, 
  the jester is able to cause the audience to no longer be sure of what it once 
  knew for certain; who did what, where something is, the facts behind some 
  event, etc. 
   
  Demean: The jester picks a specific target (person, event, thing, institution, 
  place, etc.) and makes it the object of his or her derision, insults, and so forth. 
  If this is done more than once against the same target, a 10% penalty should 
  be imposed. Note that if the target (or a representative thereof) of the 
  demeaning is present, it could lead to violence. 
   
  Distract: By means of this ability, the jester substitutes one object of attention 
  for another. For example, he could relate some amusing anecdote involving 
  the chief of the palace security, distracting a guard enough for a companion 
  to slip away unnoticed.  
   
  Distrust: The jester uses his clowning to attempt to point out something dishonest 
  or otherwise disreputable in the target’s behavior or history. If successful, the 
  audience takes the dimmest possible view of the target’s intentions and actions. 
   
  Enrage: By use of this ability, the jester brings his audience to paroxysms of 
  rage, aimed at a particular target. The chances for success listed above assume 
  the target is a generally liked and respected member of the audience. If the 
  target is not present, but is someone the audience would normally be 
  sympathetic to, there is a 10% bonus to the chance of success. 
   
  If the target is present, but neither particularly liked nor disliked, there is a 20% 
  bonus. If the target is absent and hated, present and disliked, or the jester 
  himself, there is a 30% bonus. If the target is present and hated, there is a 
  40% bonus. Note that these bonuses can be applied to the negative chances 
  of success at lower levels, and turn them into positives. 
   
  Note that if the jester attempts to enrage an audience, and fails his roll by 
  more than 30%, the audience will resent his attempts and turn ugly in his 
  direction. 
   
  Entertain: The jester attempts to occupy the attention of an audience with jokes, 
  comedy, gags, and amusing yarns. The audience, if the roll is successfully 
  made, will respond with laughter, chuckles, and a generally jolly attitude. 
   
  Question: By using this ability, the jester causes the audience to question 
  something which had been hitherto known: what someone said, what they did, 
  etc. Note that the distinction between this ability and befuddle is subtle and 
  much an issue of degree; question generally is used to merely cause doubt in 
  the mind of the audience, while befuddle is used to completely make a mess 
  of the subject at hand. 
   
  Second Look: By use of this ability, the jester causes his audience to reevaluate 
  a given decision or judgment they have recently undertaken. If attempted after 
  a successful use of question or befuddle, the jester gains a 10% bonus to 
  succeed. The difference between this and question, is that second look actively 
  attempts to get the audience to change their minds, while question merely 
  causes doubt. 
   
  Trust: With this ability, the jester attempts to persuade the audience that a third 
  party (not the jester himself) is worthy of the trust and faith of the audience. 
  This will not mean automatic acceptance of anything that third party says, but 
  it will certainly make him much more likely to be heeded. 
   
  Value: The jester attempts to make his audience revere and generally have a 
  high opinion of a particular person or thing. 
   
  Tumbling/Performing 
   
  Tumbling is a series of capering, tumbles, rolls, and handstands that give the 
  jester some abilities in combat similar to those enjoyed by the thief-acrobat 
  (q.v.). Performing is a combination of several skills; extraordinary balance, fire 
  breathing, knife (and other objects) throwing, sword swallowing, and 
  tossing/catching/juggling.  
   
  TABLE 89: JESTER TUMBLING AND PERFORMING 
  Jester Level 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire Breathing 
  Juggling 
  Knife Throwing 
  Sword 
  Swallowing 
  1 
  - 
  10% 
  25%, 10’ 
  20% 
  - 
  25% 
  ±0, +1 
  - 
  2 
  - 
  15% 
  50%, 10’ 
  25% 
  5% 
  30% 
  ±0, +1 
  - 
  3 
  +1 
  20% 
  75%, 10’ 
  30% 
  10% 
  35% 
  ±0, +1 
  - 
  4 
  +1 
  25% 
  25%, 20’ 
  35% 
  15% 
  40% 
  +1, +1 
  5% 
  5 
  +1 
  30% 
  50%, 20’ 
  40% 
  20% 
  45% 
  +1, +1 
  10% 
  6 
  +1 
  35% 
  75%, 20’ 
  45% 
  25% 
  50% 
  +1, +2 
  15% 
  7 
  +2 
  40% 
  25%, 30’ 
  50% 
  30% 
  55% 
  +2, +2 
  20% 
  8 
  +2 
  45% 
  50%, 30’ 
  55% 
  35% 
  60% 
  +2, +2 
  25% 
  9 
  +2 
  50% 
  75%, 30’ 
  60% 
  40% 
  65% 
  +2, +3 
  30% 
  10 
  +2 
  55% 
  25%, 40’ 
  65% 
  45% 
  70% 
  +2, +3 
  35% 
  11 
  +3 
  60% 
  50%, 40’ 
  70% 
  50% 
  75% 
  +3, +3 
  40% 
  12 
  +3 
  60% 
  75%, 40’ 
  75% 
  55% 
  80% 
  +3, +4 
  45% 
  13 
  +3 
  60% 
  25%, 50’ 
  80% 
  60% 
  85% 
  +3, +4 
  50% 
  14 
  +3 
  60% 
  50%, 50’ 
  85% 
  65% 
  90% 
  +3, +4 
  55% 
  15 
  +4 
  60% 
  75%, 50’ 
  90% 
  70% 
  95% 
  +3, +5 
  60% 
  16 
  +4 
  60% 
  25%, 60’ 
  95% 
  75% 
  96% 
  +4, +5 
  65% 
  17 
  +4 
  60% 
  50%, 60’ 
  96% 
  80% 
  97% 
  +4, +5 
  70% 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   31 
  TABLE 90: DEXTERITY ADJUSTMENTS TO TUMBLING AND PERFORMING 
  Dexterity 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire Breathing 
  Juggling 
  Knife Throwing 
  Sword 
  Swallowing 
  16 
  +1 
  +2% 
  - 
  +3% 
  - 
  +5% 
  - 
  - 
  17 
  +1 
  +3% 
  - 
  +6% 
  - 
  +10% 
  +1, ±0 
  - 
  18 
  +2 
  +5% 
  +5’ 
  +9% 
  - 
  +15% 
  +1, ±0 
  - 
  19 
  +2 
  +8% 
  +10’ 
  +12% 
  - 
  +20% 
  +1, +1 
  - 
  20 
  +3 
  +12% 
  +15’ 
  +15% 
  - 
  +25% 
  +2, +1 
  - 
  21 
  +3 
  +17% 
  +20’ 
  +17% 
  - 
  +30% 
  +2, +2 
  - 
  22 
  +4 
  +23% 
  +25’ 
  +19% 
  - 
  +35% 
  +2, +2 
  - 
  23 
  +4 
  +30% 
  +30’ 
  +21% 
  - 
  +38% 
  +3, +2 
  - 
  24 
  +5 
  +38% 
  +35’ 
  +22% 
  - 
  +41% 
  +3, +2 
  - 
  25 
  +5 
  +47% 
  +40’ 
  +23% 
  - 
  +45% 
  +3, +3 
  - 
   
  TABLE 91: RACIAL ADJUSTMENTS TO TUMBLING AND PERFORMING 
  Race 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire Breathing 
  Juggling 
  Knife Throwing 
  Sword 
  Swallowing 
  Gnome 
  - 
  +5% 
  - 
  - 
  - 
  +5% 
  - 
  - 
  Halfling 
  - 
  +10% 
  +5% 
  - 
  +5% 
  - 
  -1, +0 
  - 
   
  TABLE 92: JESTER TUMBLING AND PERFORMING ARMOR MODIFIERS 
  Armor Type 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire Breathing 
  Juggling 
  Knife Throwing 
  Sword 
  Swallowing 
  None 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Leather cuirass 
  or lamellar 
  - 
  - 
  - 
  -3% 
  - 
  - 
  - 
  - 
  Elven mail 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Brigandine, 
  furs, or 
  gambeson 
  - 
  -5% 
  - 
  -6% 
  - 
  -5% 
  - 
  - 
  Steel scale or 
  lamellar 
  - 
  -10% 
  -5% 
  -9% 
  - 
  -10% 
  -1, -1 
  - 
  Mail 
  -1 
  -15% 
  -10% 
  -12% 
  -5% 
  -15% 
  -1, -2 
  - 
  Plated mail 
  -1 
  -20% 
  -15% 
  -15% 
  -10% 
  -20% 
  -2, -2 
  - 
  Plate armor 
  -2 
  -25% 
  -20% 
  -20% 
  -15% 
  -30% 
  -2, -3 
  -5% 
  Jousting Plate 
  -3 
  -30% 
  -25% 
  -25% 
  -20% 
  -40% 
  -3, -3 
  -10% 
   
  Attack adds the stated “to hit” bonus to the jester’s rolls in hand-to-hand 
  combat. 
   
  Evasion functions like an analogue to magic resistance, applied to physical 
  attacks. It allows the jester to caper, dodge and weave away from attacks. It 
  only functions when the jester has a lower initiative score than an enemy in 
  melee combat, and has a maximum 60% chance of success (even factoring in 
  dexterity and racial bonuses). It can be applied to a single attack (if more than 
  one are possible, the jester may choose which to apply the evasion chance 
  to). It is not done in lieu of the jester’s normal combat action, but in addition 
  to it.  
   
  Falling percentage indicates the chance for the jester to avoid damage when 
  falling the given distance. If the jester fails the throw, he still avoids some of 
  the normal falling damage; an inverse of the percentage indicated (for 
  example, a 9th level jester falling 30’ would only take 25% of the normal 
  damage for such a fall). If the fall is greater than the distance given, that portion 
  of the falling damage is prorated, with the remainder yielding full damage (for 
  example, a 9th level jester falling 50’ would only take 25% of the first 30’ 
  worth of damage, plus full damage for the remaining 20’). 
   
  Balancing allows the jester not only to maintain his own balance in unusual 
  situations, but also to balance things upon himself. Examples would include 
  remaining upright when the floor is tilting at a steep angle, balancing a plate 
  on a stick on the forehead, balancing at the top of a pole, etc. It also includes 
  the skill of balancing things on each other. 
   
  Fire Breathing is the art of blowing flammable liquids or vapors out of the 
  mouth and igniting them. When done just for show, the chance for success is 
  increased by 50%. When done in a combat situation, the percentage is as 
  stated. As a rule, the materials necessary will cost 3 g.p. per dose, will cause 
  1d6 h.p. of damage, and have a range of 4’, although the game master may, 
  at his discretion, include other substances or even magical potions that alter 
  those parameters. Failure could indicate that a friendly combatant was burned 
  (at the discretion of the game master); failing by more than 50% indicates that 
  the jester himself is injured. An ignition source (torch, usually) is required.  
   
  Juggling is the general art of tossing and catching things (cups, knives, torches, 
  balls, etc.); actual juggling is the best-known example of this, of course, but in 
  combat this can be used to intercept non-magical missiles which have the jester 
  as the target. The jester may then immediately throw the object (if it may 
  ordinarily be thrown; an arrow, for instance, could not be), hold it, or simply 
  let it drop to the ground. This may be used against a number of incoming 
  missiles equal to his level, to a maximum of 6. If the jester does immediately 
  re-throw the missile, it does not count as his attack for that round. Juggling 
  cannot be done while the character is “in melee”.  
   
  Knife throwing allows the jester to use small hand-held missile weapons such 
  as daggers, darts, axes, etc. In the table above, the first number indicates the 
  number of missiles per round that can be thrown by the jester, as a modifier to 
  the fire rate (thus, a sixth level jester could hurl 4 darts per round). The second 
  number is the bonus “to hit” that the jester receives over and above the 
  standard dexterity bonus for such things. In addition, the jester treats all such 
  hurled missiles as being one range class closer; i.e., L range becomes M, and 
  M becomes S. Note that jesters can use weapons not normally thought of as 
  
    Creating Characters - Character Classes 
  32 
  hurled weapons in such a fashion, with only the normal non-proficiency penalty 
  “to hit.” Unless otherwise specified, this applies to hurled magic items such as 
  iron bands of binding, etc. 
   
  Sword swallowing does not have any immediate combat-related application, 
  but could be used to conceal objects by an enterprising character. The details 
  of such use are left to the game master, but players should not be allowed to 
  “get away with murder” in terms of using this ability. A key would be well 
  within the bounds of the ability, as might be a wand, but hiding an actual 
  sword would be too much. 
   
  Pranks 
   
  Pranks are physical gags: the pie-in-the-face and the bucket of glue left in an 
  awkward spot to be stepped in. 
   
  Pranks come in three types: those which cause minor injury, those which 
  trip/delay, and those which humiliate. Those which cause minor injury will 
  cause at most 1d6 h.p. damage and a stunning effect which lasts for 1-3 
  rounds. A trip/delay prank will cause the target to fall (possibly dropping 
  carried items), lose an entire round of movement, or be slowed to half 
  movement for 1-3 rounds. A humiliation prank will make the victim appear 
  clumsy and oafish to witnesses, and will result in a temporary loss of 1-4 points 
  of charisma, but will otherwise not cause any damage or delay. 
   
  When used in combination with the jester’s verbal patter abilities, it could yield 
  a bonus, depending on the circumstances. Bear in mind that the jester may 
  need to purchase or make props for these pranks, and will usually need time 
  to prepare. 
   
  Magic Spells 
   
  Jesters are able to cast spells, but do not gain them automatically when they 
  advance in level. Rather, jesters obtain spells for their books haphazardly, and 
  are able to copy them into their spell books from those they find while 
  adventuring (jesters do not begin the game with a spell book; they must 
  purchase or find one at some point prior to reaching 3rd level). They can also 
  copy spells of clerical, druid, or mystical nature from the appropriate sorts of 
  scrolls. Note that while they are able to copy spells from mages and illusionists, 
  the reverse is not true; regular spell-casters cannot understand the abbreviated 
  patois jesters use when noting down their spells. They are able to memorize a 
  number of spells based on their own level: 
   
  TABLE 93: JESTER SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Jester’s Level 
  1st 
  2nd 
  3rd 
  4th 
  3 
  1 
  - 
  - 
  - 
  4 
  2 
  - 
  - 
  - 
  5 
  2 
  1 
  - 
  - 
  6 
  2 
  2 
  - 
  - 
  7 
  2 
  2 
  1 
  - 
  8 
  3 
  2 
  1 
  - 
  9 
  3 
  2 
  2 
  1 
  10 
  3 
  3 
  2 
  1 
  11 
  3 
  3 
  2 
  2 
  12 
  3 
  3 
  3 
  2 
   
  Jesters are not able to memorize any additional spells after 12th level. 
   
  Spells must be committed to memory by the jester before they must be cast. In 
  order to do so, the jester must be rested prior to the actual study necessary to 
  impress the mystical energies upon his mind, just like a mage or cleric.  
   
  Cavalier 
   
  The cavalier is the quintessential “knight in shining armor” astride a trusted 
  stallion. All cavaliers are sworn to some nobleman, king, chivalric order, holy 
  institution, or a similar cause. The player interested in playing a cavalier 
  character is advised to consult with the game master, to determine what would 
  be an appropriate cause or personage to whom the character can swear 
  fealty. He must always be a paragon of both bravery and honor, and follow 
  a strict code of chivalry.  
   
   
   
  The minimum ability scores required to become a cavalier are strength 14, 
  dexterity 14, constitution 14, intelligence 10, and wisdom 10. Cavalier 
  characters may be human, elven, or half-elven, as long as the elves are of the 
  dark, gray, or high elf varieties. They must be of upper class social standing 
  (see Social Class on page 74 for details). All cavaliers must be of lawful 
  alignment (lawful good, lawful neutral, or lawful evil). Any cavalier who 
  changes alignment and becomes non-lawful will lose all of his special class 
  abilities (and restrictions).  
   
  Cavaliers have the following special abilities and restrictions (fully described 
  below): 
   
   
  Starting equipment 
   
  Multiple attacks per round 
   
  Weapons of choice 
   
  Superior horsemanship 
   
  Special restrictions regarding armor 
   
  Immunities to certain types of mind-affecting magic, illusions, and 
  fear.  
   
  A code of chivalry that restricts their actions 
   
  Requirements for hiring henchmen 
   
  Cavaliers are able to wear any sort of armor (although they have special 
  restrictions; see below) and shield. They are able to become proficient in any 
  weapon, but see below under weapon specialization for more details. Those 
  using weapons in which they are not proficient will suffer a -3 penalty “to hit” 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   33 
  (see p. 88 for details). Cavaliers will not use flaming oil (except in a siege 
  situation) as they consider it to be a cowardly weapon, beneath their dignity.  
   
  Cavaliers advance in experience levels according to the following table: 
   
  TABLE 94: CAVALIER LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d10 
  2,500 
  2 
  2d10 
  5,000 
  3 
  3d10 
  10,000 
  4 
  4d10 
  18,500 
  5 
  5d10 
  37,000 
  6 
  6d10 
  85,000 
  7 
  7d10 
  140,000 
  8 
  8d10 
  220,000 
  9 
  9d10 
  300,000 
  10 
  10d10 
  600,000 
  11 
  10d10+3 
  900,000 
  12 
  10d10+6 
   
  After 12th level, each level requires 300,000 additional experience points, 
  and the character adds 3 hit points to their total.  
   
  Starting Equipment 
   
  Cavaliers begin the game with additional equipment and belongings which 
  come from the liege lord or chivalric order to which they belong. The exact 
  nature of this additional equipment will depend on the social class of the 
  cavalier (see Social Class on p. 74 for details).  
   
  Cavaliers of lower upper class begin with 1d2+6x10 g.p., plated mail and 
  large shield, dagger, lance, and either long or broad sword, as well as a 
  medium warhorse with saddle, harness, etc.  
   
  Cavaliers of middle upper class begin with 1d12x10 g.p., plate armor and 
  large shield, dagger, lance, and either long or broad sword, as well as a 
  heavy warhorse with saddle, harness, etc.  
   
  Cavaliers of upper upper class begin with 3d6x10 g.p., plate armor and 
  jousting plate armor and large shield, dagger, mace, lance, and either long 
  or broad sword, as well as a heavy warhorse with saddle, harness, and leather 
  barding. Note that the cavalier will have to carry that jousting plate around 
  with him, which will significantly add to his needs as far as transportation go.  
   
  Multiple Attacks per Round 
   
  Cavaliers are able to attack more often than other character classes in certain 
  circumstances when in melee. When facing opponents with 1d4 or 1d6 hit 
  dice (see the ADVENTURES DARK AND DEEP™ Bestiary for more information on 
  monster hit dice), the cavalier gets a number of attacks equal to his level. Note 
  that this also applies to characters: a 3rd level cavalier attacking a 1st level 
  thief would get three attacks per round. It does not apply when fighting 
  creatures with 1d8 or better hit dice, nor does it apply to any creature with 
  more than one hit die, no matter what type it is. 
   
  Weapons of Choice 
   
  While cavaliers can learn and wield any sort of weapon, they will use the 
  following in preference to any other, if available: lance, long sword, broad 
  sword, bastard sword, short sword, horseman’s mace, horseman’s flail, 
  military pick, dagger, scimitar, and javelin. Cavaliers of elven and half-elven 
  stock may add the short composite bow to that list as well. Weapons such as 
  pole arms, bows, and two-handed swords are seen as cowardly, and their 
  use, while not forbidden, does violate the code of chivalry of the cavalier. 
  Cavaliers must choose the lance as one of their weapons of proficiency at first 
  level.  
   
  Cavaliers gain bonuses “to hit” with certain weapons (or types of weapons) as 
  they advance in level: 
   
  TABLE 95: CAVALIER "TO HIT" BONUSES BY LEVEL 
  Level 
  Bonus “to hit” 
  1 
  +1 with lance (if mounted) 
  3 
  +1 with broad sword, long sword, or scimitar (player chooses 
  one) 
  5 
  +1 with horseman’s mace, horseman’s flail, or military pick 
  (player chooses one) 
  7 
  +2 with lance (if mounted) 
  9 
  +2 with weapon chosen at 3rd level 
  11 
  +2 with weapon chosen at 5th level 
  13 
  +3 with lance (if mounted) 
   
  Etc. 
   
  Note that these bonuses “to hit” are not magical in nature and do not in and 
  of themselves allow the cavalier to hit creatures that are normally only 
  wounded by enchanted weapons. In addition, the cavalier is able to strike 
  more than once per round with such weapons of choice, as per the following 
  table. 
   
  TABLE 96: CAVALIER WEAPON OF CHOICE ATTACKS PER ROUND 
  Level 
  Attacks 
  1-6 
  1 attack per round 
  7-12 
  3 attacks per 2 rounds 
  12-18 
  2 attacks per round 
  19+ 
  5 attacks per 2 rounds 
   
  A cavalier using a lance while dismounted gains a +1 bonus to damage 
  inflicted on enemies.  
   
  Horsemanship 
   
  Cavaliers are born to the saddle, and are excellent horsemen. When mounted 
  on horses (or other appropriate mounts, as determined by the game master), 
  human cavaliers gain a +1 “to hit.” All cavaliers are, by virtue of their 
  experience with horses, excellent judges of horseflesh. After examining a 
  horse, they can tell if its hit points are in the lower third, the middle third, or 
  the top third of the possible range. Any horse selected as a mount by a cavalier 
  will have +2 h.p. per hit die, up to the maximum number of hit points possible. 
  Mounts will always be friendly and obedient as long as they are well treated.  
   
  They receive other bonuses to their horsemanship as they increase in level: 
   
  TABLE 97: CAVALIER HORSEMANSHIP 
  Level 
  Horsemanship Ability 
  3 
  Can leap into the saddle (even in heavy and/or bulky armor) 
  and be racing away within 6 seconds (1 segment). 
  4 
  Good-aligned female elf cavaliers may use unicorns as steeds 
  5 
  Can urge his steed to go 20’/round faster than normal, for up 
  to 1 hour (normal rest is still required) 
  7 
  Can use a pegasus as a mount 
  9 
  Can use a hippogriff as a mount 
  11 
  Can use a griffon (etc.) as a mount 
   
  Armor Restrictions 
   
  The cavalier regards his armor as one of his most valued possessions, and will 
  always seek to own the best and most elaborate armor available (starting with 
  plate armor and working down to ring mail). He will not wear leather or 
  padded armor under any circumstances. Note that he will pass up enchanted 
  
    Creating Characters - Character Classes 
  34 
  armor of lesser type in favor of “better” armor more befitting his station, 
  regardless of armor class (see armor on p. 78 for more information on the 
  distinction between armor type and armor class). Example: Given a choice 
  between chain mail +3 and plate mail, the cavalier will choose the plate mail, 
  even though his armor class would actually be superior with the “lesser” type 
  of armor. Exception: jousting plate is just that-- intended solely for jousting 
  tournaments and deliberately impractical for more normal combat situations. 
  Plate armor is considered the “best” type of armor for this purpose. 
   
  Special Immunities 
   
  Cavaliers are immune to fear (whether caused by a magical effect or some 
  other force). They are 90% resistant to magic which affects the mind, such as 
  illusions, beguiling, charm, hold, sleep, suggestion, etc. Note that this 
  resistance is in addition to, not instead of, regular saving throws. In addition 
  to this resistance, cavaliers gain a +2 bonus to any saving throws vs. illusions.  
   
  The Code of Chivalry 
   
  The cavalier must follow a chivalric code. Your game master may, at his 
  discretion, alter the specifics of this code according to the particular needs of 
  his campaign world, but as a general rule the cavalier would be expected to 
  uphold the ideals of: 
   
   
  Glory in battle 
   
  Honor 
   
  Faith 
   
  Courtesy 
   
  Courage 
   
  Pride 
   
  Hospitality 
   
  Loyalty 
   
  Selflessness 
   
  Generosity 
   
  (The last two would not apply to cavaliers of evil alignment.) For example, a 
  cavalier would be expected to provide food and lodging to other cavaliers of 
  similar alignment, would need to display his coat of arms in battle and go to 
  any length to retrieve it if his standard is lost, show respect for his peers, honor 
  for his betters, and scorn for the ignoble, etc. Failure to adhere to this code 
  will have definite implications for experience points earned.  
   
  In addition, the imprecation towards selfless bravery leads the cavalier to 
  recklessness in battle. In mass battle situations (the game master will determine 
  when that description applies; it could be a battle against a horde of orcs in a 
  cavern as easily as a battle between two contending armies), a cavalier will 
  charge the enemy in an attempt to secure renown for himself. Enemies will be 
  charged in the following order: powerful monster champions (dragons, 
  demons, etc.), enemy leaders, enemy cavaliers, elite cavalry, regular cavalry, 
  elite foot, the enemy camp or command, melee troops, and finally, peasant 
  levies.  
   
  Henchmen and Hirelings 
   
  When hiring henchmen, cavaliers of good alignment get a bonus of +3 to the 
  maximum number of henchmen allowed (see charisma, p. 7, and henchmen, 
  p. 104, for more information). Cavaliers of neutral or evil alignment get a 
  bonus of +1 to their maximum number of henchmen. As a rule, only cavaliers 
  of neutral alignment will have druids as henchmen; those of good or evil 
  alignment can have clerics instead.  
   
  Cavaliers are required to take on retainers as they increase in level, according 
  to the following table: 
   
  TABLE 98: CAVALIER RETAINERS 
  Cavalier Level 
  Retainers Required (cumulative) 
  4 
  1st or 2nd level cavalier 
  6 
  3rd level cavalier 
  7 
  2 x 1st level cavaliers (one to be a herald, one to be 
  a guard) 
  8 
  2d6 mounted man-at-arms 
   
  All of these retainers will follow the cavalier without pay (other than standard 
  upkeep, training, etc.). At all times the cavalier is responsible for his retainers 
  living up to the cavalier’s chivalric code. Such retainers are counted as 
  henchmen (see henchmen, p. 104).  
   
  Paladin 
   
  The paladin is a sub-class of cavalier. If the cavalier is Uther Pendragon, the 
  paladin is Lancelot du Lac; not only a paragon of chivalry and martial prowess, 
  but absolutely dedicated to the cause of lawful good, and inspired by a never-
  wavering faith therein. Where the cavalier swears his fealty to a lord, king, or 
  knightly order, the paladin almost invariably is dedicated to a zealous deity of 
  lawful good alignment.  
   
  The minimum ability scores required to become a paladin are strength 14, 
  dexterity 14, constitution 14, intelligence 10, wisdom 13, and charisma 17. 
  He must be of lawful good alignment, and only humans are able to choose 
  this class.  Paladins who deviate from the lawful good alignment will become 
  regular cavaliers. They must be of Upper Class social standing (see Social 
  Class on page 74 for details).  
   
  Paladins have the following special abilities and restrictions (fully described 
  below): 
   
   
  Starting equipment 
   
  Multiple attacks per round 
   
  Weapons of choice 
   
  Superior horsemanship, and the ability to summon a special 
  warhorse 
   
  Special restrictions regarding armor 
   
  Immunities to certain types of mind-affecting magic, illusions, fear, 
  and evil 
   
  The ability to detect evil  
   
  The ability to turn undead  
   
  Healing powers and immunity to disease 
   
  The ability to cast clerical spells 
   
  A code of chivalry and poverty that restricts their actions 
   
  Requirements for hiring henchmen 
   
  Paladins are able to wear any sort of armor (although they have special 
  restrictions; see below) and shield. They are able to become proficient in any 
  weapon, but see below under weapon specialization for more details. Those 
  using weapons in which they are not proficient will suffer a -3 penalty “to hit” 
  (see p. 88 for details). Paladins will not use flaming oil (except in a siege 
  situation) as they consider it to be a cowardly strategy, beneath their dignity. 
   
  Paladins advance in experience levels according to the following table: 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   35 
  TABLE 99: PALADIN LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d10 
  2,750 
  2 
  2d10 
  5,500 
  3 
  3d10 
  12,000 
  4 
  4d10 
  24,000 
  5 
  5d10 
  45,000 
  6 
  6d10 
  95,000 
  7 
  7d10 
  175,000 
  8 
  8d10 
  350,000 
  9 
  9d10 
  700,000 
  10 
  9d10+3 
  1,050,000 
  11 
  9d10+6 
   
  After 11th level, each level requires 350,000 additional experience points, 
  and the character adds 3 hit points to their total.  
   
   
   
  Starting Equipment 
   
  Paladins begin the game with additional equipment and belongings, which 
  come from the church or holy order to which they belong. The exact nature of 
  this additional equipment will depend on the social class of the paladin (see 
  Social Class on p. 74 for details).  
   
  Paladins of lower upper class begin with 1d2+6x10 g.p., plated mail and 
  large shield, dagger, lance, and either long or broad sword, as well as a 
  medium warhorse with saddle, harness, etc. 
   
  Paladins of middle upper class begin with 1d12x10 g.p., plate armor and 
  large shield, dagger, lance, and either long or broad sword, as well as a 
  heavy warhorse with saddle, harness, etc. 
   
  Paladins of upper upper class begin with 2d6x10 g.p., jousting plate and full 
  plate armor and large shield, dagger, mace, lance, and either long or broad 
  sword, as well as a heavy warhorse with saddle, harness, and leather barding.  
   
  Multiple Attacks Per Round 
   
  Paladins are able to get in more than the standard one attack per round when 
  in melee. When facing opponents with 1d4 or 1d6 hit dice (see the 
  ADVENTURES DARK AND DEEP™ Bestiary for more information on monster hit 
  dice), the paladin gets a number of attacks equal to his level. Note that this 
  also applies to characters; a 3rd level paladin attacking a 1st level cleric would 
  get three attacks per round. It does not apply when fighting creatures with 1d8 
  or better hit dice, nor does it apply to any creature with more than one hit die, 
  no matter what type it is. 
   
  Weapons of Choice 
   
  While paladins can learn and wield any sort of weapon, they will use the 
  following in preference to any other, if available: lance, long sword, broad 
  sword, bastard sword, short sword, horseman’s mace, horseman’s flail, 
  military pick, dagger, scimitar, and javelin. Weapons such as pole arms, 
  bows, and two-handed swords are seen as cowardly, and their use, while not 
  forbidden, does violate the code of chivalry of the paladin. Paladins must 
  choose the lance as one of their weapons of proficiency at first level.  
   
  Paladins gain bonuses “to hit” with certain weapons (or types of weapons) as 
  they advance in level: 
   
  TABLE 100: PALADIN "TO HIT" BONUSES BY LEVEL 
  Level 
  Bonus “to hit” 
  1 
  +1 with lance (if mounted) 
  3 
  +1 with broad sword, long sword, or scimitar (player chooses 
  one) 
  5 
  +1 with horseman’s mace, horseman’s flail, or military pick 
  (player chooses one) 
  7 
  +2 with lance (if mounted) 
  9 
  +2 with weapon chosen at 3rd level 
  11 
  +2 with weapon chosen at 5th level 
  13 
  +3 with lance (if mounted) 
  15 
  +3 with weapon chosen at 3rd level 
  17 
  +3 with weapon chosen at 5th level 
   
  Note that these bonuses “to hit” are not magical in nature and do not in and 
  of themselves allow the cavalier to hit creatures that are normally only 
  wounded by enchanted weapons. In addition, the cavalier is able to strike 
  more than once per round with such weapons of choice, as per the following 
  table: 
   
  TABLE 101: PALADIN WEAPON OF CHOICE ATTACKS PER ROUND 
  Level 
  Attacks 
  1-6 
  1 attack per round 
  7-12 
  3 attacks per 2 rounds 
  12-18 
  2 attacks per round 
  19+ 
  5 attacks per 2 rounds 
   
  A paladin using a lance while dismounted gains a +1 bonus to damage 
  inflicted on enemies.  
   
  Horsemanship 
   
  Paladins, like cavaliers, are born to the saddle, and are excellent horsemen. 
  When mounted on horses (or other appropriate mounts, as determined by the 
  game master), paladins gain a +1 “to hit.” All paladins are, by virtue of their 
  experience with horses, excellent judges of horseflesh. After examining a 
  
    Creating Characters - Character Classes 
  36 
  horse, they can tell if its hit points are in the lower third, the middle third, or 
  the top third of the possible range. Any horse selected as a mount by a cavalier 
  will have +2 h.p. per hit die, up to the maximum number of hit points possible. 
  Mounts will always be friendly and obedient as long as they are well treated.  
   
  They receive other bonuses to their horsemanship as they increase in level: 
   
  TABLE 102: PALADIN HORSEMANSHIP 
  Level 
  Horsemanship Ability 
  3 
  Can leap into the saddle (even in heavy and/or bulky armor) 
  and be racing away within 6 seconds (1 segment). 
  4 
  Good-aligned female elf cavaliers may use unicorns as steeds 
  5 
  Can urge his steed to go 20’/round faster than normal, for up 
  to 1 hour (normal rest is still required) 
  7 
  Can use a pegasus as a mount 
  9 
  Can use a hippogriff as a mount 
  11 
  Can use a griffon (etc.) as a mount 
   
  At 4th level, the paladin may summon his mount through a special rite of fasting 
  and prayer. Magically, the paladin’s steed will appear; a heavy warhorse of 
  human-level intelligence and great speed (see the ADVENTURES DARK AND DEEP™ 
  Bestiary for more complete information). Such a creature can only be 
  summoned once in a decade; if the mount should be lost, the paladin must 
  wait the full ten years since the last summoning before doing so again.  
   
  Armor Restrictions 
   
  The paladin regards his armor as one of his most valued possessions, and will 
  always seek to own the best and most elaborate armor available (starting with 
  plate armor and working down to ring mail). He will not wear leather or 
  padded armor under any circumstances. Note that he will pass up enchanted 
  armor of lesser type in favor of “better” armor more befitting his station, 
  regardless of armor class (see armor on p. 78 for more information on the 
  distinction between armor type and armor class). Example: Given a choice 
  between chain mail +3 and plate mail, the cavalier will choose the plate mail, 
  even though his armor class would actually be superior with the “lesser” type 
  of armor.  
   
  Special Immunities and Detections 
   
  Paladins are immune to fear (whether caused by a magical effect or some 
  other force) and radiate a similar sphere of protection from fear in a 10’ radius. 
  They are 90% resistant to magic which affects the mind, such as illusions, 
  beguiling, charm, hold, sleep, suggestion, etc. Note that this resistance is in 
  addition to, not instead of, regular saving throws. In addition to this resistance, 
  paladins gain a +2 bonus to any saving throws vs. illusions.  
   
  Paladins are immune to all diseases.  
   
  All paladins may detect evil with a 60’ range. This ability requires 
  concentration in the proper direction (within a 90° or so arc). They also radiate 
  protection from evil in a 10’ range, as per the spell (see p. 202 for details).  
   
  Turning Undead 
   
  Beginning at 3rd level, paladins are able to “turn” certain types of creatures, 
  such as undead (zombies, ghouls, vampires, etc.), some extra-planar creatures 
  such as lesser angels and minor devils, and certain other creatures as noted in 
  the ADVENTURES DARK AND DEEP™ Bestiary. Turning consists of prominently 
  displaying the paladin’s holy symbol and commanding the undead in question 
  to flee before the obvious power of his god(s). The paladin then rolls on the 
  following table: 
   
  TABLE 103: PALADIN UNDEAD TURNING 
   
  Paladin Level 
  Creature 
  Type 
  3 
  4 
  5 
  6 
  7 
  8 
  9-13 
  14+ 
  I 
  10 
  7 
  4 
  0 
  0 
  0* 
  0* 
  0** 
  II 
  13 
  10 
  7 
  0 
  0 
  0* 
  0* 
  0* 
  III 
  16 
  13 
  10 
  4 
  0 
  0 
  0* 
  0* 
  IV 
  19 
  16 
  13 
  7 
  4 
  0 
  0 
  0* 
  V 
  20 
  19 
  16 
  10 
  7 
  4 
  0 
  0 
  VI 
  - 
  20 
  19 
  13 
  10 
  7 
  4 
  0 
  VII 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  4 
  VIII 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  IX 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  X 
  - 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  XI 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  16 
  XII 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  19 
  XIII 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
   
  If the roll on a d20 is equal to or greater than the number indicated, the paladin 
  is able to successfully turn the undead in question. If the first attempt to turn 
  undead fails, the same paladin can not make another with the same undead 
  (although if there is more than one paladin present, or a cleric, another may 
  try without penalty) until he gains a new level. Undead that are turned will flee 
  for 3-12 rounds. It is important to note that if there is nowhere for the undead 
  to flee, turning is not possible (unless disintegration rather than fleeing is 
  indicated; see below).  
   
  Where a 0 is indicated on the table, turning is automatic.  
   
  Usually, 1-12 creatures will be affected by a successful turning attempt. 
  However, a double asterisk indicates that 7-12 creatures will be so affected. 
  For type XIII creatures, however, only 1 or 2 will ever be affected (type XIII 
  creatures include lower-powered extra-planar beings and the like).  
   
  An asterisk (or double asterisk) indicates that the creature is not merely turned, 
  but actually turns to dust or is otherwise disintegrated. The requirement for a 
  place for the undead to flee obviously does not apply in such a circumstance.  
   
  Healing 
   
  In addition to being immune to all diseases, paladins may “lay hands” on 
  someone and thereby heal 2 h.p. of damage per the paladin’s level (so a 
  paladin of 6th level can heal 12 h.p., etc.). This can be done once per day. 
   
  They can also cure disease (as per the spell; see p. 145 for details) once per 
  week for every five levels of experience: 
   
  TABLE 104: PALADIN CURE DISEASE FREQUENCY 
  Paladin Level 
  Cure Disease 
  1 - 5 
  Once / week 
  6 - 10 
  Twice / week 
  11 - 15 
  Three times / week 
  16 - 20 
  Four times / week 
   
  Spellcasting 
   
  Paladins also get some ability to cast clerical spells starting at 9th level, 
  according to the following table: 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   37 
  TABLE 105: PALADIN SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  9 
  1 
  - 
  - 
  - 
  10 
  2 
  - 
  - 
  - 
  11 
  2 
  1 
  - 
  - 
  12 
  2 
  2 
  - 
  - 
  13 
  2 
  2 
  1 
  - 
  14 
  3 
  2 
  1 
  - 
  15 
  3 
  2 
  1 
  1 
  16 
  3 
  3 
  1 
  1 
  17 
  3 
  3 
  2 
  1 
  18 
  3 
  3 
  3 
  1 
  19 
  3 
  3 
  3 
  2 
  20 
  3 
  3 
  3 
  3 
   
  Paladins do not gain any additional spells after 20th level.  
   
  Spells must be committed to memory by the paladin before they may be cast. 
  In order to do so, the paladin must be rested prior to the actual study and/or 
  prayer necessary to impress the mystical energies upon his mind.  
   
  Spells are not granted to the paladin directly by his deity. Spells of less than 
  3rd level are gained through contemplation and meditation. Spells from third 
  through fourth level are bestowed upon the paladin by the servitors of his deity; 
  these could be beings such as angels and so forth, up to demigods.  
   
  Naturally, paladins must remain dedicated and faithful to their god(s), 
  especially when attempting to receive higher-level spells. The game master will 
  need to make the actual determination as to whether a character has or has 
  not been faithful to his religion, but if not, the character can expect to spend 
  2-8 days in prayer and fasting, as well as performing some sort of atoning 
  sacrifice. Further transgressions could result in the paladin being ousted from 
  the community of the faithful, as well as losing his status as a paladin. The 
  exact details will be up to the game master.  
   
  The Code of Chivalry and Poverty 
   
  The paladin must follow a chivalric code. Your game master may, at his 
  discretion, alter the specifics of this code according to the particular needs of 
  his campaign world, but as a general rule the paladin would be expected to 
  uphold the ideals of: 
   
   
  Glory in battle 
   
  Honor 
   
  Faith 
   
  Courtesy 
   
  Courage 
   
  Selflessness 
   
  Pride 
   
  Hospitality 
   
  Generosity 
   
  Poverty 
   
  Loyalty 
   
  For example, a paladin would be expected to provide food and lodging to 
  other paladins, would need to display his coat of arms in battle and go to any 
  length to retrieve it if his standard is lost, show respect for his peers, honor for 
  his betters, and scorn for the ignoble, etc. Failure to adhere to this code will 
  have definite implications for experience points earned.  
   
  The paladin’s vow of poverty has specific effects. The paladin may never own 
  more than ten magic items total, and among these may never have more than 
  one suit of enchanted armor, one magic shield, four magic weapons, and four 
  magical items of other sorts (rings, cloaks, rods, etc.). He must tithe a full 10% 
  or more of all treasure gained to his church, temple, etc. (Note that player 
  character clerics do not count!) As a rule, he will never retain more wealth than 
  is necessary to live modestly, pay his hirelings and henchmen, and (at higher 
  levels) construct a castle and see to its upkeep.  
   
  In addition, the imprecation towards selfless bravery leads the paladin to 
  recklessness in battle. In mass battle situations (the game master will determine 
  when that description applies; it could be a battle against a horde of orcs in a 
  cavern as easily as a battle between two contending armies), a paladin will 
  charge the enemy in an attempt to secure renown for himself. Enemies will be 
  charged in the following order: powerful monster champions (dragons, 
  demons, etc.), enemy leaders, enemy cavaliers, elite cavalry, regular cavalry, 
  elite foot, the enemy camp or command, melee troops, and finally, peasant 
  levies.  
   
  Henchmen and Hirelings 
   
  Paladins are the paragons of the lawful good philosophy. They will only 
  knowingly hire henchmen of lawful good alignment, and will only associate 
  on a long-term basis with other characters and beings of good alignment. They 
  will never willingly associate with evil characters or creatures, and will only do 
  so with those of neutral alignment on a one-shot basis (and then only if the 
  specific cause of lawful good is to be advanced in the process). If they ever 
  commit a chaotic act, paladins must be absolved by a cleric of their religion 
  of no less than 7th level. The cleric will prescribe a penance that must be 
  performed as well. If for any reason the paladin consciously and freely commits 
  an evil act, he immediately and irrevocably becomes a regular cavalier. No 
  act of contrition or repentance is sufficient to regain the powers and status thus 
  lost. 
   
  When hiring henchmen, paladins get a bonus of +3 to the maximum number 
  of henchmen allowed (see charisma, p. 7, and henchmen, p. 104, for more 
  information).  
   
  Paladins are required to gain retainers as they increase in level, according to 
  the following table: 
   
  TABLE 106: PALADIN RETAINERS 
  Paladin Level 
  Retainers Required (cumulative) 
  4 
  1st or 2nd level cavalier or paladin 
  6 
  3rd level cavalier or paladin 
  7 
  2 x 1st level cavaliers or paladins (one to be a 
  herald, one to be a guard) 
  8 
  2d6 mounted man-at-arms 
   
  All of these retainers will follow the paladin without pay (other than standard 
  upkeep, training, etc.). At all times the paladin is responsible for his retainers 
  living up to the paladin’s chivalric code and his strict interpretation of the lawful 
  good philosophy. Such retainers are counted as henchmen (see henchmen, p. 
  104). 
   
  Cleric 
   
  The cleric is a follower of a deity (or near-deity), pantheon, religion, etc., and 
  receives divine abilities from these higher powers. Clerics are able warriors in 
  the defense and advancement of their faith, as well as having access to a 
  variety of spells aimed at defense, healing, and divination. 
   
  A character must possess a wisdom score of at least 9 in order to become a 
  cleric. They can be of any alignment (although different deities will require 
  their followers and clerics be of a specific alignment), and any race except 
  wild elves can be clerics. Multi-classed demi-human clerics are not uncommon 
  (see Multi-Class Characters on p. 23 for more details).  
   
  
    Creating Characters - Character Classes 
  38 
   
   
  Clerics have the following powers and abilities: 
   
   
  Experience point bonus  
   
  Spellcasting ability 
   
  Ability to create magic items 
   
  Turning undead and extra-planar entities 
   
  Clerics may use any sort of armor and shield. They are, however, restricted to 
  using the following weapons (particular faiths or deities may change this list, 
  and some will even require certain sacred weapons): club, flail, hammer, 
  mace, quarterstaff, lasso, sap, and staff sling. Those using weapons in which 
  they are not proficient will suffer a -3 penalty “to hit” (see p. 88 for details). 
   
  Clerics advance in level according to the following table: 
   
  TABLE 107: CLERIC LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d8 
  1,500 
  2 
  2d8 
  3,000 
  3 
  3d8 
  6,000 
  4 
  4d8 
  13,000 
  5 
  5d8 
  27,500 
  6 
  6d8 
  55,000 
  7 
  7d8 
  110,000 
  8 
  8d8 
  225,000 
  9 
  9d8 
  450,000 
  10 
  9d8+2 
  675,000 
  11 
  9d8+4 
  After 12th level, the cleric requires an additional 225,000 experience points 
  to earn another level. When they do so, the cleric will receive an additional 2 
  hit points.  
   
  Clerics begin the game with 3d6x10 g.p. 
   
  Experience Point Bonus 
   
  If the cleric has a wisdom of 16 or higher, he receives a bonus of 10% to all 
  experience points received.  
   
  Spellcasting 
   
  Clerics are able to receive spells as a result of their dedication to their god(s). 
  The number of spells that the cleric can commit to memory at any given time is 
  dependent on his level, as shown in the following table: 
   
  TABLE 108: CLERIC SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  3 
  1 
  - 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  7 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  8 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  10 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  12 
  6 
  5 
  5 
  3 
  2 
  2 
  - 
  13 
  6 
  6 
  6 
  4 
  2 
  2 
  - 
  14 
  6 
  6 
  6 
  5 
  3 
  2 
  - 
  15 
  7 
  7 
  7 
  5 
  4 
  2 
  - 
  16 
  7 
  7 
  7 
  6 
  5 
  3 
  1 
  17 
  8 
  8 
  8 
  6 
  5 
  3 
  1 
  18 
  8 
  8 
  8 
  7 
  6 
  4 
  1 
  19 
  9 
  9 
  9 
  7 
  6 
  4 
  2 
  20 
  9 
  9 
  9 
  8 
  7 
  5 
  2 
  21 
  9 
  9 
  9 
  9 
  8 
  6 
  2 
  22 
  9 
  9 
  9 
  9 
  9 
  6 
  3 
  23 
  9 
  9 
  9 
  9 
  9 
  7 
  3 
  24 
  9 
  9 
  9 
  9 
  9 
  8 
  3 
  25 
  9 
  9 
  9 
  9 
  9 
  8 
  4 
  26 
  9 
  9 
  9 
  9 
  9 
  9 
  4 
  27 
  9 
  9 
  9 
  9 
  9 
  9 
  5 
  28 
  9 
  9 
  9 
  9 
  9 
  9 
  6 
  29 
  9 
  9 
  9 
  9 
  9 
  9 
  7 
   
  Only characters with a wisdom score of 17 or higher may memorize 6th level 
  spells. Only those with a wisdom score of 18 may memorize 7th level spells.  
   
  Spells are not always granted to the cleric directly by his deity. Spells of less 
  than 3rd level are gained through contemplation and meditation. Spells from 
  third through fifth level are bestowed upon the cleric by the servitors of his 
  deity; these could be beings such as angels, demons, and so forth, up to 
  demigods. Spells of 6th and 7th level are granted to the cleric directly by his 
  god(s).  
   
  Naturally, clerics must remain dedicated and faithful to their god(s), especially 
  when attempting to receive higher-level spells. The game master will need to 
  make the actual determination as to whether a character has or has not been 
  faithful to his religion, but if not, the character can expect to spend 2-8 days 
  in prayer and fasting, as well as some sort of atoning sacrifice. Further 
  transgressions could result in the cleric being ousted from the community of the 
  faithful. The exact details will be up to the game master.  
   
  It should be noted that there are different classifications of gods, and the sort 
  of god a cleric player is dedicated to will have an impact on the spells to which 
  he has access. Demigods are capable only of granting spells up to 5th level 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   39 
  (and thus, if a cleric is dedicated to a demigod, he could never expect to be 
  granted 6th or 7th level spells). Lesser gods can grant spells of 6th level to their 
  followers. Spells of 7th level can only be granted to followers of greater gods. 
  In addition, certain gods will grant special spells to their followers that are not 
  available to followers of other deities; the game master will inform you of such 
  special provisions, if applicable.  
   
  Create Magic items 
   
  At seventh level, clerics are able to inscribe clerical scrolls and some types of 
  protection scrolls. At 11th level they are able to create other magical items 
  such as staffs, rings, etc. See p. 111 for details. 
   
  Turning Undead 
   
  Clerics are able to “turn” certain types of creatures, such as undead (zombies, 
  ghouls, vampires, etc.), some extra-planar creatures such as lesser angels and 
  minor devils, and certain other creatures as noted in the ADVENTURES DARK AND 
  DEEP™ Bestiary. Turning consists of prominently displaying the cleric’s holy (or 
  unholy) symbol and commanding the undead in question to flee before the 
  obvious power of his god(s). The cleric then rolls on the following table: 
   
  TABLE 109: CLERIC TURNING UNDEAD 
   
  Cleric Level 
  Creature 
  Type 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9-13 
  14+ 
  I 
  10 
  7 
  4 
  0 
  0 
  0* 
  0* 
  0*
  * 
  0** 
  0** 
  II 
  13 
  10 
  7 
  0 
  0 
  0* 
  0* 
  0* 
  0** 
  0** 
  III 
  16 
  13 
  10 
  4 
  0 
  0 
  0* 
  0* 
  0* 
  0** 
  IV 
  19 
  16 
  13 
  7 
  4 
  0 
  0 
  0* 
  0* 
  0** 
  V 
  20 
  19 
  16 
  10 
  7 
  4 
  0 
  0 
  0* 
  0* 
  VI 
  - 
  20 
  19 
  13 
  10 
  7 
  4 
  0 
  0 
  0* 
  VII 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  4 
  0 
  0* 
  VIII 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  4 
  0 
  IX 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  0 
  X 
  - 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  4 
  XI 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  7 
  XII 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  19 
  16 
  10 
  XIII 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  13 
   
  If the roll on a d20 is equal to or greater than the number indicated, the cleric 
  is able to successfully turn the undead in question. If the first attempt to turn 
  undead fails, the same cleric can not make another with the same undead 
  (although if there is more than one cleric present, another may try without 
  penalty) until he gains a new level. Undead that are turned will flee for 3-12 
  rounds. It is important to note that if there is nowhere for the undead to flee, 
  turning is not possible, unless disintegration is indicated (see below).  
   
  Where a 0 is indicated on the table, turning is automatic.  
   
  Usually, 1-12 creatures will be affected by a successful turning attempt. 
  However, a double asterisk indicates that 7-12 creatures will be so affected. 
  For type XIII creatures, however, only 1 or 2 will ever be affected (type XIII 
  creatures include lower-powered extra-planar beings and the like).  
   
  An asterisk (or double asterisk) indicates that the creature is not merely turned, 
  but actually turns to dust or is otherwise disintegrated (if the cleric is of good 
  or neutral alignment). The requirement for a place for the undead to flee 
  obviously does not apply in such a circumstance.  
   
  Good and neutral aligned clerics turn undead as stated above. If a cleric is 
  evil, he may still turn undead. However, if successful, the undead in question 
  will not flee, but will rather either ignore the cleric and the party (if the undead 
  is mindless or neutral), or will actually join the cleric and his party (if evil). 
  There is no limit to the number of undead that can be so controlled or 
  befriended, and no range limit once they have been turned. Undead creatures 
  with an intelligence of 6 or more who have been successfully turned by an evil 
  cleric are entitled to a saving throw after a given amount of time to see if the 
  effect wears off. 
   
  Intelligence 
  Saving Throw Every… 
  6 
  2 months 
  7-9 
  1 month 
  10-12 
  3 weeks 
  13-14 
  2 weeks 
  15-16 
  1 week 
  17 
  3 days 
  18 
  2 days 
  19 or greater 
  1 day 
   
  An evil cleric may also attempt to turn a paladin: paladins of 1st or 2nd level 
  are treated as type VII creatures, 3rd and 4th level are type VIII, 5th and 6th 
  level are type IX, 7th and 8th level are type X, 9th and 10th level are type XI, 
  and paladins of 11th level or higher are type XII creatures. 
   
  Druid 
   
  The druid is a sub-class of cleric. Where the cleric is a follower of one or more 
  gods and goddesses, the druid reveres Nature itself. The list of spells from 
  which druids can choose reflects this focus. Trees are sacred to the druids, as 
  are all natural phenomena (the sun, moon, sky, storms, etc.). Where the cleric 
  has a holy symbol that is particular to his patron god or faith, the druid has 
  the mistletoe as a symbol of the power of nature. As a rule, druids will either 
  roam the countryside or dwell in modest quarters close to nature; never in 
  towns or cities for any length of time.  
   
  Because of their deep and abiding love of nature, druids are obligated to 
  protect the forests and farmlands first and foremost, as well as wild and 
  domesticated animals. This does not mean that they will sacrifice their lives in 
  a fruitless attempt to stave off an army of axe-wielding goblins, or fly into a 
  berserk rage at the sight of a blade of grass being stepped on; rather, they 
  take a longer-term view of such things and will bide their time in order to seek 
  vengeance when the time is ripe.  
   
  Druid characters must have a wisdom score of at least 12 and a charisma of 
  at least 15. They can only have an alignment of neutral (see alignment, p. 65), 
  which reflects the philosophy that nature encompasses all things, and thus both 
  good and evil, order and chaos are all necessary for the balance of nature to 
  be maintained.  
   
  Druids have the following abilities and features:: 
   
   
  Experience point bonus 
   
  Spellcasting ability 
   
  Ability to create magic items 
   
  Woodcraft 
   
  Woodland charm immunity 
   
  Shape-changing ability 
   
  Language ability 
   
  Druidical hierarchy 
   
  Druids may only wear the following armor: leather cuirass, furs, gambeson, 
  leather lamellar, leather scale. They may use small wooden shields only. They 
  may use the following weapons: aklys, club, dagger, dart, garrote, hammer, 
  khopesh, lasso, sap, sling, scimitar, sickle, spear, staff, staff sling, and whip. 
  Those using weapons in which they are not proficient will suffer a -4 penalty 
  “to hit” (see p. 88 for details). 
   
  
    Creating Characters - Character Classes 
  40 
   
   
  Druids advance in level based on the following table: 
   
  TABLE 110: DRUID LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d8 
  2,000 
  2 
  2d8 
  4,000 
  3 
  3d8 
  7,500 
  4 
  4d8 
  12,500 
  5 
  5d8 
  20,000 
  6 
  6d8 
  35,000 
  7 
  7d8 
  60,000 
  8 
  8d8 
  90,000 
  9 
  9d8 
  125,000 
  10 
  10d8 
  200,000 
  11 
  11d8 
  300,000 
  12 
  12d8 
  750,000 
  13 
  13d8 
  1,500,000 
  14 
  14d8 
  3,000,000 
  15 
  15d8 
   
  Druids do not advance beyond 15th level. See the entry on Vates, below, for 
  more information on druid characters progressing beyond 15th level. 
   
  Druids begin the game with 3d6x10 g.p. 
   
  Experience Point Bonus 
   
  If the druid has both a wisdom and charisma score of 16 or higher, he will 
  receive a 10% bonus to all experience points received. 
   
  Spellcasting 
   
  Druids are able to receive spells as a direct result of their dedication to nature 
  itself. The number of spells that the druid can commit to memory at any given 
  time is dependent on his level, as shown in the following table: 
   
  TABLE 111: DRUID SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  1 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  4 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  5 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  6 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  7 
  4 
  4 
  3 
  1 
  - 
  - 
  - 
  8 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  9 
  5 
  4 
  3 
  2 
  1 
  - 
  - 
  10 
  5 
  4 
  3 
  3 
  2 
  - 
  - 
  11 
  5 
  5 
  3 
  3 
  2 
  1 
  - 
  12 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  13 
  6 
  5 
  5 
  5 
  4 
  3 
  2 
  14 
  6 
  6 
  6 
  6 
  5 
  4 
  3 
  15 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
   
  Druids must remain dedicated and faithful to nature and their path of protecting 
  it, as well as maintaining their neutral alignment. The game master will need 
  to make the actual determination as to whether a character has or has not 
  been faithful to his religion, but if not, the character can expect to spend 2-8 
  days in prayer and fasting, as well as some sort of atoning sacrifice. Further 
  transgressions could result in the cleric being ousted from the community of the 
  faithful. The exact details will be up to the game master. 
   
  Create Magic items 
   
  At 7th level, druids are able to inscribe druidical scrolls. At 11th level they are 
  able to create other magical items such as staffs, rings, etc. See p. 111 for 
  details. 
   
  Woodcraft 
   
  Beginning at 3rd level, druids are able to identify plants, identify animals, and 
  identify drinkable water. Note that they do not need to be in a forested 
  environment to do so.  
   
  In addition, at 3rd level they can pass through areas of dense foliage (including 
  brambles, thick vines, tall grasses, etc.) without leaving a trail, and without any 
  penalty to their movement rate (see movement, p. 85, for details).  
   
  Special Immunity 
   
  Many woodland creatures of magical nature (such as dryads, etc.) have 
  powerful abilities to magically charm others. Beginning at 7th level, druids are 
  immune to all such charm powers, when cast by a woodland-based creature. 
  No immunity is conferred to the druid against charm spells cast by regular 
  spellcasters, non-woodland creatures, etc.  
   
  Shape Change 
   
  Starting at 7th level, the druid is able to change shape into a “natural” 
  mammal, bird, or reptile. Creatures such as bears, birds, horses, and snakes 
  would be allowed; giant goats, chimeras, basilisks, centaurs, etc. would not. 
  The creature chosen can range in size from very small (a bird of only a few 
  ounces) to quite large (up to twice the druid’s weight). All of the druid’s 
  possessions, clothing, etc. are transformed with him.  
   
  While the druid can shape change up to three times per day, as desired, he 
  cannot change into the same type of creature more than once per day. He can 
  revert to his normal form at will.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   41 
  When changed, the druid has all of the characteristics of the beast in question; 
  a druid changed into a rattlesnake would have the snake’s venom, one in bear 
  form would be able to inflict hugging and rending damage, etc. The druid 
  retains his human mind and memories completely, however. 
   
  With each shape change, between 10% and 60% (1d6x10) of the druid’s 
  wounds (if any) will be healed.  
   
  Language 
   
  Druids speak their own special language, which they are forbidden to teach 
  to outsiders. In addition, starting at 3rd level, the druid learns a new language 
  at every level, chosen from the following list: atomie, centaur, dryad, elvish, 
  faun, gnome, green dragon, fairy dragon, hill giant, lizard man, manticore, 
  nixie, pixie, sprite, and tree man.  
   
  Hierarchy 
   
  Beginning at 12th level, there are a limited number of druids in any given land 
  (“land” being a somewhat nebulous term that could theoretically span a 
  kingdom or a continent; the game master will determine the extent of each 
  druidical hierarchy in his campaign setting). At the highest levels, there are: 
   
   
  Nine 12th level druids 
   
  Three 13th level arch-druids 
   
  One 14th level great druid 
   
  If there is an opening at these high levels (whether due to death, retirement, or 
  promotion), a character who earns the requisite number of experience points 
  can rise to the position automatically. However, if there are no openings in the 
  hierarchy, the character must choose to either wait for an opening (not earning 
  any more experience points) or challenge one of the existing druids in the 
  hierarchy to combat.  
   
  Combat can include either spells or hand-to-hand, at the choice of the 
  challenger. The loser (if he survives) will then lose all experience points in 
  excess of 200,000, becoming 11th level. Note that if an 11th level challenges 
  a 12th level druid and loses, he still loses the 100,000 x.p. and must regain 
  them through normal adventuring activities. 
   
  Each of the nine 12th level druids in the hierarchy is attended by three druids 
  of lower level. The 12th level druid with the least number of experience points 
  is attended by three 1st level druids. The one with the next-highest number of 
  experience points is attended by three 2nd level druids, and so on. The three 
  13th level arch-druids are each attended by three 10th level druids, and the 
  great druid is himself attended by three druids of 11th level.  
   
  In addition, there is one single 15th level grand druid in the entire world. He 
  is attended by nine druids of 12th level and three of 13th level; a character 
  who has reached 12th level may seek out the grand druid and ask to serve 
  him, rather than taking a position within the local druid hierarchy. His 13th 
  level servants are always promoted from amongst the ranks of his 12th level 
  agents. The positions of grand druid and his servants are filled in precisely the 
  same way as other high positions within the druidic hierarchy: vacancy or 
  challenge, with the same consequences for the loser.  
   
  In addition to the normal spells that he is able to memorize, the grand druid 
  may also get a total of six additional “levels” worth of spells. That is, he could 
  choose to memorize a 6th level spell, three 2nd level spells, six 1st level spells, 
  etc. in any combination that does not exceed 6. The direct servants of the 
  grand druid may memorize an additional four “levels” worth of spells.  
   
  The grand druid may, at his discretion, retire and become a vates (see below) 
  after earning an additional 500,000 experience points. When that happens, 
  one of the 14th level druids in the world will assume the role.  
   
  Vates 
   
  A vates (pronounced “vay-tees”; the term is both singular and plural) is a druid 
  of exceptional experience and power, becoming even more highly attuned to 
  the balance of nature as expressed in the elements. Only a former 15th level 
  grand druid can choose to relinquish the mantle of leadership and become a 
  vates, after earning 500,000 x.p. while at 15th level. Thus, they naturally form 
  a very exclusive fraternity, only bolstered in numbers by the exceptional 
  longevity conferred by their status as a vates.  
   
  The vates have the following powers: 
   
   
  Spellcasting 
   
  Immunity to poison 
   
  Longevity and youthful vigor 
   
  Alter appearance 
   
  Enter the elemental planes 
   
  Conjure elementals 
   
  Vates advance in levels according to the following table: 
    
  TABLE 112: VATES LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  16 
  15d8+1 
  500,000 
  17 
  15d8+2 
  1,000,000 
  18 
  15d8+3 
  1,500,000 
  19 
  15d8+4 
  2,000,000 
  20 
  15d8+5 
  2,500,000 
  21 
  15d8+6 
  3,000,000 
  22 
  15d8+7 
  3,500,000 
  23 
  15d8+8 
   
  23rd is the highest level vates can attain. 
   
  Spellcasting 
   
  Vates can memorize and cast spells as they could when they were grand druids 
  of 15th level. They do not, however, have any bonus “levels” of spells; they 
  can merely memorize 6 spells of each spell level.  
   
  Immunity to Poison 
   
  As soon as he takes up the title of vates, the character becomes immune to all 
  poisons of animal or plant origin. This includes poisons of monstrous nature 
  like the sting of a pseudo-dragon, but not poison gas or any poisons that are 
  based on stone or metal.  
   
  Longevity and Vigor 
   
  The vates, as part of his innate understanding of the balance of nature within 
  the universe, has his life expectancy increased by a number of years equal to 
  ten times his level. Thus, a 20th level vates would have 200 extra years of life. 
  In addition, he does not suffer the ravages of old age; in both appearance and 
  inner strength, he is as a man in the prime of life.  
   
  At 17th level, the vates gains the ability to hibernate for a number of years 
  equal to ten times his level. During such time, his body does not age at all, 
  allowing him to “set” a time or set of conditions (such as when the door to the 
  chamber in which his body is resting is opened, and so forth) when he will 
  awaken. The hibernation cannot exceed the limit in years in any case.  
   
  
    Creating Characters - Character Classes 
  42 
  Alter Appearance 
   
  All vates learn the secret of altering their physical appearance, allowing them 
  to change both height and weight by 50%, make their age appear as anything 
  from a child to extremely elderly, and appear as any sort of human, 
  demihuman, or humanoid. This change can be made at will and takes 6 
  seconds (1 segment) to complete. This is not an illusion or similar magical 
  change, and only can be detected by true sight or its analogues.  
   
  Enter Elemental Plane 
   
  Beginning at 17th level, the vates can actually enter the various elemental 
  planes of existence, being able to survive the normally extreme environments 
  to be found there as if born to them. Such travel takes but a single minute of 
  concentration. The plane to which the vates can travel depends on his level: 
   
  TABLE 113: VATES PLANE ENTRANCE 
  Level 
  Plane Accessible 
  17 
  Elemental earth 
  18 
  Elemental fire 
  19 
  Elemental water 
  20 
  Elemental air 
  21 
  All meta-elemental planes: smoke, ice, ooze, magma 
  22 
  Plane of shadow 
  23 
  Any inner plane, alternate material planes, Concordance 
   
  The vates can remain on the plane for as long as desired, and can return to 
  the material plane at will. This power can be used once per day.  
   
  Conjure Elementals 
   
  Beginning at 17th level, the vates is able to conjure elementals and other 
  creatures native to the various elemental planes. When doing so, the vates has 
  a percent chance equal to his level to choose the type of being summoned 
  (within the types normally inhabiting the elemental plane in question, of 
  course). For full details of the summoning process, see the spell conjure fire 
  elemental on p. 141. The vates may summon an elemental once per day.  
   
  At 17th level, the vates is able to conjure water elementals. If the vates is not 
  able to choose which sort of elemental is summoned, use the following table: 
   
  TABLE 114: VATES WATER ELEMENTAL SUMMONING 
  Die Roll (d%) 
  Being(s) Summoned 
  01-85 
  Water elemental (16 hit dice) 
  86-94 
  7-12 tritons (5-8 hit dice) mounted on hippocampi 
  95-98 
  1 marid 
  99-00 
  Water elemental (21-24 hit dice) 
   
  At 18th level, the vates is able to conjure air elementals. If the vates is not able 
  to choose which sort of elemental is summoned, use the following table: 
   
  TABLE 115: VATES AIR ELEMENTAL SUMMONING 
  Die Roll (d%) 
  Being(s) Summoned 
  01-85 
  Air elemental (16 hit dice) 
  86-94 
  2-4 invisible stalkers 
  95-98 
  1 djinni 
  99-00 
  Air elemental (21-24 hit dice) 
   
  At 19th level, the vates is able to conjure magma or smoke meta-elementals. If 
  the vates is not able to choose which sort of meta-elemental is summoned, use 
  the following table: 
  TABLE 116: VATES SMOKE/MAGMA META-ELEMENTAL SUMMONING 
  Die Roll (d%) 
  Being(s) Summoned 
  01-85 
  Meta-elemental (16 hit dice) 
  86-95 
  5-8 lava children or 21-24 vapor rats, as appropriate 
  99-00 
  Meta-elemental (21-24 hit dice) 
   
  At 20th level, the vates is able to conjure ice or ooze meta-elementals. If the 
  vates is not able to choose which sort of meta-elemental is summoned, use the 
  following table: 
   
  TABLE 117: VATES ICE/OOZE META-ELEMENTAL SUMMONING 
  Die Roll (d%) 
  Being(s) Summoned 
  01-85 
  Meta-elemental (16 hit dice) 
  86-95 
  5-8 winter wolves or 21-24 mud-men 
  99-00 
  Meta-elemental (21-24 hit dice) 
   
  Mystic 
   
  The mystic is an initiate of an inner mystery tradition that seeks direct 
  communion with the multiverse in order to achieve enlightenment. Insight, 
  awareness, and a deep connection with ultimate reality are the hallmarks and 
  ultimate goals of the mystic. Most good-aligned faiths have such mystery 
  traditions within them, even if they are not enthusiastically promoted by the 
  hierarchy or followed by masses of people. The spells available to the mystic 
  are centered on knowledge and defense, but his special connection with the 
  multiverse gives him special insights into the workings of the planes as well. 
  They are not able to deliberately craft magical items, but often times objects 
  particularly associated with them in life, or even parts of their bodies, will 
  become relics after their deaths. 
   
  Mystics must have a wisdom score of 13 or higher, and a dexterity of 9 or 
  above. They can be of any good alignment. Mystics fight as do clerics, but 
  cannot wear armor, and are restricted in their choice of weapons to the 
  following: club, mace, spear, or staff.  Mystics using one of those weapons 
  without being proficient, however, will suffer a -4 penalty “to hit” (see p. 88 
  for details). Humans, elves, half-elves, and halflings can all become mystics.  
   
  Mystics have the following powers, limitations, and abilities:  
   
   
  Spellcasting 
   
  Create scrolls 
   
  Meditation 
   
  Pain management 
   
  Asceticism 
   
  Disciples at high level 
   
  Mystics advance in level according to the following table: 
   
  TABLE 118: MYSTIC LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d6 
  2,250 
  2 
  2d6 
  5,000 
  3 
  3d6 
  10,000 
  4 
  4d6 
  20,000 
  5 
  5d6 
  40,000 
  6 
  6d6 
  75,000 
  7 
  7d6 
  125,000 
  8 
  8d6 
  250,000 
  9 
  9d6 
  450,000 
  10 
  9d6+2 
  650,000 
  11 
  9d6+4 
   
  After 11th level, mystics need an additional 200,000 experience points to 
  gain the next level. They receive 2 additional hit points every time they do so.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   43 
  Mystics begin the game with 3d8+10 g.p. 
   
   
   
  Spellcasting 
   
  Mystics are able to receive spells as a result of their inner awareness and 
  communion with the multiverse. The number of spells that the mystic can commit 
  to memory at any given time is dependent on his level, as shown in the 
  following table: 
   
  TABLE 119: MYSTIC SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  3 
  1 
  - 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  7 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  8 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  10 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  12 
  6 
  5 
  5 
  3 
  2 
  2 
  - 
  13 
  6 
  6 
  6 
  4 
  2 
  2 
  - 
  14 
  6 
  6 
  6 
  5 
  3 
  2 
  - 
  15 
  7 
  7 
  7 
  5 
  4 
  2 
  - 
  16 
  7 
  7 
  7 
  6 
  5 
  3 
  1 
  17 
  8 
  8 
  8 
  6 
  5 
  3 
  1 
  18 
  8 
  8 
  8 
  7 
  6 
  4 
  1 
  19 
  9 
  9 
  9 
  7 
  6 
  4 
  2 
  20 
  9 
  9 
  9 
  8 
  7 
  5 
  2 
  21 
  9 
  9 
  9 
  9 
  8 
  6 
  2 
  22 
  9 
  9 
  9 
  9 
  9 
  6 
  3 
  23 
  9 
  9 
  9 
  9 
  9 
  7 
  3 
  24 
  9 
  9 
  9 
  9 
  9 
  8 
  3 
  25 
  9 
  9 
  9 
  9 
  9 
  8 
  4 
  26 
  9 
  9 
  9 
  9 
  9 
  9 
  4 
  27 
  9 
  9 
  9 
  9 
  9 
  9 
  5 
  28 
  9 
  9 
  9 
  9 
  9 
  9 
  6 
  29 
  9 
  9 
  9 
  9 
  9 
  9 
  7 
   
  Only characters with a wisdom score of 17 or higher may memorize 6th level 
  spells. Only those with a wisdom score of 18 may memorize 7th level spells. 
  Mystics gain bonus spells for high wisdom scores just like clerics.  
   
  Spells are granted to the mystic directly by virtue of his inner awareness and 
  instinctual connection with the multiverse. Because of this, mystics are able to 
  memorize spells when traveling through other planes of existence without 
  penalty (unlike clerics, who can find themselves cut off from their deities). 
   
  Create Scrolls 
   
  At 7th level, mystics are able to create scrolls with mystic spells inscribed upon 
  them. See p. 112 for details on the process. 
   
  Meditation 
   
  Part of the unity the mystic seeks with the multiverse depends on the 
  development of a rigid mental discipline, achieved through meditation. The 
  exact form of this meditation will depend on the specific mystery tradition that 
  the mystic follows, and will usually consist of “traditional” meditation on a 
  particular word or thought-form. However, it could conceivably consist of 
  anything from rigorous calisthenics to a walk communing with nature to 
  enduring physical duress on a recurring basis. The game master will establish 
  the exact form of the meditation required, but it will usually need to be 
  observed for 1 hour every day, over and above the time required to memorize 
  spells. This meditation yields a number of significant benefits. (Note that the 
  mystic does not need to be actively meditating to use his powers unless noted.) 
   
  At second level, ESP, telepathy, empathy, and similar mind-reading magics 
  will only work on the mystic 50% of the time. That chance decreases by 2% 
  for every experience level of the mystic past 2nd.  
   
  
    Creating Characters - Character Classes 
  44 
  At third level, the mystic can go without food or water and feel no ill effects for 
  one day per level. Once he reaches 8th level, this is increased to two days per 
  level. At the end of that time, he must simply have a normal meal to be brought 
  back to normal, otherwise the full effect of his deprivation will befall him all at 
  once.  
   
  At fourth level, the mystic can levitate himself and up to 5 additional lbs. per 
  level of experience, as per the spell, three times per day. See the spell 
  description on p. 181 for details. 
   
  At fifth level, the mystic can, by entering a trance, cause his soul to enter the 
  astral plane, once per day. See the spell astral spell on p. 125 for details. The 
  mystic cannot take anyone else with him on the journey.  
   
  At sixth level, the mystic can create a halo of light (as per the spell) around his 
  own head, at will. This will not impair his vision in any way, but can be used 
  as illumination for others. A darkness spell will cancel it out for its duration, 
  and a continual darkness spell will only do so for 1d6+2 hours. Both must be 
  cast upon the mystic himself, or else the halo will return when the mystic leaves 
  the area of effect. 
   
  At seventh level, charm spells of any sort will only work on the mystic 50% of 
  the time. That chance decreases by 2% for every experience level past 7th. 
   
  At ninth level, the mystic can cause his body, and up to 5 pounds of additional 
  weight per level, to become ethereal once per day. While in this state, he can 
  travel to those other planes that touch the ethereal.  
   
  Pain Management 
   
  The inner peace and mental discipline of the mystic allows him to overcome 
  pain and shock. The mystic can operate at up to -8 hit points for up to 8 minutes 
  before collapsing from pure physical damage. During this time they do not lose 
  1 h.p. per round from bleeding (unless struck by a weapon that explicitly 
  causes such damage, such as a weapon of wounding), nor do they suffer any 
  penalties to movement, spellcasting, etc. from going below 0 hit points. After 
  the 8 minutes are up, however, all the standard effects of such wounds apply. 
  They are also immune to any attacks that rely solely on pain for their effect.  
   
  Beginning at 3rd level, the mystic can heal injuries and damage to himself at 
  twice the normal rate, when healing naturally.  
   
  Beginning at 6th level, the mystic will take 1 h.p. less per attack, with the 
  possibility that attacks that would normally do 1 h.p. actually do no damage. 
  This is doubled at 9th level.  
   
  Asceticism 
   
  The mystic must live a life of self-denial and poverty. He cannot retain more 
  wealth than he can carry on his person, and in any case cannot have more 
  than 100 g.p. worth of coins, jewelry, gems, etc. on his person for any length 
  of time. He can only possess a maximum of three magical items at any single 
  time. He must abstain from all vice, remain modest in his bearing, and attempt 
  to cultivate an air of serenity. Failure to do so on anything like an ongoing 
  basis will result in loss of his meditation and pain management abilities, which 
  can only be restored with the aid of an atonement spell cast by a cleric 
  associated with the mystic’s path.  
   
  Vow of silence: At 9th level the mystic may, at his discretion, take a vow of 
  silence. From that point onward, he is unable to speak under any 
  circumstances. At the game table, the player should restrict his game-related 
  speech solely to action-related speech, and refrain from engaging in 
  conversations with other players regarding tactics, verbally interacting with 
  NPCs, etc. However, all of the mystic’s spells may, from that point forward, be 
  cast without any incantation (thus allowing them to be cast in situations where 
  speech is impossible, such as under the influence of a silence 15’ radius spell, 
  or other enchantments). Those mystics who take the vow get a 10% bonus to 
  any experience points earned.  
   
  Disciples at High Level 
   
  At 9th level, the mystic will acquire a small cadre of students who seek to learn 
  from his example. 1d6 students of 1st level will initially seek out the mystic, 
  who will gain 1-3 (1d6÷2) additional students upon reaching every subsequent 
  level of experience. When these students themselves reach 9th level, they will 
  leave the mystic to follow their own path along the mystic road.  
   
  Fighter 
   
  The fighter is, as the name implies, a warrior. This can mean many things in 
  many cultures, however, and the fighter class can be seen to encompass the 
  hard-bitten mercenary, the dashing captain of a company of soldiers, the 
  bowman who can shoot the eyelash off a gnat at a hundred paces, and many 
  more such tropes besides.  
   
  Fighters must have a strength score of 9 or higher, and a constitution of 7 or 
  above. They can be of any alignment, and can use any sort of armor or 
  weapon. Those using weapons in which they are not proficient will suffer a  
  -2 penalty “to hit” (see p. 88 for details). 
   
  Fighters have the following powers and abilities: 
   
   
  Experience point bonus 
   
  Exceptional strength 
   
  Multiple attacks per round 
   
  Weapon specialization 
   
  Fighters advance in level according to the following table: 
   
  TABLE 120: FIGHTER LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d10 
  2,000 
  2 
  2d10 
  4,000 
  3 
  3d10 
  8,000 
  4 
  4d10 
  18,000 
  5 
  5d10 
  35,000 
  6 
  6d10 
  70,000 
  7 
  7d10 
  125,000 
  8 
  8d10 
  250,000 
  9 
  9d10 
  500,000 
  10 
  9d10+3 
  750,000 
  11 
  9d10+6 
   
  After 11th level, fighters need an additional 250,000 experience points to 
  gain the next level. They receive 3 additional hit points every time they do so.  
   
  Fighters begin the game with 5d4x10 g.p. 
   
  Experience Point Bonus 
   
  If the fighter has a strength score of 15 or greater, he gets a bonus of 10% to 
  all experience points earned. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   45 
   
   
  Exceptional Strength 
   
  Only fighters (and their sub-classes) are able to have exceptional strength. If 
  the fighter has a strength score of 18, he rolls percentile dice and adds the 
  result after his strength score. EXAMPLE: A thief might have a strength score of 
  18, but if that same character were a fighter, he might have a strength score 
  of 18/67 (where the 67 is the number rolled on the percentile dice when the 
  character was being created).  
   
  For full information on the specific benefits of exceptional strength (exact 
  bonuses “to hit”, for melee damage, etc.) see strength on p. 4. 
   
  Multiple Attacks Per Round 
   
  Fighters are able to get in more than the standard one attack per round when 
  in melee. When facing opponents with a 1d4 or 1d6 hit die (see the 
  ADVENTURES DARK AND DEEP™ Bestiary for more information on monster hit 
  dice), the fighter gets a number of attacks equal to his level. Note that this also 
  applies to characters: a 3rd level fighter attacking a 1st level mage would get 
  three attacks per round. It does not apply when fighting creatures with 1d8 or 
  better hit dice, nor does it apply to any creature with more than one hit die, 
  no matter what type it is. 
   
  In addition, fighters get a number of attacks per round based on their level: 
   
  TABLE 121: FIGHTER ATTACKS PER ROUND 
  Level 
  Attacks 
  1-6 
  1 attack per round 
  7-12 
  3 attacks per 2 rounds 
  13+ 
  2 attacks per round 
   
  Note that if both multiple attacks per round and weapon specialization apply, 
  the option that yields the most attacks per round should be used.  
   
  Weapon Specialization 
   
  The fighter may, at his discretion, choose to specialize in one weapon rather 
  than learn a new weapon (see Weapon Proficiencies on p. 88). Weapon 
  specialization cannot be done at first level; a character can only specialize in 
  a weapon as he advances in level. Doing so uses up additional weapon 
  proficiencies, but carries with it certain advantages. A character can only 
  specialize in one weapon. Multi-classed fighters do not get the benefit of 
  weapon specialization; only single-classed fighters may specialize in a 
  weapon. 
   
  If a melee weapon or thrown missile weapon is chosen (long sword, mace, 
  halberd, dagger, etc.), the character will get a bonus of +1 “to hit” and +2 to 
  damage, in addition to any other bonuses that the character might have due 
  to strength, magic, etc. The weapon chosen must be as specific as possible; a 
  character cannot simply specialize in “swords” or “pole arms”, but must pick 
  a specific type. Note that a character can choose to spend yet another weapon 
  proficiency slot and “double specialize” in a melee weapon other than two-
  handed sword or pole arm.  Note that bastard swords, when used with two 
  hands, count as two-handed swords, and therefore the character cannot be 
  double-specialized. Double-specialized weapons are +3 “to hit” and +3 to 
  damage.  
   
  If a bow is chosen (short bow, longbow, etc.), the character can count any 
  target from 6-30’ away as being in “point blank” range. Targets in point blank 
  range are hit with bonuses of +2 “to hit” and damage, and are further hit for 
  double damage (thus an arrow could do 6-16 h.p. of damage when fired, 
  irrespective of any magical bonuses). In addition, at short range (which begins 
  at 30’ for the fighter specialized in the bow), the bowman gets +1 “to hit” and 
  damage bonuses.  
   
  If a crossbow is chosen (light crossbow, etc.), the character treats any target 
  between 6’ and 60’ as being in “point blank” range. Targets in point blank 
  range are hit with +1 “to hit” and damage bonuses, and further do double 
  damage (so a light crossbow bolt could do 6-12 h.p. of damage when fired, 
  plus any magical bonuses that might apply). At short range, the specialized 
  crossbowman gets +1 “to hit” and damage bonuses. At medium range, the 
  bonus is +1 “to hit.”  
   
  Both specialists in bow and crossbow can also perform a maneuver called the 
  aimed shot. If they begin the round with weapon drawn and arrow nocked or 
  crossbow cocked, and the target already in the sights of the archer, the 
  specialist can attack during the melee round before initiative is rolled; this is a 
  free shot and does not count against the normal number of attacks per round. 
  Note that this does not mean a character can simply walk around a dungeon 
  and claim to always have his bow at the ready; it is more intended for use in 
  ambush situations, for guards during tense negotiations, etc.  
   
  All fighters, when using their specialized weapons, can also attack more times 
  in a given round than is normal (note that this supersedes the fighter’s standard 
  “multiple attacks per round” ability), based on the following table: 
   
   
  TABLE 122: FIGHTER WEAPON SPECIALIZATION MULTIPLE ATTACKS PER ROUND 
  Level 
  Melee 
  Weapon (any) 
  Bow (any) 
  Light 
  Crossbow 
  Heavy 
  Crossbow 
  Lasso, Staff 
  Sling 
  Thrown 
  dagger 
  Dart 
  Other Missiles 
  
    Creating Characters - Character Classes 
  46 
  1-6 
  3/2 rounds 
  2/1 round 
  1/1 round 
  1/2 rounds 
  1/1 round 
  3/1 round 
  4/1 round 
  3/2 rounds 
  7-12 
  2/1 round 
  3/1 round 
  3/2 round 
  1/1 rounds 
  3/2 rounds 
  4/1 round 
  5/1 round 
  2/1 round 
  13+ 
  5/2 rounds 
  4/1 round 
  2/1 round 
  3/2 rounds 
  2/1 round 
  5/1 round 
  6/1 round 
  5/2 rounds 
   
  Barbarian 
   
  The barbarian is a sub-class of the fighter class. Having grown up in the 
  uncivilized wilds, the barbarian is adept at wilderness survival skills, are 
  physically tough and skilled warriors, but also have an innate distrust and 
  dislike of magic (including those who wield it, such as mages) bordering on 
  mania. The game master will have suitable cultures built into his campaign 
  setting to accommodate barbarian characters (if he allows them, of course).  
   
   
   
  Barbarians must have the following ability scores as a minimum: strength 15, 
  dexterity 14, and constitution 15. They may not have a wisdom score greater 
  than 16. Note that barbarians may never change classes (see changing 
  classes on p. 25). Barbarians must be humans or half-orcs, and can be of any 
  non-lawful alignment. Barbarians whose alignment changes to lawful have 
  become “civilized” and become ordinary fighters, losing their barbarian 
  powers. They keep their hit points earned as barbarians, but going forward 
  only use a d10 to determine new hit points upon gaining a new level. 
   
  Barbarians can use any armor or weapon, but have certain weapons they must 
  become proficient in at first level, and they gain bonuses for wearing lighter 
  armor (see below). Those using weapons in which they are not proficient will 
  suffer a -1 penalty “to hit” (see p. 88 for details). 
   
  Barbarians have the following special powers and limitations, all fully 
  described below. 
   
   
  Required weapon proficiencies at 1st level 
   
  Multiple attacks per round 
   
  Armor class bonus if wearing non-bulky armor 
   
  Better constitution hit point adjustment 
   
  Higher base movement rate 
   
  Can’t use magic or magic items, but can detect magic and illusions, 
  and can strike creatures normally only hit by enchanted weapons 
   
  Can climb and hide, and has superior woodcraft and similar 
  abilities  in outdoor surroundings 
   
  “Sixth sense” protects against attacks from the rear 
   
  Can leap and jump with great force 
   
  Has an increased charisma vis-à-vis other barbarians 
   
  High-level barbarians may summon a temporary horde of followers 
   
  Barbarians advance in level according to the following table: 
   
  TABLE 123: BARBARIAN LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  1d12 
  6,000 
  2 
  2d12 
  12,000 
  3 
  3d12 
  24,000 
  4 
  4d12 
  48,000 
  5 
  5d12 
  80,000 
  6 
  6d12 
  150,000 
  7 
  7d12 
  275,000 
  8 
  8d12 
  500,000 
  9 
  9d12 
  1,000,000 
  10 
  9d12+4 
  1,500,000 
  11 
  10d12+8 
   
  After 11th level, the barbarian requires 500,000 experience points to gain 
  the next level. Upon doing so, the character will gain an additional 4 h.p.  
   
  Barbarians begin the game with 5d4x10 g.p. 
   
  Required Weapon Proficiencies 
   
  At first level, barbarians must choose the hand axe, knife, and spear as 
  weapons in which they are proficient. Depending on the place of origin of the 
  barbarian, the character may be required to have other weapons as well. The 
  player should check with the game master for details based on the campaign 
  setting. 
   
  Multiple Attacks Per Round 
   
  Barbarians are able to get in more than the standard one attack per round 
  when in melee. When facing opponents with a 1d4 or 1d6 hit die (see the 
  ADVENTURES DARK AND DEEP™ Bestiary for more information on monster hit 
  dice), the barbarian gets a number of attacks equal to his level. Note that this 
  also applies to characters: a 3rd level barbarian attacking a 1st level mage 
  would get three attacks per round. It does not apply when fighting creatures 
  with 1d8 or better hit dice, nor does it apply to any creature with more than 
  one hit die, no matter what type it is. 
   
  In addition, barbarians get a number of attacks per round based on their level: 
   
  TABLE 124: BARBARIAN ATTACKS PER ROUND 
  Level 
  Attacks 
  1-5 
  1 attack per round 
  6-10 
  3 attacks per 2 rounds 
  11+ 
  2 attacks per round 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   47 
  Armor Class Bonus 
   
  When wearing armor that does not inhibit movement (see p. 87; all those listed 
  with a movement of 100% qualify), and/or only carrying a medium or small 
  shield, the barbarian is able to apply his natural reflexes to great advantage 
  in combat. He receives a +2 bonus to his armor class for every point of 
  dexterity over 14. If wearing any more bulky armor or carrying a large shield, 
  the barbarian only gets a +1 bonus per point of dexterity over 14. Note that 
  this is instead of the normal armor class adjustment for dexterity.  
   
  Hit Point Adjustment for Constitution 
   
  Barbarians do not use the standard hit point adjustment for constitution as do 
  other classes. Instead, they receive a bonus of +2 h.p. per point of constitution 
  above 14 whenever they gain a level and roll a new hit die.  
   
  Base Movement Rate 
   
  Barbarians have a base movement rate of 150’ per minute.  
   
  Anti-Magic Bias 
   
  Barbarians have an intense distrust and fear of magic, mages, and magical 
  items. Clerics and clerical spells (including those cast by their own tribal 
  shamans and witch doctors) are not included, but sometimes certain high-level 
  clerical spells will fall into that category as well. Because of this, they will 
  actively seek to destroy magical items, and actually earn experience points for 
  doing so the way that other character classes gain x.p. for finding and keeping 
  magical items.  
   
  This innate loathing of all things enchanted allows the barbarian to strike 
  creatures of a magical nature (such as demons, gargoyles, certain undead, 
  etc.), that are normally only injured by magical weapons, with such ferocity 
  that they can be hit with ordinary weapons, according to the following table: 
   
  TABLE 125: BARBARIAN ATTACKS AGAINST MAGICAL CREATURES 
  Experience Level 
  Can Injure Creatures with Normal Weapons That 
  Normally  
  Can Only be Hurt By… 
  4 
  +1 or better weapons 
  6 
  +2 or better weapons 
  8 
  +3 or better weapons 
  10 
  +4 or better weapons 
  12 
  +5 or better weapons 
  Note that this does not give the barbarian any actual bonus “to hit” or to 
  damage; it only allows the barbarian to damage creatures other classes would 
  not be able to damage without an enchanted weapon.  
   
  In addition, barbarians have an innate ability to sense illusions, whether they 
  be audible, visual, or olfactory in nature. They have a 5% chance per level of 
  detecting an illusion if they concentrate on doing so for 1 minute, to a 
  maximum chance of 75%. As regards other types of magic, the keen senses 
  of the barbarian are able to detect magic (other than illusions) with a base 
  25% chance of success, plus 5% for each level of the barbarian, to a maximum 
  of 90%.  
   
  Woodcraft 
   
  Being bred to the wilderness, barbarians get the woodcraft secondary skill 
  automatically at first level (see p. 74 for details). Barbarians getting additional 
  skill levels in their native habitat only pay 3,000 x.p. per skill level.  
   
  Your game master may, at his discretion and as dictated by the campaign 
  setting, allow your character to have other skills as well as or instead of 
  woodcraft, linked to his habitat, such as horsemanship, seamanship, etc.  
   
  Sixth Sense 
   
  Barbarians possess a “sixth sense” that allows them to know when they are 
  about to be attacked from behind (as with a thief’s backstab ability, etc.). For 
  each level of the barbarian, he has a 5% chance to detect such an attack. If 
  successful, the barbarian wheels around to face his attacker, negating any 
  bonuses he might have received for a rear attack. In addition, the barbarian 
  gets a bonus strike for the round against the attacker that does not count 
  against his normal number of attacks per round.  
   
  Leaping and Jumping 
   
  Barbarians have a natural ability to leap and jump. When standing still, the 
  barbarian can jump up to 10’ forward or 3’ in any other direction. If the 
  barbarian is able to get a running start, he can jump as far as 16-21 feet 
  (1d6+15) across and 4½-6 feet (1d4+4, with each “1” on the die equaling 
  ½ foot) up.  
   
  Improved Charisma 
   
  When dealing with other barbarians, the barbarian is able to add his level to 
  his charisma score, for things such as reaction adjustment, morale, etc. 
   
  Summon Horde 
   
  Beginning at 8th level, the barbarian may summon a horde of fellow 
  barbarians. This must be done in his native land, and can only be done for a 
  limited duration and set purpose (“drive the invaders from the land between 
  the rivers”, “sack the fortress at Venarium”, etc.). The size of the horde depends 
  on the level of the barbarian leading it: 
   
  TABLE 126: BARBARIAN HORDE 
  Level 
  Horde Size 
  8 
  275 
  9 
  500 
  10 
  1,000 
  11 
  1,500 
  12 
  2,000 
   
  For every level above 12th, the size of the horde increases by 500. 
   
  The horde will remain for as many weeks as the barbarian has levels. This limit 
  can be extended by 1-2 weeks for each of the following reasons, at the game 
  master’s discretion: 
   
   
  Large disbursements of treasure 
   
  Goal is close to being reached 
   
  Horde leader is tribal leader 
   
  Horde leader has charisma of 23 when relating to other barbarians 
   
  In addition to the regular members of the horde, two captains will also be at 
  the service of the horde leader, each of whom is half the level of the barbarian 
  leader (round down). Each of them, in turn, will have two lieutenants of half 
  their own level (again, round down).  
   
  Ranger 
   
  The ranger is a sub-class of fighter who specializes in woodcraft and tracking. 
  They are closely associated with the forests and woodlands, viewing 
  themselves as protectors of civilization from the dangers of the wilderness. They 
  tend to operate alone or in very small groups.  
   
  Rangers must have strength and intelligence scores of 13 or higher, and 
  wisdom and constitution of 14 or higher. Rangers must be of one of the three 
  
    Creating Characters - Character Classes 
  48 
  good alignments (chaotic good, neutral good, or lawful good). They may use 
  any sort of weapon and wear any sort of armor. Those using weapons in which 
  they are not proficient will suffer a -2 penalty “to hit” (see p. 88 for details). 
   
  Rangers have the following powers, abilities, and restrictions: 
   
   
  Experience point bonus 
   
  Alignment restriction 
   
  Multiple attacks per round 
   
  Weapon requirements 
   
  Weapon specialization 
   
  Bonuses in combat vs. giants and humanoids 
   
  Improved surprise 
   
  Tracking 
   
  Traveling light 
   
  Spellcasting ability 
   
  Expanded magic item use 
   
  Limits on hirelings, but attract followers at high level 
   
  Rangers advance in level according to the following table: 
   
  TABLE 127: RANGER LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  0 
  1 
  2d8 
  2,250 
  2 
  3d8 
  4,500 
  3 
  4d8 
  10,000 
  4 
  5d8 
  20,000 
  5 
  6d8 
  40,000 
  6 
  7d8 
  90,000 
  7 
  8d8 
  150,000 
  8 
  9d8 
  225,000 
  9 
  10d8 
  325,000 
  10 
  11d8 
  650,000 
  11 
  11d8+2 
  975,000 
  12 
  11d8+4 
   
  After 12th level, a ranger needs 325,000 experience points to advance to the 
  next level. When doing so, he adds 2 hit points to his total.  
   
  Rangers begin the game with 5d4x10 g.p. They have the following powers, 
  abilities, and restrictions.  
   
  Experience Point Bonus 
   
  If the ranger has strength, intelligence, and wisdom scores all 16 or greater, 
  he will receive a 10% bonus to all experience points earned. 
   
   
   
  Alignment Restriction 
   
  Rangers can never be of any alignment other than good (see alignment, p. 
  65). If he should switch to a neutral or evil alignment at any time, he will 
  immediately lose all of the special powers of the ranger and be treated as a 
  regular fighter (albeit one with 8-sided hit dice). A fallen ranger can never 
  regain his status.  
   
  Multiple Attacks Per Round 
   
  Rangers are able to get in more than the standard one attack per round when 
  in melee. When facing opponents with a 1d4 or 1d6 hit die (see the 
  ADVENTURES DARK AND DEEP™ Bestiary for more information on monster hit 
  dice), the ranger gets a number of attacks equal to his level. Note that this also 
  applies to characters: a 4th level ranger attacking a 1st level thief would get 
  four attacks per round. It does not apply when fighting creatures with 1d8 or 
  better hit dice, nor does it apply to any creature with more than one hit die, 
  no matter what type it is. 
   
  In addition, rangers get a number of attacks per round based on their level: 
   
  TABLE 128: RANGER ATTACKS PER ROUND 
  Level 
  Attacks 
  1-7 
  1 attack per round 
  8-14 
  3 attacks per 2 rounds 
  15+ 
  2 attacks per round 
   
  Note that if both multiple attacks per round and weapon specialization apply, 
  the option that yields the most attacks per round should be used.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   49 
  Weapon Requirements 
   
  Rangers have special requirements in terms of what weapons they can become 
  proficient in. Initially, the ranger must select some type of either bow or light 
  crossbow as one of his proficient weapons, but cannot take both until at least 
  7th level. They are able to become proficient with any sort of weapon, as long 
  as these requirements are met.  
   
  In addition, by fourth level, the ranger’s proficient weapons must include the 
  following: a dagger or knife, an axe or spear, and a sword (short, long, broad, 
  etc.). The ranger must be careful that his initial proficient weapons (including 
  weapon specialization; see below) are chosen so as to allow these restrictions 
  to be heeded at 4th level.  
   
  Weapon Specialization 
   
  The ranger may, at his discretion, choose to specialize in one weapon rather 
  than learn a new weapon (see Weapon Proficiencies on p. 88). Weapon 
  specialization cannot be done at first level; a character can only specialize in 
  a weapon as he advances in level. Doing so uses up additional weapon 
  proficiencies, but carries with it certain advantages. A character can only 
  specialize in one weapon. Multi-classed rangers do not get the benefit of 
  weapon specialization; only single-classed fighters may specialize in a 
  weapon. 
   
  If a melee weapon or thrown missile weapon is chosen (long sword, mace, 
  halberd, dagger, etc.), the character will get a bonus of +1 “to hit” and +2 to 
  damage, in addition to any other bonuses that the character might have due 
  to strength, magic, etc. The weapon chosen must be as specific as possible; a 
  character cannot simply specialize in “swords” or “pole arms”, but must pick 
  a specific type. Note that a character can choose to spend yet another weapon 
  proficiency slot and “double specialize” in a melee weapon other than two-
  handed sword or pole arm.  Note that bastard swords, when used with two 
  hands, count as two-handed swords, and therefore the character cannot be 
  double-specialized. Double-specialized weapons are +3 “to hit” and +3 to 
  damage.  
   
  If a bow is chosen (short bow, longbow, etc.), the character can count any 
  target from 6-30’ away as being in “point blank” range. Targets in point blank 
  range are hit with bonuses of +2 “to hit” and damage, and are further hit for 
  double damage (thus an arrow could do 6-16 h.p. of damage when fired, 
  irrespective of any magical bonuses). In addition, at short range (which begins 
  at 30’ for the fighter specialized in the bow), the bowman gets +1 “to hit” and 
  damage bonuses.  
   
  If a crossbow is chosen (light crossbow, etc.), the character treats any target 
  between 6’ and 60’ as being in “point blank” range. Targets in point blank 
  range are hit with +1 “to hit” and damage bonuses, and further do double 
  damage (so a light crossbow bolt could do 6-12 h.p. of damage when fired, 
  plus any magical bonuses that might apply). At short range, the specialized 
  crossbowman gets +1 “to hit” and damage bonuses. At medium range, the 
  bonus is +1 “to hit.”  
   
  Both specialists in bow and crossbow can also perform a maneuver called the 
  aimed shot. If they begin the round with weapon drawn and arrow nocked or 
  crossbow cocked, and the target already in the sights of the archer, the 
  specialist can attack during the melee round before initiative is rolled; this is a 
  free shot and does not count against the normal number of attacks per round. 
  Note that this does not mean a character can simply walk around a dungeon 
  and claim to always have his bow at the ready; it is more intended for use in 
  ambush situations, for guards during tense negotiations, etc.  
   
  Rangers, when using their specialized weapons, can also attack more times in 
  a given round than is normal (note that this supersedes the fighter’s standard 
  “multiple attacks per round” ability), based on the following table: 
   
   
  TABLE 129: RANGER MULTIPLE ATTACKS PER ROUND 
  Level 
  Melee 
  Weapon (any) 
  Bow (any) 
  Light 
  Crossbow 
  Heavy 
  Crossbow 
  Lasso, Staff 
  Sling 
  Thrown 
  Dagger 
  Dart 
  Other Missiles 
  1-6 
  3/2 rounds 
  2/1 round 
  1/1 round 
  1/2 rounds 
  1/1 round 
  3/1 round 
  4/1 round 
  3/2 rounds 
  7-12 
  2/1 round 
  3/1 round 
  3/2 round 
  1/1 rounds 
  3/2 rounds 
  4/1 round 
  5/1 round 
  2/1 round 
  13+ 
  5/2 rounds 
  4/1 round 
  2/1 round 
  3/2 rounds 
  2/1 round 
  5/1 round 
  6/1 round 
  5/2 rounds 
   
  Bonuses in Combat vs. Giants and Humanoids 
   
  When in melee against certain creatures, the ranger gets a bonus to damage 
  inflicted equal to his level. This bonus is applied when fighting against giants 
  and humanoids, including: bugbears, cyclopses (all), sand stalkers, ettins, 
  flinds, giants (all), gloomgabblers, gnolls, goblins, grimlocks, hobgoblins, 
  kobolds, meazels, norkers, ogres, ogre magi, ogrillons, orcs, quanars, 
  treelings, trolls, and zverts.  
   
  Improved Surprise 
   
  When traveling alone or only with other rangers, a ranger rolls a d8 when 
  determining surprise, and enemies get a -1 penalty to their own rolls.  
   
  Tracking 
   
  First-level ranger characters automatically get the tracking secondary skill (see 
  p. 73 for details). Further skill levels in tracking only cost the ranger 1,500 x.p.  
   
  Traveling Light 
   
  Since they usually prefer to operate solo, no more than three rangers will ever 
  work together at any given time, or on any given mission. In addition, due to 
  their proclivity towards roaming the countryside and traveling light in order to 
  do so, they may never own more treasure or other items than they can carry 
  on their own person and on their mount. Treasure and other items given up to 
  maintain this restriction may never be given to other characters; they should 
  be given to charity or some other worthy cause. The game master will be the 
  final arbiter of whether a cause is worthy or not.  
   
  Spellcasting Ability 
   
  Beginning at 8th level, rangers gain the ability to cast druid spells. Rangers 
  are able to receive these spells as a direct result of their dedication to nature 
  itself. In addition, at 9th level they may begin to learn mage spells like a regular 
  mage; they will need to obtain or purchase their own spell book, and find the 
  services of a mage willing to give or sell spells of the appropriate level to be 
  transcribed. The number of spells that the ranger can commit to memory at any 
  given time is dependent on his level, as shown in the following table: 
   
  
    Creating Characters - Character Classes 
  50 
  TABLE 130: RANGER SPELLS AVAILABLE BY LEVEL 
   
  Druid Spell Level 
  Mage Spell Level 
  Ranger 
  Level 
  1st 
  2nd 
  3rd 
  1st 
  2nd 
  8 
  1 
  - 
  - 
  - 
  - 
  9 
  1 
  - 
  - 
  1 
  - 
  10 
  2 
  - 
  - 
  1 
  - 
  11 
  2 
  - 
  - 
  2 
  - 
  12 
  2 
  1 
  - 
  2 
  - 
  13 
  2 
  1 
  - 
  2 
  1 
  14 
  2 
  2 
  - 
  2 
  1 
  15 
  2 
  2 
  - 
  2 
  2 
  16 
  2 
  2 
  1 
  2 
  2 
  17 
  2 
  2 
  2 
  2 
  2 
   
  Rangers do not gain any additional spells after 17th level.  
   
  Expanded Magic Item Use 
   
  Beginning at 10th level, rangers may use all magic items dealing with remote 
  viewing, such as the helm of telepathy, crystal ball, medallion of ESP, etc. 
  without regard for any class restrictions they may have. This does not apply to 
  scrolls with such spells.  
   
  Attract Followers at High Levels, with Limits on Hirelings 
   
  Again because of their innate nature as light-traveling wanderers, rangers may 
  not hire henchmen or hirelings until 8th level.  
   
  However, at 10th level, the ranger will automatically attract a band of 
  followers. Roll 2d12. That will determine the number of follower rolls (not 
  necessarily the total number of followers) the ranger gets on the followers table; 
  all rolls on Table 132: Ranger Followers will be modified according to the 
  following table: 
   
  TABLE 131: RANGER FOLLOWERS MODIFIERS 
  Die Roll (2d12) 
  Total Number Of Follower 
  Rolls 
  Modifier 
  2 
  2 
  +25% 
  3 
  3 
  +15% 
  4 
  4 
  +10% 
  5 
  5 
  +5% 
  6 
  6 
  +5% 
  7 
  7 
  ±0% 
  8 
  8 
  ±0% 
  9 
  9 
  ±0% 
  10 
  10 
  -5% 
  11 
  11 
  -5% 
  12 
  12 
  -5% 
  13 
  13 
  -10% 
  14 
  14 
  -10% 
  15 
  15 
  -10% 
  16 
  16 
  -20% 
  17 
  17 
  -20% 
  18 
  18 
  -20% 
  19 
  19 
  -20% 
  20 
  20 
  -30% 
  21 
  21 
  -30% 
  22 
  22 
  -30% 
  23 
  23 
  -30% 
  24 
  24 
  -30% 
   
  For each follower roll indicated above, roll twice on the following tables to 
  figure out the type of followers that are gained, increasing or decreasing both 
  the first and second rolls using the modifier given above:  
   
  TABLE 132: RANGER FOLLOWERS 
  First Roll 
  Second Roll 
  Type 
  Level 
  Number 
  01-50 
  01-15 
  Human cleric 
  1-4 
  1 
   
  16-40 
  Human druid 
  2-5 
  1 
   
  41-85 
  Human fighter 
  1-6 
  1 
   
  86-95 
  Human ranger 
  1-3 
  1 
   
  96-00 
  Human mage 
  1-3 
  1 
  51-70 
  01-15 
  Dwarf fighter 
  1-4 
  2 
   
  16-20 
  Dwarf fighter/thief 
  1 
  1 
   
  21-40 
  Elf fighter 
  2-5 
  2 
   
  41-45 
  Elf fighter/mage 
  1 
  1 
   
  46-50 
  Elf fighter/mage/thief 
  1 
  1 
   
  51-60 
  Gnome fighter 
  1-3 
  3 
   
  61-65 
  Gnome fighter/ 
  illusionist 
  1 
  1 
   
  66-75 
  Half-elf cleric/ranger 
  1 
  1 
   
  76-80 
  Half-elf cleric/fighter/ 
  mage 
  1 
  1 
   
  81-85 
  Half-elf fighter/ thief 
  1 
  1 
   
  86-95 
  Halfling fighter 
  1-3 
  3 
   
  96-00 
  Halfling fighter-thief 
  1 
  1 
  71-80 
  01-20 
  Black bear 
   
  1 
   
  21-55 
  Brown bear 
   
  1 
   
  56-65 
  Blink dog 
   
  2 
   
  66-80 
  Giant lynx 
   
  2 
   
  81-00 
  Giant owl 
   
  2 
  81-90 
  01-35 
  Centaur 
   
  1-3 
   
  36-75 
  Hippogriff 
   
  1 
   
  76-00 
  Pegasus 
   
  1 
  91-95 
  01-50 
  Brownie 
   
  1-2 
   
  51-75 
  Pixie 
   
  1-4 
   
  76-80 
  Pseudo-dragon 
   
  1 
   
  81-90 
  Satyr 
   
  1 
   
  91-00 
  Sprite 
   
  2-4 
  96-00 
  01-05 
  Copper dragon (roll 1d4+1 to 
  determine age category) 
  1 
   
  06-10 
  Storm giant 
   
  1 
   
  11-30 
  Tree man 
   
  2-5 
   
  31-75 
  Werebear 
   
  1-2 
   
  76-00 
  Weretiger 
   
  1-2 
   
  Note that the ranger can only get the same combination of first and second 
  rolls once, so he could only have one pseudo-dragon, three halfling fighters, 
  etc. If a roll, minus adjustments from the first table, results in a roll less than 
  zero, re-roll. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   51 
  Mage 
   
  The mage is a student of the arcane, able to draw upon his knowledge of the 
  mysterious powers of the universe to cast spells and, eventually, create 
  enchanted items. Such rigorous study means that the mage is decidedly weak 
  in melee combat. 
   
  Mages must have an intelligence score of at least 9 and a dexterity score of 
  at least 6.  
   
  Mages have the following powers and skills: 
   
   
  Experience point bonus 
   
  Spellcasting ability 
   
  Spell books 
   
  Ability to create magic items 
   
  Mages who wear armor of any type (or carry shields) are not able to cast 
  spells, although they may use magic items (except those magic items which 
  are usable only by mages). Thus, a mage wearing mail could use a brooch of 
  shielding, which could be used by any class, but not a robe of the archmagi, 
  which can only be used by mages. It is for this reason that most mages do not 
  choose to wear armor. Mages may only become proficient in dagger, dart, 
  knife, sling, or staff; they may also use caltrops as weapons. Those using 
  weapons in which they are not proficient will suffer a -5 penalty “to hit” (see 
  p. 88 for details). 
   
  Mages advance in level according to the following table: 
   
   
  TABLE 133: MAGE LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d4 
  2,500 
  2 
  2d4 
  5,000 
  3 
  3d4 
  10,000 
  4 
  4d4 
  22,500 
  5 
  5d4 
  40,000 
  6 
  6d4 
  60,000 
  7 
  7d4 
  90,000 
  8 
  8d4 
  135,000 
  9 
  9d4 
  250,000 
  10 
  10d4 
  375,000 
  11 
  11d4 
  750,000 
  12 
  11d4+1 
  1,125,000 
  13 
  11d4+2 
   
  After 13th level, the mage needs an additional 375,000 experience points 
  per level, and gains an additional hit point for every level gained.  
   
  Mages begin the game with 2d4x10 g.p. 
   
  Experience Point Bonus 
   
  If the mage has an intelligence score of 16 or higher, he gains a bonus of 10% 
  to all experience points gained.  
   
  Spellcasting Ability 
   
  Mages are able to cast magic spells as a result of their long and intense studies. 
  The number of spells that the mage can commit to memory at any given time 
  is dependent on his level, as shown in the following table: 
   
  TABLE 134: MAGE SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  4 
  4 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  11 
  4 
  4 
  4 
  3 
  3 
  - 
  - 
  - 
  - 
  12 
  4 
  4 
  4 
  4 
  4 
  1 
  - 
  - 
  - 
  13 
  5 
  5 
  5 
  4 
  4 
  2 
  - 
  - 
  - 
  14 
  5 
  5 
  5 
  4 
  4 
  2 
  1 
  - 
  - 
  15 
  5 
  5 
  5 
  5 
  5 
  2 
  1 
  - 
  - 
  16 
  5 
  5 
  5 
  5 
  5 
  3 
  2 
  1 
  - 
  17 
  5 
  5 
  5 
  5 
  5 
  3 
  3 
  2 
  - 
  18 
  5 
  5 
  5 
  5 
  5 
  3 
  3 
  2 
  1 
  19 
  5 
  5 
  5 
  5 
  5 
  3 
  3 
  3 
  1 
  20 
  5 
  5 
  5 
  5 
  5 
  4 
  3 
  3 
  2 
  21 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  2 
  22 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  23 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  3 
  24 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  25 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  26 
  6 
  6 
  6 
  6 
  5 
  5 
  5 
  5 
  5 
  27 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  5 
  28 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  29 
  7 
  7 
  7 
  7 
  6 
  6 
  6 
  6 
  6 
  
    Creating Characters - Character Classes 
  52 
  In addition to regular spells, mages have access to cantrips, minor 
  enchantments that are mostly used during their period of apprenticeship while 
  they are learning their craft, but which are still retained by the mage when he 
  begins his career. If the mage wishes to memorize cantrips, up to four may be 
  memorized in lieu of one first-level spell; two first-level spell slots may be used 
  to memorize eight cantrips, etc. 
   
  Higher level spells require a minimum intelligence score in order to be 
  memorized, as shown in the following table: 
   
  TABLE 135: MINIMUM INTELLIGENCE TO CAST SPELLS 
  Spell Level 
  Minimum Intelligence 
  5 
  10 
  6 
  12 
  7 
  14 
  8 
  16 
  9 
  18 
   
  Spell Books 
   
  The mage will typically begin his adventuring career with two standard spell 
  books; one will contain the cantrips that he learned and practiced with as an 
  apprentice, and the other will contain the few first-level spells that his master 
  (or magical college, etc.) deemed suitable for his use. These two books do not 
  cost the mage anything. Note that the mage must either immediately opt to 
  discard his book of cantrips or keep it; he cannot turn around and sell it to 
  gain extra cash at the beginning of his career as an adventurer. Characters 
  will never begin the game with a traveling spell book (which is smaller and 
  lighter, but less sturdy); they must pay to have one made.  
   
  Cantrips are broken up into different types. The book of cantrips will contain 
  a number of zero-level spells as follows, selected from the following lists: 
   
  Haunting-sound (choose 1d4+1): creak, footfall, groan, moan, rattle, tap, 
  thump, whistle 
  Legerdemain (choose 1d4+1): change, distract, hide, mute, palm, present 
  Person-affecting (choose 2d4): belch, blink, cough, giggle, nod, scratch, 
  shave, sneeze, twitch, wink, yawn 
  Personal (choose 2d4): bee, bluelight, bug, firefinger, gnats, mouse, 
  smokepuff, spider, tweak, unlock 
  Useful (choose a number equal to INT-3): chill, clean, color, dampen, dry, 
  dust, exterminate, flavor, flourish, freshen, gather, invisible 
  librarian, polish, salt, shine, spice, sprout, stitch, sweeten, tie, 
  warm, wrap 
   
  The initial spell book will contain four spells. All beginning mages will have 
  the read magic spell in their book. In addition, he will have one spell from 
  each of the following categories, determined randomly: 
   
  TABLE 136: MAGE STARTING SPELLS 
  Roll (d12) 
  Offensive 
  Defensive 
  Utility 
  1 
  Burning Hands 
  Affect Normal Fires 
  Comprehend 
  Languages 
  2 
  Charm Person 
  Alarm 
  Detect Magic 
  3 
  Enlarge 
  Armor 
  Erase 
  4 
  Firewater 
  Dancing Lights 
  Identify 
  5 
  Friends 
  Feather Fall 
  Mending 
  6 
  Light 
  Grease 
  Message 
  7 
  Melt 
  Hold Portal 
  Mount 
  8 
  Magic Missile 
  Jump 
  Precipitation 
  9 
  Push 
  Protection from Evil 
  Run 
  10 
  Shocking Grasp 
  Shield 
  Unseen Servant 
  11 
  Sleep 
  Spider Climb 
  Wizard Mark 
  12 
  Taunt 
  Ventriloquism 
  Write 
  Once the mage begins to run short of pages in his spell book, or when he 
  desires to have a traveling spell book to bring with him while adventuring, he 
  must pay to have such a book constructed.  
   
  A standard spell book will cost 1,000 g.p. for the book itself and take 1d4+3 
  weeks to put together. Traveling spell books cost 500 g.p. and take 1d4 weeks 
  to construct. The rare inks required to transcribe spells in pages of either sort 
  of book will cost 100 g.p. per spell level, and the physical process of writing 
  them will take half a day per level of the spell being transcribed (with cantrips 
  treated as 1st level spells in this instance).  
   
  Note that mages, illusionists, and savants cannot memorize spells from one 
  another’s’ spell books. Even if the spell has the same name and effect, they are 
  different in execution from one class to another. 
   
  Create Magic Items 
   
  At 7th level, the mage is able to inscribe mage scrolls and some types of 
  protection scrolls. At 12th level, the mage is able to create other sorts of 
  magical items, such as enchanted weapons, wands, rings, and the like. At 
  16th level, those magic items are able to retain a permanent enchantment. See 
  p. 111 for details.  
   
  Illusionist 
   
  The illusionist is a sub-class of mage; specialists in spells that confuse, 
  confound, mask, and otherwise alter one’s perception of reality.  
   
  Illusionists must have a dexterity score of 16 or higher, and an intelligence 
  score of 15 or more.  
   
   
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   53 
  Illusionists have the following powers and abilities: 
   
   
  Spellcasting ability 
   
  Spell books 
   
  Magic item use 
   
  Ability to create magic items 
   
  Illusionists who wear armor of any type (or carry shields) are not able to cast 
  spells, although they may use magic items (except those magic items which 
  are usable only by mages, and which illusionists are able to use). Thus, an 
  illusionist wearing a gambeson could use a ring of x-ray vision, which is 
  normally usable by any class, but not a wand of illusion, which is only usable 
  by mages (and falls within the small list of items usable by illusionists). It is for 
  this reason that most illusionists opt not to wear armor. Illusionists may only 
  become proficient in dagger, dart, knife, sling, or staff; they may us caltrops 
  as weapons. Those using weapons in which they are not proficient will suffer 
  a -5 penalty “to hit” (see p. 88 for details). 
   
  Illusionists advance in levels according to the following table: 
   
  TABLE 137: ILLUSIONIST LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d4 
  2,250 
  2 
  2d4 
  4,500 
  3 
  3d4 
  9,000 
  4 
  4d4 
  18,000 
  5 
  5d4 
  35,000 
  6 
  6d4 
  60,000 
  7 
  7d4 
  95,000 
  8 
  8d4 
  145,000 
  9 
  9d4 
  220,000 
  10 
  10d4 
  440,000 
  11 
  10d4+1 
  660,000 
  12 
  10d4+2 
   
  After 12th level, an illusionist needs an additional 220,000 experience points 
  to gain an additional level. Upon doing so, he gains one additional hit point. 
   
  Illusionists begin the game with 2d4x10 g.p. 
   
   
   
  Spellcasting Ability 
   
  Much like mages, illusionists are able to cast magic spells as a result of their 
  long and intense studies. The number of spells that the illusionist can commit to 
  memory at any given time is dependent on his level, as shown in the following 
  table: 
  TABLE 138: ILLUSIONIST SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  6 
  4 
  3 
  1 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  8 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  9 
  5 
  3 
  3 
  2 
  - 
  - 
  - 
  10 
  5 
  4 
  3 
  2 
  1 
  - 
  - 
  11 
  5 
  4 
  3 
  3 
  2 
  - 
  - 
  12 
  5 
  5 
  4 
  3 
  2 
  1 
  - 
  13 
  5 
  5 
  4 
  3 
  2 
  2 
  - 
  14 
  5 
  5 
  4 
  3 
  2 
  2 
  1 
  15 
  5 
  5 
  4 
  4 
  2 
  2 
  2 
  16 
  5 
  5 
  5 
  4 
  3 
  2 
  2 
  17 
  5 
  5 
  5 
  5 
  3 
  2 
  2 
  18 
  5 
  5 
  5 
  5 
  3 
  3 
  2 
  19 
  5 
  5 
  5 
  5 
  4 
  3 
  2 
  20 
  5 
  5 
  5 
  5 
  4 
  3 
  3 
  21 
  5 
  5 
  5 
  5 
  5 
  4 
  3 
  22 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  23 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  24 
  6 
  6 
  6 
  6 
  5 
  5 
  5 
  25 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  26 
  7 
  7 
  7 
  7 
  6 
  6 
  6 
   
  In addition to regular spells, illusionists have access to cantrips, minor 
  enchantments that are mostly used during their period of apprenticeship while 
  they are learning their craft, but which are still retained by the illusionist when 
  he begins his career. If the illusionist wishes to memorize cantrips, up to four 
  may be memorized in lieu of one first-level spell; two first-level spell slots may 
  be used to memorize eight cantrips, etc. 
   
  Higher level spells require a minimum intelligence score in order to be 
  memorized, as shown in the following table: 
   
  TABLE 139: ILLUSIONIST INTELLIGENCE FOR SPELL USE 
  Spell Level 
  Minimum Intelligence 
  5 
  10 
  6 
  12 
  7 
  14 
   
  Spell Books 
   
  The illusionist will typically begin his adventuring career with two standard 
  spell books; one will contain the cantrips that he learned and practiced with 
  as an apprentice, and the other will contain the few first-level spells that his 
  master (or magical college, etc.) deemed suitable for his use. These two books 
  do not cost the illusionist anything. Note that the illusionist must either 
  immediately opt to discard his book of cantrips or keep it; he cannot turn 
  around and sell it to gain extra cash at the beginning of his career as an 
  adventurer. Characters will never begin the game with a traveling spell book 
  (which is smaller and lighter, but less sturdy); if they wish to get one, they must 
  pay to have it made.  
   
  Cantrips are broken up into different types. The book of cantrips will contain 
  a number of zero-level spells as follows, selected from the following lists: 
   
  
    Creating Characters - Character Classes 
  54 
  Haunting-sound (choose 1d4+4): creak, footfall, groan, moan, rattle, tap, 
  thump, whistle 
  Legerdemain (choose 1d4+2): change, distract, hide, mute, palm, present 
  Minor Illusion (choose 1d4+4): colored lights, dim, haze, mask, mirage, 
  noise, rainbow, two-d’lusion 
  Personal (choose 1d4+1): bee, bluelight, bug, firefinger, gnats, mouse, 
  smokepuff, spider, tweak, unlock 
  Useful (choose a number equal to INT-3): chill, clean, color, dampen, dry, 
  dust, exterminate, flavor, freshen, gather, invisible librarian, polish, 
  salt, shine, spice, sprout, stitch, sweeten, tie, warm, wrap 
   
  The initial spell book will contain four spells. All beginning illusionists will have 
  the read illusionist magic spell in their book. In addition, they will have one 
  spell from each of the following categories, determined randomly: 
   
  TABLE 140: ILLUSIONIST STARTING SPELLS 
  Roll (d6) 
  Offensive 
  Defensive 
  Utility 
  1 
  Color Spray 
  Audible Glamer 
  Change Self 
  2 
  Hypnotism 
  Darkness 
  Dancing Lights 
  3 
  Light 
  Gaze Reflection 
  Detect Illusion 
  4 
  Phantasmal 
  Force 
  Wall of Fog 
  Detect 
  Invisibility 
  5 
  Chromatic Orb 
  Phantom Armor 
  (choose utility 
  spell) 
  6 
  Spook 
  (choose 
  defensive spell) 
  (choose any 
  1st-level spell) 
   
  Once the illusionist begins to run short of pages in his spell book, or when he 
  desires to have a traveling spell book to bring with him while adventuring, he 
  must pay to have such a book constructed.  
   
  A standard spell book will cost 1,000 g.p. for the book itself and take 4-7 
  weeks to put together. Traveling spell books cost 500 g.p. and take 1-4 weeks 
  to construct. The rare inks required to transcribe spells in pages of either sort 
  of book will cost 100 g.p. per spell level, and the physical process of writing 
  them will take half a day per level of the spell being transcribed (with cantrips 
  treated as 1st level spells in this instance).  
   
  Note that mages, illusionists, and savants cannot memorize spells from one 
  another’s’ spell books. Even if the spell has the same name and effect, they are 
  different in execution from one class to another. 
   
  Magic Item Use 
   
  Illusionists have special limits on the sorts of magical items they can employ. 
   
  Illusionists may use any sort of potion not otherwise limited to fighters. They 
  may also employ scrolls of illusionist sort plus any spell otherwise normally 
  available to illusionists, even though they are contained on a mage scroll (note 
  that the reverse is not true; mages cannot use illusionist scrolls under any 
  circumstances). 
   
  In addition, illusionists can use any sort of magic ring, a rod of cancellation, 
  staff of striking, and wands of fear, illusion, wonder, and all sorts of wands of 
  detection.  
   
  They are not able to use any additional powers of crystal balls (such as ESP, 
  etc.), nor may they use the robe of the arch-magi, but can otherwise use all 
  robes and books usable to mages. All other magic items are open to their use, 
  including magic daggers, unless by their nature such items would not be 
  something usable by illusionists (such as armor, swords, etc.). 
   
  Create Magic Items 
   
  At 7th level, illusionists are able to inscribe druidical scrolls. At 11th level they 
  are able to create other charged or one-shot magical items such as staffs, rings, 
  etc. At 14th level the magic items created by illusionists are able to hold a 
  permanent enchantment. See p. 111 for details. 
   
  Savant 
   
  The savant is a specialist in knowledge, divination, and detection. At higher 
  levels, their knowledge of all things arcane gives them significant prowess 
  when dealing with creatures from other planes of existence, and their erudition 
  and education give them access to spells that are normally only the province 
  of clerics.  
   
  Savants have the following powers and skills: 
   
   
  Experience point bonus 
   
  Spellcasting 
   
  Spell books 
   
  Scroll use 
   
  Ability to create magic items 
   
  Scholarship 
   
  Savants must have a minimum intelligence score of 14 and a minimum wisdom 
  of 12. Humans, elves, and half-elves can become savants. They can be of any 
  alignment, and have the same weapon and armor restrictions as mages.  
   
   
   
  Savants who wear armor of any type are not able to cast spells, although they 
  may use magic items (except those magic items which are usable only by 
  mages). Thus, a savant wearing plated mail could use a wand of lightning 
  bolts, which is usable by any class, but not a staff of the magi, which is usable 
  only by mages. Savants may only become proficient in dagger, dart, knife, 
  sling, or staff; they may use caltrops as weapons. Those using weapons in 
  which they are not proficient will suffer a -5 penalty “to hit” (see p. 88 for 
  details). 
   
  Savants advance in level according to the following table: 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   55 
  TABLE 141: SAVANT LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d4 
  2,250 
  2 
  2d4 
  4,500 
  3 
  3d4 
  9,000 
  4 
  4d4 
  18,000 
  5 
  5d4 
  35,000 
  6 
  6d4 
  60,000 
  7 
  7d4 
  95,000 
  8 
  8d4 
  145,000 
  9 
  9d4 
  220,000 
  10 
  10d4 
  440,000 
  11 
  10d4+1 
  660,000 
  12 
  10d4+2 
   
  After 12th level, the savant requires 220,000 additional experience points to 
  rise to the next level of ability. Savants gain 2 extra h.p. for each level they 
  reach beyond 12th.  
   
  Savants begin the game with 2d4x10 g.p. 
   
  Experience Point Bonus 
   
  Savants with an intelligence and wisdom score both exceeding 15 gain a 10% 
  bonus to all experience points earned.  
   
  Spellcasting 
   
  Much like mages, savants are able to cast magic spells as a result of their long 
  and intense studies. The number of spells that the illusionist can commit to 
  memory at any given time is dependent on his level, as shown in the following 
  table: 
   
  TABLE 142: SAVANT SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  12 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  13 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  14 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  15 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  - 
  - 
  16 
  6 
  5 
  5 
  4 
  4 
  3 
  3 
  1 
  - 
  17 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  - 
  18 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  19 
  6 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  20 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  21 
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  3 
  3 
  22 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  23 
  7 
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  3 
  24 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  25 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  26 
  7 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  27 
  7 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
   
  Higher level spells require a minimum intelligence score in order to be 
  memorized, as shown in the following table: 
   
  TABLE 143: SAVANT MINIMUM INTELLIGENCE FOR SPELL LEVEL 
  Spell Level 
  Minimum Intelligence 
  8 
  16 
  9 
  18 
   
  Spell Books 
   
  The savant will typically begin his adventuring career with two standard spell 
  books; one will contain the cantrips that he learned and practiced with as an 
  apprentice, and the other will contain the few first-level spells that his master 
  (or magical college, etc.) deemed suitable for his use. These books do not cost 
  the savant anything. Characters will never begin the game with a traveling 
  spell book (which is smaller lighter, but less sturdy); if they wish to get one, 
  they must pay to have it made.  
   
  Cantrips are broken up into different types. The book of cantrips will contain 
  a number of zero-level spells as follows, selected from the following lists: 
   
  Useful (select a number equal to INT-3): chill, clean, color, dampen, dry, 
  dust, exterminate, flavor, flourish, freshen, gather, invisible 
  librarian, polish, salt 
  Legerdemain (choose 1d4+1): change, distract, hide, mute, palm, present 
  Person-affecting (choose 1d4+1): belch, blink, cough, giggle, nod, 
  scratch, shave, sneeze, twitch, wink, yawn 
  Personal (choose 1d4): bee, bluelight, bug, firefinger, gnats, mouse, 
  smokepuff, spider, tweak, unlock 
  Scholarly (choose 1d4+1): blank book, calligraphy, cram, detect plane, 
  dictation, illumination, quantify, volume 
   
  The initial spell book will contain four spells. All beginning savants will have 
  the read savant magic spell in their book. In addition, they will have one spell 
  from each of the following categories, determined randomly: 
   
  TABLE 144: SAVANT STARTING SPELLS 
  Die Roll 
  (d10) 
  Informational 
  Defensive 
  Utility 
  1 
  Detect Evil 
  Alarm 
  Affect Normal 
  Fires 
  2 
  Detect Illusion 
  Invisibility to 
  Animals 
  Comprehend 
  Languages 
  3 
  Detect Life 
  Invisibility to 
  Undead 
  Erase 
  4 
  Detect Magic 
  Protection from 
  Evil 
  ESP 
  5 
  Detect Poison 
  Spider Climb 
  Light 
  6 
  Detect Snares and 
  Pits 
  Wall of Fog 
  Message 
  7 
  Identify 
   
  Ventriloquism 
  8 
  Locate Animals 
   
  Write 
  9 
  Predict Weather 
   
   
  10 
  (choose any 
  informational spell) 
   
   
   
  Once the savant begins to run short of pages in his spell book, or when he 
  desires to have a traveling spell book to bring with him while adventuring, he 
  must pay to have such a book constructed.  
   
  A standard spell book will cost 1,000 g.p. for the book itself and take 4-7 
  weeks to put together. Traveling spell books cost 500 g.p. and take 1-4 weeks 
  to construct. The rare inks required to transcribe spells in pages of either sort 
  of book will cost 100 g.p. per spell level, and the physical process of writing 
  
    Creating Characters - Character Classes 
  56 
  them will take half a day per level of the spell being transcribed (with cantrips 
  treated as 1st level spells in this instance).  
   
  Note that mages, illusionists, and savants cannot memorize spells from one 
  another’s spell books. Even if the spell has the same name and effect, they are 
  different in execution from one class to another.  
   
  Scroll Use 
   
  Beginning at 5th level, the savant is able to read scrolls intended for mages as 
  if he was a mage himself. At 7th level, he can read any clerical or illusionist 
  spell scroll the same way. At 9th level, he can read scrolls of druid and mystic 
  nature. The standard chances for spell failure apply (see the rules for using 
  scrolls in the ADVENTURES DARK AND DEEP™ Game Masters Toolkit), and there 
  is an additional chance that the attempt to read the scroll will fail: 
   
  TABLE 145: SAVANT MAGE SCROLL USE 
  Savant Intelligence 
  Chance for Mage/Illusionist Scroll Failure 
  14 - 16 
  10% / spell level 
  17 
  5% / spell level 
  18 
  2% / spell level 
   
  TABLE 146: SAVANT CLERICAL SCROLL USE 
  Savant 
  Wisdom 
  Chance for Cleric Scroll 
  Failure 
  Chance for Druid/ Mystic 
  Scroll Failure 
  12 - 13 
  20% / spell level 
  25% / spell level 
  14 - 16 
  10% / spell level 
  15% / spell level 
  17 
  5% / spell level 
  10% / spell level 
  18 
  2% / spell level 
  7% / spell level 
   
  Create Magic Items 
   
  At 7th level, savants are able to inscribe magic scrolls. At 13th level they are 
  able to create other magical items such as staffs, rings, etc. At 16th level those 
  magic items are able to hold a permanent enchantment. See p. 111 for details. 
   
  Scholarship 
   
  All savants begin their careers with a level in the Scholarship skill (Occultism 
  field). See p. 72 for details. They may take additional levels in Scholarship (in 
  any field) for only 4,000 x.p.  
   
  Thief 
   
  Thieves, sometimes known as “expert treasure finders”, are adept at a number 
  of skills involving careful observation, stealth, and hand-eye coordination. They 
  are not necessarily robbers and burglars, although they certainly can be.  
   
  Thieves must have a dexterity score of at least 9. They can be of any alignment 
  except Lawful Good.  
   
  Thieves have the following powers and skills: 
   
   
  Experience point bonus 
   
  Back stab 
   
  Pick pockets 
   
  Open locks 
   
  Find and remove traps 
   
  Move silently 
   
  Hide in shadows 
   
  Listening at doors 
   
  Climb walls 
   
  Thieves’ Cant 
   
  Read languages 
   
  Use magic scrolls 
   
  Thieves may use all types of armor, although certain types of armor will impose 
  penalties on their skills, as noted below. They may become proficient in the 
  following weapons: short bow, caltrop, club, hand crossbow, dagger, dart, 
  garrote, knife, sap, sling, broad sword, falchion, long sword, and short sword. 
  Those using weapons in which they are not proficient will suffer a -3 penalty 
  “to hit” (see p. 88 for details). 
   
   
   
  Thieves advance in level according to the following table: 
   
  TABLE 147: THIEF LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d6 
  1,250 
  2 
  2d6 
  2,500 
  3 
  3d6 
  5,000 
  4 
  4d6 
  10,000 
  5 
  5d6 
  20,000 
  6 
  6d6 
  42,500 
  7 
  7d6 
  70,000 
  8 
  8d6 
  110,000 
  9 
  9d6 
  160,000 
  10 
  10d6 
  220,000 
  11 
  10d6+2 
  440,000 
  12 
  10d6+4 
   
  After 12th level, the thief requires 220,000 additional experience points to 
  rise to the next level of ability. Thieves gain 2 extra h.p. for each level they 
  reach beyond 12th.  
   
  Thieves begin the game with 2d6x10 g.p. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   57 
  Experience Point Bonus 
   
  All thieves with a dexterity score 16 or greater gain a 10% bonus to all 
  experience points earned. 
   
  Back Stab 
   
  Thieves who are able to strike against a foe from behind in melee are 
  considered to be back stabbing that opponent, as long as they have gained 
  surprise. When back stabbing, the thief gains a +4 bonus on his “to hit” roll 
  and multiplies the damage done by his weapon depending on his level: 
   
  TABLE 148: THIEF BACKSTAB DAMAGE MULTIPLIER 
  Thief Level 
  Backstab Damage Multiplier 
  1-4 
  x2 
  5-8 
  x3 
  9-12 
  x4 
  13-16 
  x5 
  17-20 
  x6 
   
  Thieves can back stab with any weapon they are otherwise able to use; club, 
  dagger, sword, etc. Note that only creatures with an identifiable “back” and 
  which don’t have 360° senses can be backstabbed. 
   
  Pick Pockets 
   
  Thieves can pick pockets, cut purses, remove small items from belt pouches, 
  palm trinkets, pilfer small items from market stalls, etc. Victims subtract 5% per 
  experience level from the thief’s chance of success. If the thief fails, he may try 
  again, but if he fails by 21% or greater, the victim will have noticed the attempt 
  and will react accordingly.  
   
  Open Locks 
   
  By means of cleverness, nimble fingers, and training, thieves are able to pick 
  locks, open combination locks, solve complex puzzle-locks (of manual sort; this 
  does not apply to logic puzzles and the like), etc. The thief may or may not 
  require special lock picking tools to do so; your game master will make an 
  adjudication (essentially, any lock that normally requires a key will need to be 
  picked using tools). Most locks will take 1d4 rounds to pick, but the most 
  complex may take as long as 1d10 rounds.  
   
  Find and Remove Traps 
   
  Finding and removing traps is, as the name implies, a two-step process. First, 
  the presence of such a trap, be it a poison needle on a lock, a trip-wire strung 
  across a passageway, a pressure plate in a floor, etc., must be confirmed. This 
  is done by announcing to your game master that your character is looking for 
  traps in such-and-such a place. If your roll is successful (and the game master 
  will roll, as you should not be aware if your character has missed his roll to 
  detect the trap in the first place), you must then roll a second time to disarm 
  the trap: blocking the needle, jamming the pressure plate, etc. Most traps will 
  take 1d10 rounds to detect and another 1d4 rounds to disarm.  
   
  This ability can also be used to set traps to snare others: deadfalls, pits, snares, 
  etc. 
   
  Move Silently 
   
  Thieves are able to cross even normally-noisy surfaces such as squeaky floors, 
  gravel, etc., with barely a whisper. The thief cannot, obviously, run while 
  moving silently, but can move at the normal rate for walking down a dungeon 
  corridor (120’ per minute for an unencumbered human, adjusted as 
  appropriate). Note that the game master should roll for success in secret; the 
  thief will not know whether or not he has succeeded.  
   
  Hide in Shadows 
   
  Thieves are able to make themselves practically disappear under the proper 
  circumstances. Obviously, it is not a skill that can be practiced in the middle 
  of a courtyard in glaring sunlight, but in the twisting streets of a town lit only 
  by torchlight, or in the deep passageways of a dungeon complex, the thief is 
  able to render himself motionless while blending into the shadows. Note that 
  a character will not know whether or not he has been successful; the game 
  master should roll secretly.  
   
  Listening at Doors 
   
  Thieves are able, through careful practice, to discern voices and other sounds 
  by listening at doors, windows, and similar portals. This can be useful when 
  casing a room for a burglary, for instance. It requires that the ear be pressed 
  against the door. 
   
  Climb Walls 
   
  In those cases where some sort of toe- and finger-holds are present, thieves are 
  able to climb straight vertical walls with ease, albeit slowly. The rate at which 
  the thief can climb depends on the surface being climbed. 
   
  TABLE 149: WALL CLIMBING MOVEMENT RATE 
  Type of Surface 
  Climbing Rate on Dry Surface 
  Smooth 
  6’ / min. 
  Cracked 
  12’ / min. 
  Rough 
  18’ / min. 
  Projections 
  24’ / min. 
   
  The chance for the thief to fall should be checked each minute of climbing; any 
  single failure will indicate a fall to the ground.  
   
  If the surface being climbed is even slightly slippery, the movement rate is cut 
  in half, and the chance of success is cut in half as well (and impossible on a 
  smooth surface). If the surface being climbed is slippery, the movement rate is 
  only ¼ of normal, and the chance of success is only 1/10th of normal. 
   
  Most typical dungeon walls will be rough, but slightly slippery (due to nitre, 
  slime, moisture, etc.).  
   
  Thieves’ Cant 
   
  All thieves share a patois known as Thieves’ Cant. This is a means of both 
  recognition and communication from one thief to another, and generally 
  stretches beyond cultural and other linguistic lines. It does not count against 
  other languages that the thief may be able to know (see languages on p. 74).  
   
  Read Languages 
   
  Beginning at 4th level, thieves are able to make out many written languages 
  (but note that this does not apply to hearing or speaking). This is an ability that 
  is picked up in the study of treasure maps, diagrams, and similar items.  
  
    Creating Characters - Character Classes 
  58 
  TABLE 150: THIEF ABILITIES 
  Thief Level 
  Pick Pockets 
  Open Locks 
  Find/ Remove 
  Traps 
  Move Silently 
  Hide in 
  Shadows 
  Listen at Doors 
  Climb Walls 
  Read 
  Languages 
  1 
  30% 
  25% 
  20% 
  15% 
  10% 
  10% 
  85% 
  - 
  2 
  35% 
  29% 
  25% 
  21% 
  15% 
  10% 
  86% 
  - 
  3 
  40% 
  33% 
  30% 
  27% 
  20% 
  15% 
  87% 
  - 
  4 
  45% 
  37% 
  35% 
  33% 
  25% 
  15% 
  88% 
  20% 
  5 
  50% 
  42% 
  40% 
  40% 
  31% 
  20% 
  90% 
  25% 
  6 
  55% 
  47% 
  45% 
  47% 
  37% 
  20% 
  92% 
  30% 
  7 
  60% 
  52% 
  50% 
  55% 
  43% 
  25% 
  94% 
  35% 
  8 
  65% 
  57% 
  55% 
  62% 
  49% 
  25% 
  96% 
  40% 
  9 
  70% 
  62% 
  60% 
  70% 
  56% 
  30% 
  98% 
  45% 
  10 
  80% 
  67% 
  65% 
  78% 
  63% 
  30% 
  99% 
  50% 
  11 
  90% 
  72% 
  70% 
  86% 
  70% 
  35% 
  99.1% 
  55% 
  12 
  100% 
  77% 
  75% 
  94% 
  77% 
  35% 
  99.2% 
  60% 
  13 
  105% 
  82% 
  80% 
  99% 
  85% 
  40% 
  99.3% 
  65% 
  14 
  110% 
  87% 
  85% 
  99% 
  93% 
  40% 
  99.4% 
  70% 
  15 
  115% 
  92% 
  90% 
  99% 
  99% 
  50% 
  99.5% 
  75% 
  16 
  125% 
  97% 
  95% 
  99% 
  99% 
  50% 
  99.6% 
  80% 
  17 
  125% 
  99% 
  99% 
  99% 
  99% 
  55% 
  99.7% 
  80% 
   
  TABLE 151: THIEF ABILITIES DEXTERITY ADJUSTMENTS 
  Dexterity Score 
  Pick Pockets 
  Open Locks 
  Find/ Remove 
  Traps 
  Move Silently 
  Hide in 
  Shadows 
  9 
  -15% 
  -10% 
  -10% 
  -20% 
  -10% 
  10 
  -10% 
  -5% 
  -10% 
  -15% 
  -5% 
  11 
  -5% 
  - 
  -5% 
  -10% 
  - 
  12 
  - 
  - 
  - 
  -5% 
  - 
  13 
  - 
  - 
  - 
  - 
  - 
  14 
  - 
  - 
  - 
  - 
  - 
  15 
  - 
  - 
  - 
  - 
  - 
  16 
  - 
  +5% 
  - 
  - 
  - 
  17 
  +5% 
  +10% 
  - 
  +5% 
  +5% 
  18 
  +10% 
  +15% 
  +5% 
  +10% 
  +10% 
  19 
  +15% 
  +20% 
  +10% 
  +12% 
  +12% 
  20 
  +20% 
  +25% 
  +15% 
  +15% 
  +15% 
  21 
  +25% 
  +30% 
  +20% 
  +18% 
  +18% 
  22 
  +30% 
  +35% 
  +25% 
  +20% 
  +20% 
  23 
  +35% 
  +40% 
  +30% 
  +23% 
  +23% 
  24 
  +40% 
  +45% 
  +35% 
  +25% 
  +25% 
  25 
  +45% 
  +50% 
  +40% 
  +30% 
  +30% 
   
  Note that dexterity bonuses do not apply to thief abilities if any sort of armor other than leather (or none) is worn.  
   
  TABLE 152: THIEF ABILITIES RACIAL ADJUSTMENTS 
  Race 
  Pick Pockets 
  Open Locks 
  Find/ Remove 
  Traps 
  Move Silently 
  Hide in 
  Shadows 
  Listen at Doors 
  Climb Walls 
  Read 
  Languages 
  Dwarf 
  - 
  +10% 
  +15% 
  - 
   
  - 
  -10% 
  -5% 
  Elf 
  +5% 
  -5% 
  - 
  +5% 
  +10% 
  +5% 
  - 
  - 
  Gnome 
  - 
  +5% 
  +10% 
  +5% 
  +5% 
  +10% 
  -15% 
  - 
  Half-Elf 
  +10% 
  - 
  - 
  - 
  +5% 
  - 
  - 
  - 
  Halfling 
  +5% 
  +5% 
  +5% 
  +10% 
  +15% 
  +5% 
  -15% 
  -5% 
  Half-orc 
  -5% 
  +5% 
  +5% 
  - 
  - 
  +5% 
  +5% 
  -10% 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   59 
  TABLE 153: THIEF ABILITIES ARMOR ADJUSTMENTS 
  Armor Worn 
  Pick Pockets 
  Open Locks 
  Find/ Remove 
  Traps 
  Move Silently 
  Hide in 
  Shadows 
  Listen at Doors 
  Climb Walls 
  None 
  +5% 
  - 
  - 
  +10% 
  +5% 
  - 
  +10% 
  Leather cuirass, 
  scale, or 
  lamellar 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Elven mail 
  -20% 
  -5% 
  -5% 
  -10% 
  -10% 
  -5% 
  -20% 
  Brigandine, 
  furs, or 
  Gambeson 
  -30% 
  -10% 
  -10% 
  -20% 
  -20% 
  -10% 
  -30% 
  Ring armor 
  -40% 
  -15% 
  -15% 
  -40% 
  -30% 
  -20% 
  -40% 
  Steel scale or 
  lamellar  
  -50% 
  -20% 
  -20% 
  -60% 
  -50% 
  -30% 
  -90% 
  Mail 
  -40% 
  -15% 
  -15% 
  -40% 
  -30% 
  -20% 
  -40% 
  Plated mail 
  -50% 
  -20% 
  -20% 
  -60% 
  -50% 
  -30% 
  -90% 
  Plate armor 
  -75% 
  -40% 
  -40% 
  -80% 
  -75% 
  -50% 
  -99% 
  Jousting plate 
  -100% 
  -80% 
  -80% 
  -100% 
  -110% 
  -70% 
  -99.9% 
   
  Note: Normally, thieves are not allowed to wear most types of heavier armor. 
  However, they are included in the above table to account for multi-classed 
  characters who are entitled to wear such armor and who might want to employ 
  their thief abilities.  
   
  Use Magic Scrolls 
   
  Beginning at 10th level, the thief’s proficiency at reading ordinary languages 
  can be applied to magical scrolls as well. However, this does not apply to 
  scrolls of clerical, druid, or mystic nature, but does include scrolls of protection 
  and those pertaining to mages, illusionists, and savants. Due to their difficult 
  nature, there is a flat 25% chance that the scroll will be incomprehensible to 
  the thief, and thus cannot be used. If this happens, there is also a 10% chance 
  per level of the spell that the thief will inadvertently mispronounce it, thus 
  reversing its effect (if applicable). Otherwise the scroll is simply 
  incomprehensible to the thief, although it cans still be read by the appropriate 
  type of spell-caster. 
   
  Thief-Acrobat 
   
  The thief-acrobat is a specialization that certain thieves may opt to take at 6th 
  level. The thief-acrobat is a sort of “cat burglar”, relying on physical prowess, 
  balance, and gymnastics to ply their trade. Thieves with both a strength score 
  of 15 or greater and a dexterity score of 16 or better may opt to become thief-
  acrobats after reaching 5th level. Thieves choosing to take this option do not 
  progress as normal thieves from then on; they are thief-acrobat specialists.  
   
  In order to specialize as a thief-acrobat, the 5th-level thief must first earn 
  enough experience points to become 6th level. At that point, he must seek out 
  a thief-acrobat of at least 10th level and spend at least 6 weeks in the unique 
  training required to pursue the thief-acrobat specialization. At the end of that 
  time, he will be a full-fledged thief-acrobat of 6th level of ability, and will enjoy 
  all the benefits and limitations of the specialized split-class. Thief-acrobats will 
  be members of the regular thieves’ guild or its analogue in their locale, if one 
  exists.  
   
  While thief-acrobats retain and can even improve their knowledge of 
  “ordinary” thieving skills that they had hitherto learned, they gain the following 
  additional skills, bonuses, and limitations: 
   
   
  Experience point bonus 
   
  Climb walls 
   
  Tightrope walking 
   
  Pole vaulting 
   
  Jumping 
   
  Tumbling 
   
  Avoid falling damage 
   
  Thief skills 
   
  Thief-acrobats may use armor as thieves do, and may also become proficient 
  in all the weapons available to thieves, as well as the lasso and quarterstaff. 
  Those using weapons in which they are not proficient will suffer a -3 penalty 
  “to hit” (see p. 88 for details). 
   
  Thief-acrobats advance in level according to the following table: 
   
  TABLE 154: THIEF-ACROBAT LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit Points 
  20,000 
  6 
  6d6 
  45,000 
  7 
  7d6 
  75,000 
  8 
  8d6 
  125,000 
  9 
  9d6 
  180,000 
  10 
  10d6 
  250,000 
  11 
  10d6+2 
  500,000 
  12 
  10d6+4 
   
  After 12th level, the thief-acrobat requires an additional 250,000 experience 
  points to reach the next level. With each level gained, 2 additional hit points 
  are added to his total. 
   
  Experience Point Bonus 
   
  Thief-acrobats with both strength and dexterity scores of 16 or better gain a 
  10% bonus to all experience points earned. 
   
  Climb Walls 
   
  Thief-acrobats are able to climb walls just like ordinary thieves; this is the only 
  “standard” thief ability that thief-acrobats can still increase their skills in as they 
  increase in level.  
   
  Tightrope Walking 
   
  Thief-acrobats are able to tightrope walk (often used to cross between rooftops 
  and in similar situations). The tightrope in question can be at no greater than 
  a 45° angle when going up, and only slightly steeper when going down. The 
  thief-acrobat may travel up to 60’ per minute in this manner, and a successful 
  check must be made once for every 60’ traveled. A failed check means the 
  character has fallen from the tightrope, and must take falling damage 
  accordingly (see falling damage on p. 102 for more information). A balance 
  pole adds 10% to the chance of success, but can only be used in non-windy 
  conditions. Moderate wind decreases the chance of success by 10%, while 
  
    Creating Characters - Character Classes 
  60 
  strong winds decrease it by 20%, and there is always at least a 5% chance of 
  failure in such winds, regardless of the level of the thief-acrobat and any other 
  modifiers.  
   
  When tightrope walking, the acrobat is limited in the amount of extra weight 
  he can carry, and it must be evenly distributed about his person to allow for 
  balance. The amount of extra weight the acrobat can carry is based on his 
  level, according to the following table: 
   
  TABLE 155: ADDITIONAL WEIGHT WHEN TIGHTROPE WALKING 
  Level 
  Additional Weight When Tightrope Walking (in lbs.) 
  6 
  10 
  7 
  20 
  8 
  30 
  9 
  40 
  10 
  50 
  11 
  60 
  12 
  70 
  13 
  85 
  14 
  100 
  15 
  150 
  16 
  200 
  17 
  225 
  18 
  250 
  19 
  275 
  20 
  300 
  21 
  350 
  22 
  400 
  23 
  400 
   
  Pole Vaulting 
   
  Pole vaulting does not necessarily require a pole to be done; some sort of 
  spring-board in place at the point of departure could be used as well, or some 
  other contrivance, at the discretion of the game master. Pole vaulting allows 
  the thief-acrobat to get either atop or over walls, trees, cliffs, etc. The maximum 
  height that may be pole-vaulted is given below. Pole vaulting requires at least 
  30’ to get a running start. If a pole is used to assist the vault, it must be at least 
  4’ taller than the thief-acrobat, and is lost after the successful vault. If vaulting 
  to a height at least 6” below the maximum allowed, the character can land on 
  his feet (if there is a surface to land on at the top, of course). Otherwise, the 
  thief-acrobat rolls to his feet in but 6 seconds (1 segment). The pole used can 
  be no more than 3’ shorter than the attempted vault (i.e., someone attempting 
  a 10’ vault must have a 7’ pole). 
   
  Jumping 
   
  Jumping, regardless of the sort of jump, takes but a single 6-second combat 
  segment to accomplish, allowing the thief-acrobat to be back on his feet. Jumps 
  can either be high or long jumps. Extra weight or armor will impair the thief-
  acrobat’s ability to jump.  
   
  High jumps require a running start of at least 20’ (this need not be a flat 
  surface; solid steps can be used to get a running start for a high jump, although 
  an uneven and uncertain surface will prevent the necessary speed to make the 
  jump). The maximum height that can be attained is indicated below.  
   
   
   
   
  Long jumps can either be done with a running start of at least 20’ or from a 
  standing position; the maximum length of each is given in below (a standing 
  jump can take the character backwards half as far as a forward jump). A 
  standing jump can, if the game master allows it, either bring a character into 
  or out of melee range. After a jump (running or standing), the acrobat will land 
  on his feet, although additional distance can be gained if the character is 
  willing to land flat, requiring extra time to get back on his feet, according to 
  the following table: 
   
  TABLE 156: ACROBAT JUMPING 
  Extra Distance 
  % Chance of Failure 
  Time to Get on Feet 
  2’ 
  0% 
  2 segments (12 sec.) 
  3’ 
  25% 
  3 segments (18 sec.) 
  4’ 
  50% 
  4 segments (24 sec.) 
  5’ 
  75% 
  5 segments (30 sec.) 
   
  Tumbling 
   
  Tumbling is a catch-all phrase that includes tumbling, acrobatics, gymnastics, 
  rolling, etc. These skills can be used in combat for both attack and defense, 
  and can be used to help alleviate falling damage.  
   
  The tumbling attack adjustment applies to “to hit” rolls when making 
  pummeling-type attacks (see unarmed combat, p. 100).  
   
  The tumbling evasion maneuver allows the thief-acrobat to attempt to jump, 
  twist, and otherwise dodge incoming melee attacks. Evasion requires there be 
  some modicum of room for the thief-acrobat to maneuver, and requires that the 
  acrobat have initiative and at least 6 seconds (1 segment) in order to make 
  the evasion. Note that even racial or dexterity adjustments to the percent 
  chance of success cannot make it exceed 60% in any case.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   61 
  TABLE 157: THIEF-ACROBAT ABILITIES 
  Acrobat 
  Level 
  Tightrope 
  Walking 
  Pole Vaulting 
  High 
  Jumping 
  Standing 
  Jump 
  Running 
  Jump 
  Tumbling 
  Attack 
  Tumbling 
  Evasion 
  Falling 
  Chance 
  Falling 
  Distance 
  6 
  75% 
  9’ 
  4’ 
  5’ 
  9’ 
  +1 
  10% 
  25% 
  0’-10’ 
  7 
  80% 
  9 ½’ 
  4 ¼’ 
  5 ½’ 
  9 ½’ 
  +1 
  15% 
  50% 
  0’-10’ 
  8 
  85% 
  10’ 
  4 ½’ 
  6’ 
  10’ 
  +1 
  20% 
  75% 
  0’-10’ 
  9 
  90% 
  10 ½’ 
  4 ¾’ 
  6 ½’ 
  10 ½’ 
  +1 
  25% 
  25% 
  11’-20’ 
  10 
  95% 
  11’ 
  5’ 
  7’ 
  11’ 
  +2 
  30% 
  50% 
  11’-20’ 
  11 
  100% 
  11 ½’ 
  5 ¼’ 
  7 ½’ 
  11 ½’ 
  +2 
  35% 
  75% 
  11’-20’ 
  12 
  100% 
  12’ 
  5 ½’ 
  8’ 
  12’ 
  +2 
  40% 
  25% 
  21’-30’ 
  13 
  100% 
  12 ½’ 
  5 ¾’ 
  8 ½’ 
  13’ 
  +2 
  45% 
  50% 
  21’-30’ 
  14 
  100% 
  13’ 
  6 ¼’ 
  9’ 
  14’ 
  +2 
  50% 
  75% 
  21’-30’ 
  15 
  100% 
  13 ½’ 
  6 ½’ 
  9 ½’ 
  15’ 
  +3 
  52% 
  20% 
  31’-40’ 
  16 
  100% 
  14’ 
  7’ 
  10’ 
  16’ 
  +3 
  54% 
  40% 
  31’-40’ 
  17 
  100% 
  14 ½’ 
  7 ½’ 
  10 ½’ 
  17’ 
  +3 
  56% 
  60% 
  31’-40’ 
  18 
  100% 
  15’ 
  8’ 
  11’ 
  18’ 
  +3 
  58% 
  80% 
  31’-40’ 
  19 
  100% 
  15 ½’ 
  8 ½’ 
  11 ½’ 
  19’ 
  +3 
  60% 
  20% 
  41’-50’ 
  20 
  100% 
  16‘ 
  9’ 
  12’ 
  20’ 
  +4 
  60% 
  40% 
  41’-50’ 
  21 
  100% 
  16 ½’ 
  9’ 
  12’ 
  21’ 
  +4 
  60% 
  60% 
  41’-50’ 
  22 
  100% 
  17’ 
  9’ 
  12’ 
  22’ 
  +4 
  60% 
  80% 
  41’-50’ 
  23 
  100% 
  17 ½’ 
  9’ 
  12’ 
  22’ 
  +4 
  60% 
  20% 
  51’-60’ 
   
  TABLE 158: THIEF-ACROBAT ABILITIES RACIAL MODIFIERS 
  Race 
  Tightrope 
  Walking 
  Pole Vaulting 
  High 
  Jumping 
  Standing 
  Jump 
  Running 
  Jump 
  Tumbling 
  Attack 
  Tumbling 
  Evasion 
  Falling 
  Chance 
  Falling 
  Distance 
  Dwarf 
  -5% 
  -2’ 
  -1’ 
  -2’ 
  -3’ 
  +2 
  +5% 
  - 
  - 
  Elf 
  +10% 
  - 
  - 
  - 
  -1’ 
  - 
  +5% 
  +5% 
  - 
  Gnome 
  - 
  -2’ 
  -1’ 
  -1 ½’ 
  -4’ 
  +1 
  +5% 
  - 
  - 
  Half-elf 
  +5% 
  - 
  - 
  - 
  - 
  +1 
  - 
  - 
  - 
  Halfling 
  - 
  -2’ 
  -1’ 
  -1 ½’ 
  -4’ 
  +1 
  +10% 
  +5% 
  - 
  Half-orc 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  +10% 
  - 
   
  TABLE 159: THIEF-ACROBAT ABILITIES DEXTERITY MODIFIERS 
  Dexterity 
  Tightrope 
  Walking 
  Pole Vaulting 
  High 
  Jumping 
  Standing 
  Jump 
  Running 
  Jump 
  Tumbling 
  Attack 
  Tumbling 
  Evasion 
  Falling 
  Chance 
  Falling 
  Distance 
  16 
  +5% 
   
  - 
  - 
  - 
  - 
  +2% 
  - 
   
  17 
  +10% 
  +1’ 
  - 
  - 
  - 
  - 
  +3% 
  - 
   
  18 
  +15% 
  +2’ 
  - 
  - 
  - 
  +1 
  +5% 
  - 
  +5’ 
  19 
  +20% 
  +3’ 
  - 
  - 
  - 
  +1 
  +8% 
  - 
  +10’ 
  20 
  +25% 
  +4’ 
  - 
  - 
  - 
  +1 
  +12% 
  - 
  +15’ 
  21 
  +30% 
  +5’ 
  - 
  - 
  - 
  +1 
  +17% 
  - 
  +20’ 
  22 
  +35% 
  +6’ 
  - 
  - 
  - 
  +1 
  +23% 
  - 
  +25’ 
  23 
  +40% 
  +7’ 
  - 
  - 
  - 
  +2 
  +30% 
  - 
  +30’ 
  24 
  +45% 
  +8’ 
  - 
  - 
  - 
  +2 
  +38% 
  - 
  +35’ 
  25 
  +50% 
  +9’ 
  - 
  - 
  - 
  +2 
  +47% 
  - 
  +40’ 
   
  TABLE 160: THIEF-ACROBAT ABILITIES STRENGTH MODIFIERS 
  Strength 
  Tightrope 
  Walking 
  Pole Vaulting 
  High 
  Jumping 
  Standing 
  Jump 
  Running 
  Jump 
  Tumbling 
  Attack 
  Tumbling 
  Evasion 
  Falling 
  Chance 
  Falling 
  Distance 
  16 
  - 
  - 
  - 
  - 
  +½’ 
  - 
  - 
  - 
  - 
  17 
  - 
  - 
  +¼’ 
  +¼’ 
  +1’ 
  - 
  - 
  - 
  - 
  18 
  - 
  - 
  +½’ 
  +½’ 
  +2’ 
  - 
  - 
  - 
  - 
  19 
  - 
  - 
  +¾’ 
  +¾’ 
  +3’ 
  - 
  - 
  - 
  - 
  20 
  - 
  - 
  +1’ 
  +1’ 
  +4’ 
  - 
  - 
  - 
  - 
  21 
  - 
  - 
  +1 ¼’ 
  +1 ¼’ 
  +5’ 
  - 
  - 
  - 
  - 
  22 
  - 
  - 
  +1 ½’ 
  +1 ½’ 
  +6’ 
  - 
  - 
  - 
  - 
  23 
  - 
  - 
  +1 ¾’ 
  +1 ¾’ 
  +7’ 
  - 
  - 
  - 
  - 
  24 
  - 
  - 
  +2’ 
  +2’ 
  +8’ 
  - 
  - 
  - 
  - 
  25 
  - 
  - 
  + 2 ¼’ 
  + 2 ¼’ 
  +9’ 
  - 
  - 
  - 
  - 
   
  
    Creating Characters - Character Classes 
  62 
  TABLE 161: THIEF-ACROBAT ABILITIES ARMOR MODIFIERS 
  Armor Worn 
  Tightrope 
  Walking 
  Pole Vaulting 
  High 
  Jumping 
  Standing 
  Jump 
  Running 
  Jump 
  Tumbling 
  Attack 
  Tumbling 
  Evasion 
  Falling 
  Chance 
  Falling 
  Distance 
  None 
  +5% 
  +1’ 
  +1’ 
  +½’ 
  +1’ 
  ±0 
  +4% 
  - 
  +5’ 
  Leather 
  cuirass, 
  scale, or 
  lamellar 
  ±0% 
  ±0’ 
  ±0’ 
  ±0’ 
  ±0’ 
  ±0 
  ±0% 
  - 
  ±0’ 
  Elven mail 
  - 
  -½’ 
  - ½’ 
  ±0’ 
  ±0’ 
  -1 
  -5% 
  - 
   
  Brigandine, 
  furs, or 
  gambeson 
  -10% 
  -1’ 
  -1’ 
  -½’ 
  -½’ 
  -2 
  -10% 
  - 
  -5’ 
  Ring armor 
  -40% 
  -4’ 
  -4’ 
  -3’ 
  -5’ 
  -4 
  -30% 
  - 
  -10’ 
  Steel scale or 
  lamellar  
  -70% 
  -8’ 
  -8’ 
  -5’ 
  -10’ 
  -4 
  -60% 
  - 
  -30’ 
  Mail 
  -40% 
  -4’ 
  -4’ 
  -3’ 
  -5’ 
  -4 
  -30% 
  - 
  -10’ 
  Plated mail 
  -70% 
  -8’ 
  -8’ 
  -5’ 
  -10’ 
  -4 
  -60% 
  - 
  -30’ 
  Plate armor 
  -90% 
  -12’ 
  -12’ 
  -7’ 
  -15’ 
  -6 
  -70% 
  - 
  -50’ 
  Jousting plate 
  -100% 
  -18’ 
  -18’ 
  -10’ 
  -20’ 
  -10 
  -70% 
  - 
  -70’ 
   
  Note: Normally, acrobats are not allowed to wear most types of heavier 
  armor. However, they are included in the above table to account for multi-
  classed characters who are entitled to wear such armor and who might want 
  to employ their acrobatic abilities.  
   
  All pole vaulting, jumping, and tumbling requires that the acrobat be mostly 
  unencumbered. Certainly no backpack can be worn or sacks of loot carried 
  when engaging in such activities; most thief-acrobats will therefore carry loot 
  and other extraneous items in hand-held sacks which can be easily dropped 
  to allow for acrobatics. The maximum that can be carried on the body 
  (including armor, clothing, money, weapons, etc.) and still pole vault, jump, 
  and tumble is given below: 
   
  TABLE 162: ACROBAT ABILITIES ENCUMBRANCE LIMITS 
  Acrobat Level 
  Maximum  
  Encumbrance (in lbs.) 
  6 
  45 
  7 
  46 
  8 
  47 
  9 
  48 
  10 
  49 
  11 
  50 
  12 
  51 
  13 
  52 
  14 
  53 
  15 
  54 
  16 
  55 
  17 
  57 
  18 
  60 
  19 
  63 
  20 
  65 
  21 
  66 
  22 
  67 
  23 
  70 
   
  Avoid Falling Damage 
   
  The thief-acrobat is also able to avoid damage when falling. As the acrobat 
  increases in level, he is able to fall greater distances while avoiding damage. 
  If the thief-acrobat fails the “falling chance” throw as indicated on the table 
  above, he still avoids some of the normal falling damage; an inverse of the 
  percentage indicated (for example, a 15th level acrobat falling 30’ would not 
  take any damage for the first 10’, and would only take 25% of the normal 
  damage for such a fall). If the fall is greater than the distance given, that portion 
  of the falling damage is prorated, with the remainder yielding full damage (for 
  example, a 9th level acrobat falling 50’ would only take 25% of the first 30’ 
  worth of damage, plus full damage for the remaining 20’). 
   
  Thief Skills 
   
  All acrobats retain their thief skills as if they were 5th level thieves. They 
  improve their ability to climb walls as they increase in level, as if they were 
  regular thieves. The level at which they will cease to gain skills in pick pockets, 
  open locks, and find/remove traps depends on their dexterity: 
   
  TABLE 163: ACROBAT MAXIMUM THIEF SKILLS PROGRESSION 
  Dexterity 
  Thief Skills Stop Progressing At 
  16 
  6th level 
  17 
  7th level 
  18 
  8th level 
  19 
  9th level 
   
  In addition, they gain the same ability to read magical scrolls as do thieves, at 
  10th level.  
   
  Mountebank 
   
  The mountebank is a sub-class of the thief, an inveterate con-man and huckster, 
  relying more on his skills of misdirection and confusion than on physical 
  pilfering, but not entirely unskilled in many of the more traditional thiefly arts 
  as well. Mountebanks also have a small amount of knowledge of magic, which 
  they use to aid in their confidence games.  
   
   
   
  Mountebanks must have a minimum dexterity of 9, an intelligence of 10, and 
  a charisma of 12. They use a six-sided hit die and may be of any non-lawful 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   63 
  alignment. Mountebanks may belong to any race save wild elves, but non-
  human mountebanks have restrictions on how high they may advance in level.  
   
  Mountebanks have the following powers and skills: 
   
   
  Disguise 
   
  Performing and prestidigitation 
   
  Spellcasting ability 
   
  Alchemy 
   
  Thieves’ Cant 
   
  Verbal patter 
   
  Mountebanks may use any type of armor, but some will impose penalties on 
  their skills (see below). They may not use shields. They may become proficient 
  in the following weapons: caltrop, club, hand crossbow, dagger, dart, garrote, 
  hand axe, knife, sap, sling, long sword, short sword, and quarterstaff. Those 
  using weapons in which they are not proficient will suffer a -3 penalty “to hit” 
  (see p. 88 for details). 
   
  Mountebanks advance in level according to the following table: 
   
  TABLE 164: MOUNTEBANK LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d6 
  1,750 
  2 
  2d6 
  3,500 
  3 
  3d6 
  7,000 
  4 
  4d6 
  14,000 
  5 
  5d6 
  28,000 
  6 
  6d6 
  56,000 
  7 
  7d6 
  100,000 
  8 
  8d6 
  200,000 
  9 
  9d6 
  400,000 
  10 
  10d6 
  600,000 
  11 
  10d6+2 
  800,000 
  12 
  10d6+4 
   
  Mountebanks require 200,000 x.p. to advance in level beyond 12th, and 
  gain 2 h.p. when they do so.  
   
  Mountebanks begin the game with 2d6x10 g.p. 
   
  Disguise 
   
  Disguise is used by the mountebank to change his appearance and make it 
  much more difficult for his marks to come after him if a con is discovered. It 
  can be used to make the mountebank appear up to three inches shorter, or 
  five inches taller, than his actual height. Gender can be changed, as can 
  weight; the disguised character can appear up to 25% slimmer or 50% heavier 
  than his actual weight. Race can also be changed, within reason; a human 
  might be able to pass as an elf, but never a halfling. On the other hand, a 
  gnome could appear as a dwarf or halfling, in theory. Character class, as well 
  as social class, is very easily imitated, and the disguised character can appear 
  as anything from a mage to a prince, from a merchant to a beggar.  
   
  There is a base chance of 2% per day, however, that the disguise will be seen 
  through. This base chance is modified as follows: 
   
  TABLE 165: MOUNTEBANK DISGUISE MODIFIERS 
  Condition 
  Modifier 
  Posing as another race 
  +2% 
  Posing as opposite gender 
  +2% 
  Posing as another class 
  +2% 
  INT+WIS of observer is 36 
  +6% 
  INT+WIS of observer is 35 
  +5% 
  INT+WIS of observer is 34 
  +4% 
  INT+WIS of observer is 33 
  +3% 
  INT+WIS of observer is 32 
  +2% 
  INT+WIS of observer is 31 
  +1% 
  INT+WIS of observer is 19 
  -1% 
  INT+WIS of observer is 18 
  -2% 
  INT+WIS of observer is 17 
  -3% 
  INT+WIS of observer is 16 
  -4% 
  INT+WIS of observer is 15 
  -5% 
  INT+WIS of observer is 14 
  -6% 
  INT+WIS of observer is 13 
  -7% 
  INT+WIS of observer is 12 
  -8% 
   
  A check is made for each concerned party (the mark himself, and any of the 
  mark’s companions, guards, etc.) encountering the disguised mountebank, and 
  a further check is made every 24 hours. Magic items such as a gem of seeing 
  will penetrate a disguise automatically.  
   
  Performing and Prestidigitation 
   
  Performing and prestidigitation allow the mountebank to prove that the hand 
  is indeed quicker than the eye. With these skills he is able to use his deft 
  manual dexterity to befuddle, distract, and amuse others.  
   
  TABLE 166: PERFORMING AND PRESTIDIGITATION 
  Mountebank 
  Level 
  Pick Pockets 
  Sleight of 
  Hand 
  Juggling 
  Knife 
  Throwing 
  1 
  30% 
  35% 
  25% 
  ±0, +1 
  2 
  35% 
  40% 
  30% 
  ±0, +1 
  3 
  40% 
  45% 
  35% 
  ±0, +1 
  4 
  45% 
  50% 
  40% 
  +1, +1 
  5 
  50% 
  55% 
  45% 
  +1, +1 
  6 
  55% 
  60% 
  50% 
  +1, +2 
  7 
  60% 
  65% 
  55% 
  +2, +2 
  8 
  65% 
  70% 
  60% 
  +2, +2 
  9 
  70% 
  75% 
  65% 
  +2, +3 
  10 
  80% 
  80% 
  70% 
  +2, +3 
  11 
  90% 
  85% 
  75% 
  +3, +3 
  12 
  100% 
  90% 
  80% 
  +3, +4 
  13 
  105% 
  95% 
  85% 
  +3, +4 
  14 
  110% 
  96% 
  90% 
  +3, +4 
  15 
  115% 
  97% 
  95% 
  +3, +5 
  16 
  125% 
  98% 
  96% 
  +4, +5 
  17 
  125% 
  99% 
  97% 
  +4, +5 
   
  TABLE 167: PERFORMING AND PRESTIDIGITATION RACIAL ADJUSTMENTS 
  Race 
  Pick Pockets 
  Sleight of 
  Hand 
  Juggling 
  Knife 
  Throwing 
  Dwarf 
  -10% 
  - 
  -10% 
  - 
  Elf 
  +5% 
  +5% 
  +5% 
  ±0, +1 
  Gnome 
  +5% 
  - 
  +5% 
  - 
  Half-elf 
  +5% 
  +5% 
  +5% 
  ±0, +1 
  Halfling 
  - 
  -5% 
  - 
  -1, ±0 
  Half-Orc 
  -5% 
  -5% 
  -5% 
  +1, +1 
   
  
    Creating Characters - Character Classes 
  64 
  TABLE 
  168: 
  PERFORMING 
  AND 
  PRESTIDIGITATION 
  DEXTERITY 
  ADJUSTMENTS 
  Dexterity 
  Pick Pockets 
  Sleight of 
  Hand 
  Juggling 
  Knife 
  Throwing 
  15 
  - 
  +5% 
  - 
  - 
  16 
  - 
  +10% 
  +5% 
  - 
  17 
  +5% 
  +15% 
  +10% 
  +1, ±0 
  18 
  +10% 
  +20% 
  +15% 
  +1, ±0 
  19 
  +15% 
  +25% 
  +20% 
  +1, +1 
  20 
  +20% 
  +30% 
  +25% 
  +2, +1 
  21 
  +25% 
  +33% 
  +30% 
  +2, +2 
  22 
  +30% 
  +36% 
  +35% 
  +2, +2 
  23 
  +35% 
  +39% 
  +38% 
  +3, +2 
  24 
  +40% 
  +42% 
  +41% 
  +3, +2 
  25 
  +45% 
  +45% 
  +45% 
  +3, +3 
   
  TABLE 169: PERFORMING AND PRESTIDIGITATION ARMOR ADJUSTMENTS 
  Armor Type 
  Pick Pockets 
  Sleight of 
  Hand 
  Juggling 
  Knife 
  Throwing 
  None 
  +5% 
  +5% 
  - 
  - 
  Leather 
  cuirass or 
  lamellar 
  - 
  - 
  - 
  - 
  Elven mail 
  -20% 
  -20% 
  - 
  - 
  Brigandine, 
  furs, or 
  gambeson 
  -30% 
  -30% 
  -5% 
  - 
  Steel scale 
  or lamellar 
  -50% 
  -40% 
  -10% 
  -1, ±0 
  Mail 
  -40% 
  -50% 
  -15% 
  -2, -1 
  Plated mail 
  -50% 
  -60% 
  -20% 
  -3, -2 
  Plate armor 
  -75% 
  -70% 
  -30% 
  -4, -3 
  Jousting 
  Plate 
  -100% 
  -80% 
  -40% 
  -5, -4 
   
  Like ordinary thieves, mountebanks can pick pockets, cut purses, remove small 
  items from belt pouches, palm trinkets, pilfer small items from market stalls, etc.  
   
  Sleight of hand allows the mountebank to perform minor feats of 
  prestidigitation; palming, ditching, and switching small objects.  
   
  Juggling is the general art of tossing and catching things (cups, knives, torches, 
  balls, etc.); actual juggling is the best-known example of this, of course, but in 
  combat this can be used to intercept non-magical missiles which have the 
  mountebank as the target. The mountebank may then immediately throw the 
  object (if it may ordinarily be thrown; an arrow, for instance, could not be), 
  hold it, or simply let it drop to the ground. This may be used against a number 
  of incoming missiles equal to his level, to a maximum of 6. If the mountebank 
  does immediately re-throw the missile, it does not count as his attack for that 
  round. Juggling cannot be done while the character is “in melee”.  
   
  Knife throwing allows the mountebank to use small hand-held missile weapons 
  such as daggers, darts, axes, etc. In the table above, the first number indicates 
  the number of missiles per round that can be thrown by the mountebank, as a 
  modifier to the fire rate (thus, a fourth level mountebank could hurl 4 darts per 
  round). The second number is the bonus “to hit” that the mountebank receives 
  over and above the standard dexterity bonus for such things. In addition, the 
  mountebank treats all such hurled missiles as being one range class closer; 
  i.e., L range becomes M, and M becomes S. Note that mountebanks can use 
  weapons not normally thought of as hurled weapons in such a fashion, with 
  only the normal non-proficiency penalty “to hit.” Unless otherwise specified, 
  this applies to hurled magic items such as iron bands of binding, etc.  
   
  Spellcasting Ability 
   
  Mountebanks are able to cast spells, but do not gain them automatically when 
  they advance in level. Rather, mountebanks obtain spells for their books 
  haphazardly, finding spells while adventuring, and copying them into their 
  spell books. Note that while they are able to copy spells from mages, 
  illusionists, and savants, the reverse is not true; regular spell-casters cannot 
  understand the abbreviated patois mountebanks use when noting down their 
  spells. They are able to memorize a number of spells based on their own level: 
   
  TABLE 170: MOUNTEBANK SPELLS AVAILABLE BY LEVEL 
  Mountebank 
  Level 
  1st Level 
  Spells 
  2nd Level 
  Spells 
  3rd Level 
  Spells 
  4th Level 
  Spells 
  5 
  1 
  - 
  - 
  - 
  6 
  2 
  1 
  - 
  - 
  7 
  2 
  2 
  - 
  - 
  8 
  2 
  2 
  1 
  - 
  9 
  3 
  2 
  1 
  1 
  10 
  3 
  3 
  2 
  2 
   
  Mountebanks are not able to memorize any additional spells after 10th level. 
   
  Alchemy 
   
  In addition to his knowledge of magic, the mountebank has a smattering of 
  alchemical knowledge. This is often used in the production of “patent 
  medicines” which are sold as remedies for various ailments, as well as 
  claiming to be genuine magic potions. Sometimes they even are genuine. The 
  chances of successfully creating either a medicine for a particular ailment or a 
  genuine magic potion are given below: 
   
  TABLE 171: ALCHEMY 
  Mountebank Level 
  Medicine 
  Magic Potion 
  1 
  20% 
  0% 
  2 
  25% 
  0% 
  3 
  30% 
  0% 
  4 
  35% 
  10% 
  5 
  40% 
  15% 
  6 
  45% 
  20% 
  7 
  50% 
  25% 
  8 
  55% 
  30% 
  9 
  60% 
  35% 
  10 
  65% 
  40% 
  11 
  70% 
  45% 
  12 
  75% 
  50% 
  13 
  80% 
  55% 
  14 
  85% 
  60% 
  15 
  90% 
  65% 
  16 
  95% 
  70% 
  17 
  100% 
  75% 
   
  The cost of creating a patent medicine is 50 g.p. The cost of creating a magic 
  potion is 25% of its listed g.p. value. In game terms, a genuine patent medicine 
  will heal 1d4 h.p. of damage, or cure one specific ailment (only one can be 
  ingested per day with any effect). Note that the mountebank won’t know 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   65 
  whether or not his attempt was successful; if the result was a failure, the game 
  master should roll on the failure sub-table to determine the actual result: 
   
  TABLE 172: MOUNTEBANK ALCHEMY FAILURE 
  Roll 
  Type of Failure 
  01-75 
  Snake oil. The potion or medicine has no effect. 
  76-99 
  Nostrum remedium. Functions as a potion of delusion, with 
  the drinker believing the potion actually worked as 
  intended. 
  00 
  Poison. The brew is poisonous; anyone drinking it will take 
  10 h.p. of damage (save vs. poison for half damage). 
  Note that this will kill all but the hardiest commoners, even 
  if they making their saving throw.  
   
  Thieves’ Cant 
   
  Like all thieves, mountebanks share a patois known as Thieves’ Cant. This is a 
  means of both recognition and communication from one thief to another, and 
  generally stretches beyond cultural and other linguistic lines. It does not count 
  against other languages that the thief may be able to know (see Languages, 
  p. 2). 
   
  Verbal Patter 
   
  Mountebanks have skill with verbal patter, as well as their other skills. Verbal 
  patter is one of the most important of the mountebank’s abilities; it is the heart 
  of his powers of misdirection, confusion, and persuasion.  
   
  TABLE 173: VERBAL PATTER 
  Mountebank Level 
  Assure,  
  Attend, 
  Question 
  Distract, 
  Distrust, 
  Second Look 
  Befuddle, Trust, 
  Value 
  1 
  40% 
  20% 
  10% 
  2 
  45% 
  25% 
  15% 
  3 
  50% 
  30% 
  20% 
  4 
  55% 
  35% 
  25% 
  5 
  60% 
  40% 
  30% 
  6 
  65% 
  45% 
  35% 
  7 
  70% 
  50% 
  40% 
  8 
  75% 
  55% 
  45% 
  9 
  80% 
  60% 
  50% 
  10 
  85% 
  65% 
  55% 
  11 
  90% 
  70% 
  60% 
  12 
  95% 
  75% 
  65% 
  13 
  96% 
  80% 
  70% 
  14 
  97% 
  85% 
  75% 
  15 
  98% 
  90% 
  80% 
  16 
  99% 
  95% 
  85% 
  17 
  99% 
  96% 
  90% 
   
  TABLE 174: VERBAL PATTER CHARISMA ADJUSTMENTS 
  Charisma 
  Assure,  Attend, 
  Question 
  Distract, 
  Distrust, Second 
  Look 
  Befuddle, Trust, 
  Value 
  16 
  5% 
  10% 
   
  17 
  10% 
  15% 
  5% 
  18 
  15% 
  20% 
  10% 
  19 
  20% 
  25% 
  15% 
   
  Note that all of these abilities are verbal in nature, and therefore require that 
  the target (audience) can understand what is being said! The game master 
  should use discretion in assigning bonuses or penalties to these abilities, based 
  on the specific circumstances involved; i.e., a drunken and hostile crowd might 
  be much less likely to respond positively to a mountebank’s efforts at 
  persuading them to believe something, etc. Each use of these abilities requires 
  one round; subsequent uses require additional rolls to succeed, but each gains 
  a +5% chance to succeed if the one before it has been successful, to a 
  maximum 95% chance of success. There are no racial bonuses for verbal 
  patter. 
   
  Assure: The mountebank attempts to reinforce whatever preconceptions the 
  audience already has. This has the effect of buttressing the perception of a 
  decision as being right (or wrong), causing the audience to pay less heed to 
  those who disagree, etc. The game master should apply penalties depending 
  on what is being reinforced; if it is questionable a 20% penalty would not be 
  unfair, and a 40% penalty could be assessed for an event which was 
  downright against the thoughts of the audience. 
   
  Attend: The mountebank uses his or her powers of patter and gab to grab the 
  attention of the audience (or direct it to someone else) and get them to listen to 
  what is being said and possibly agree with or at the very least understand it. 
   
  Befuddle: The mountebank using this ability attempts to create utter confusion 
  in the audience regarding some issue, fact, or event. By his or her confusing 
  patter, the mountebank is able to cause the audience to no longer be sure of 
  what it once knew for certain: who did what, where something is, the facts 
  behind some event, etc. 
   
  Distract: By means of this ability, the mountebank substitutes one object of 
  attention for another. For example, he could relate some amusing anecdote 
  involving the chief of the palace security, distracting a guard enough for a 
  companion to slip away unnoticed. If the character is successful, the target will 
  forget the one object of its attention for the other. 
   
  Distrust: The mountebank uses his clowning to attempt to point out something 
  dishonest or otherwise disreputable in the target’s behavior or history. If 
  successful, the audience takes on the dimmest possible view of the target’s 
  intentions and actions. 
   
  Question: By using this ability, the mountebank causes the audience to question 
  something which had been hitherto known; what someone said, what they did, 
  etc. Note that the distinction between this ability and befuddle is subtle and 
  much an issue of degree; question generally is used to merely cause doubt in 
  the mind of the audience, while befuddle is used to completely make a mess 
  of the subject at hand. 
   
  Second Look: By use of this ability, the mountebank causes his audience to 
  reevaluate a given decision or judgment they have recently undertaken. If 
  attempted after a successful use of question or befuddle, the mountebank gains 
  a 10% bonus to succeed. The difference between this and question is that 
  second look actively attempts to get the audience to change their minds, while 
  question merely causes doubt. 
   
  Trust: With this ability, the mountebank attempts to persuade the audience that 
  a third party (not the mountebank himself) is worthy of the trust and faith of the 
  audience. This will not mean automatic acceptance of anything they say, but 
  it will certainly make them much more likely to be heeded. 
   
  Value: The mountebank attempts to make his audience revere and generally 
  have a high opinion of a particular person or thing. 
   
  Finishing Touches 
   
  Once the six statistics, race and class of the character have been determined, 
  there are a host of other details that can be added to flesh out the character. 
  Some, such as alignment, are important to the play of the game, while others, 
  such as birth order or social class, may not come into play at all, depending 
  on the sort of game that the game master is running.  
   
  
    Creating Characters - Alignment 
  66 
  Alignment 
   
  Alignment is a sort of shorthand for determining the philosophical outlook of 
  the character. It is measured along two axes; law/chaos and good/evil, with 
  “neutral” at the middle of each. Thus, alignment can be mapped out along a 
  grid: 
   
   
   
   
  GOOD 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  LAW 
  ------------------------------------ 
  NEUTRAL 
  ------------------------------------ 
  CHAOS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EVIL 
   
   
   
   
  Characters choose one aspect of both axes; thus, they can be lawful evil, 
  chaotic good, neutral evil, etc. It is also possible to be simply “neutral”, 
  indicating a halfway point along both axes.  
   
  Note that some character classes have restrictions on alignment: paladins must 
  be lawful good, druids must be neutral, etc. These restrictions are noted above 
  in the individual class descriptions.  
   
  Law and chaos are simply a shorthanded way of describing the character’s 
  outlook on individual liberty vs. one’s obligation to the group. Lawful 
  characters have a high regard for the group and the rules by which it operates, 
  however that is defined; it could be a tribe, nation, church, etc. The desires 
  and needs of the individual must come behind the needs of society. Chaotic 
  characters are individualistic, and feel that individual rights should trump the 
  needs of the group. Please note that law does not mean rigidity, and chaos 
  does not mean randomness! 
   
  Good and evil are similarly shorthand terms describing the character’s 
  perspective on caring for the needs of the weaker vs. the desires of the strong. 
  Good characters believe that the needs and desires of the weak should be 
  respected and tended to; in this case “weak” could apply to physical strength, 
  poverty, intelligence, magical prowess, etc. Evil characters are of the opinion 
  that the needs of the strong, or the wealthy, or the powerful, should come first 
  by virtue of the ability of those in power to do so. Good does not necessarily 
  mean saintly or prudish, and evil does not necessarily mean cruel or malicious! 
   
  Alignment Descriptions 
   
  The intersection of these two philosophical lines results in nine distinct 
  alignments, as described below. It should always be remembered, however, 
  that alignment is not intended to be a straightjacket on role-playing; there are 
  an infinite variety of gradations along both sides of the alignment scale, and 
  just because two characters share the same alignment does not necessarily 
  mean they will have identical opinions on every point of morality or 
  philosophy. Some of the most horrible wars have come about when two lawful 
  good nations come to blows.  
   
  As a general rule, there are two axes of alignment: ethics and morals. Ethics 
  runs the spectrum from lawful (the idea that the community is preeminent over 
  the individual) to chaotic (the precept that individual liberties trump communal 
  needs). Morality is a continuum between good (the strong should help the 
  weak) and evil (the strong have a natural right to dominate those who are 
  weaker than them). Both axes have “neutral” as the midway point. Thus, the 
  combination of the two axes yields nine basic alignments, but it should always 
  be understood and remembered that there are gradations between these 
  ordinal points of alignment, and subtleties of interpretation and 
  implementation. The nine alignments thus can be diagramed thus: 
   
  LG 
  NG 
  CG 
  LN 
  N 
  CN 
  LE 
  NE 
  CE 
   
  Lawful Good 
   
  “Laws and justice to help those who cannot help themselves” 
   
  The combination of respect for the group and its rules, with a sense of respect 
  for the relatively weaker members of society, gives the lawful good character 
  the outlook that society and its laws should be aimed at protecting the rights 
  and interests of those who are less fortunate, however that is described. Taxes 
  are taken to help the poor, police are there to protect the weak, and society is 
  at its best when its benefits are helping as many of its members as possible.  
   
  Lawful Neutral 
   
  “The law is the law” 
   
  An utmost respect for the rules of society, whether they be helpful to the weak 
  or at the beck and call of the strong, typifies the lawful neutral character. Laws 
  (or customs, or traditions, etc.) are meant to be followed simply because of 
  what they are. Order and predictability are ends unto themselves, and the 
  certainty of knowing what will happen next is infinitely preferable to 
  randomness, even if that randomness might bring one to a better outcome.  
   
  Lawful Evil 
   
  “Know your place” 
   
  While society and its ways are paramount to the lawful evil character, those 
  ways are meant to help the strong achieve what they’re able to and keep the 
  weak in their place. Laws are enacted to serve the wealthy or powerful and 
  the mere fact that they are wealthy and/or powerful is proof of their right to 
  rule.  
   
  Neutral Evil 
   
  “Might makes right” 
   
  The strong deserve to be on top of society, and the weak at its bottom. The 
  exact mechanism by which this is achieved - whether through regimentation 
  and custom, or through individual effort - is immaterial to the adherent of 
  neutral evil. To some neutral evil characters, this means a fine line between 
  law and chaos is maintained; others maintain a more opportunistic approach, 
  using either as becomes appropriate and useful.  
   
  Chaotic Evil 
   
  “I’m waiting for my chance to prove I’m better than you” 
   
  The combination of a respect for the liberty of the individual and the desire to 
  see the strong rule and the weak subservient, leads the chaotic evil character 
  to view life as a struggle for the strong to gain the recognition and power 
  which is rightfully theirs. Only by allowing each individual to function with 
  complete liberty can the true measure of their power be taken. Laws, even 
  those which seek to recognize the strong, only interfere with that process, and 
  are thus to be shunned or ignored wherever possible.  
   
  Chaotic Neutral 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   67 
  “Liberty before all” 
   
  To the chaotic neutral character, the rights and liberties of the individual trump 
  all other concerns. Societies are made up of individuals, and thus have no 
  special rights of their own; certainly none that take precedence over the rights 
  of the individual. It doesn’t matter if those freedoms are used to help oneself or 
  another, as long as none are forced to do either against their will.  
   
  Chaotic Good 
   
  “Charity is never coerced” 
   
  The combination of the utmost admiration for individualism and individual 
  expression, with a respect for the needs and rights of the relatively weak, mark 
  the chaotic good alignment. Those who follow this philosophy feel that the 
  highest good is for one person to help another of his own free will, and any 
  sort of forced charity (whether through the payment of taxes, etc.) is not charity 
  at all. Champions of this ethos find their highest satisfaction in assisting those 
  weaker than themselves.  
   
  Neutral Good 
   
  “The common good comes before all” 
   
  The goal of all, whether collectively or individually, should be the well-being 
  of all creatures. Neither order and custom, nor complete freedom of action, 
  are relevant to this ultimate goal, and either is to be avoided if it does not lead 
  thereto. The neutral good character may take a balanced approach between 
  law and chaos, or may use either as it suits his ultimate goal of weal for all.  
   
  Neutral 
   
  “All things in balance” 
   
  The “true” neutral philosophy sees all other philosophies as being necessary 
  to maintain the balance of nature and ultimately the cosmos. Neither an 
  ascendency of good, evil, law, or chaos is desirable unless it leads to a fall, 
  and certainly the ultimate triumph or absolute annihilation of any philosophical 
  alignment is to be avoided, all in the interests of maintaining balance. Each 
  philosophy is part of the whole, and while temporary alliances with one or 
  more can be made, in the long term a balance, or at the very least a constant 
  rotation of ascendant philosophies, is the ultimate goal.  
   
  Changing Alignment 
   
  It is possible that, over the course of play, a character’s alignment will change 
  from that initially chosen to another. This can come about in several different 
  ways. First, there are certain magical effects (cursed magic items and the like) 
  which can bring about such a change. Such involuntary alignment changes 
  are to be an expected part of play, and the player is encouraged, nay, 
  required, to do his level best to see them through, regardless of his personal 
  feelings.  
   
  Second, it may simply become apparent to the game master and the player 
  alike that, given the consistent choices that have been made in play, the 
  character is more akin to a given alignment than the one that was initially 
  chosen. Such alignment drift is not unknown, and is certainly not “wrong” or 
  a sign of poor play. We change as we grow, and you will find that your 
  characters are no different. Sometimes such growth entails the adoption of a 
  new philosophy.  
   
  No matter the cause, alignment change can have repercussions for the 
  character. Especially in the case of those classes with restrictions on possible 
  alignments, such as paladins and druids, these repercussions can be drastic 
  (such are detailed in the appropriate class description, above).  
   
  In the case of clerics the process is less clear. Each cleric serves a god or gods, 
  and each of these will have requirements for his followers’ alignment. Some 
  gods will be more broad-minded when it comes to the alignment of their priests 
  and worshippers; they might accept those of any good alignment, for example. 
  In such a case, a transition from, say, chaotic good to neutral good would 
  have little consequence, as the character’s patron deity would still accept him 
  in the fold.  
   
  If an alignment change brings a character out of the acceptable range of a 
  cleric’s patron deity, on the other hand, the consequences are more drastic. 
  The character would immediately lose an experience level (starting with the 
  minimum number of experience points needed for the new, lower, level). In 
  addition, in order to memorize clerical spells beyond the second level, he 
  would need to find a new, more alignment-appropriate, deity to serve, and 
  would most certainly be regarded with suspicion for some time after his 
  conversion.  
   
  It is possible for a cleric character to revert back to his old alignment and thus 
  regain the favor of his old deity, but the process is not as easy as leaving 
  initially. If the reversion is done as quickly as possible, and prior to the cleric 
  finding a new alignment-appropriate deity to serve, he can atone for his 
  transgressions through the intercession of a cleric of the deity, which would 
  include at the very least a sacrifice of 10,000 g.p. value per experience level. 
  A cleric who actually converted to the worship of another god would never be 
  taken back again.  
   
  Secondary Skills 
   
  Every character is able to purchase secondary skills (or just “skills”), which will 
  allow him to perform actions with a greater chance of success than a character 
  that does not possess that skill. In some cases, possessing a skill is a 
  requirement for doing a particular thing, but as a general rule, just because a 
  character doesn’t have the “artistic capacity” skill doesn’t mean he can’t 
  compose a poem; it just means he probably won’t compose as good a poem 
  as someone who does have that skill.  
   
  While most skills are, by design, rather generalized, some have various 
  specialties listed. “Construction”, for instance, includes carpentry, engineering, 
  and masonry all under its rubric. Such skills require that the character choose 
  from one of the specialties listed, so the character might choose “Construction 
  (masonry)” as a skill. Characters may only choose one specialty under a 
  particular skill at each experience level. 
   
  It cannot be over-emphasized that merely because a character doesn’t have a 
  secondary skill, it does not mean that the character is utterly incapable of 
  performing functions that fall under its umbrella. Most characters will be able 
  to swim, ride a horse, set an ambush, etc. Characters with skills in those areas 
  will, in most instances, do those things better and faster than those without. 
  Some skills, of course, are exclusive or dependent on the specific background 
  of the character; someone who has spent all his life in a desert would have 
  little chance of knowing how to rig a square sail, and few characters would 
  know how to forge a sword without direct instruction or experience. The game 
  master should apply his discretion in all such cases. 
   
  Obtaining Secondary Skills 
   
  Skills are obtained by “spending” experience points, which are used to either 
  obtain a new skill or gain an additional skill level in a skill he already 
  possesses. A character can only spend experience points on the same skill 
  once per experience level. If the player chooses to spend x.p. on a skill, those 
  x.p. are forever lost, although new x.p. can, of course, be earned to make up 
  for that loss. Skills can be obtained at any point, but the game master may, at 
  
    Creating Characters - Secondary Skills 
  68 
  his discretion, require the character engage in some sort of study, training, or 
  other experience to obtain the skill.  
   
  The base x.p. cost of obtaining a given skill is listed in the particular description 
  of that skill. For each additional skill level, the cost is equal to the base cost 
  multiplied by the skill level being added. For example, if a character is adding 
  a skill with a base cost of 3,000 x.p., and already has two skill levels in that 
  particular skill, the cost for the third skill level would be 9,000 x.p. 
   
  The base experience point (x.p.) cost of a skill sometimes is dependent on the 
  attributes the character possesses (strength, intelligence, etc.). If an attribute is 
  listed, then the character can pay that price if the attribute is the highest he 
  possesses (or is tied for highest). For example, a character with S 12, I 11, W 
  14, D 17, Co 15, Ch 15 would only pay 5,000 for the ambush skill, but would 
  have to pay 8,000 for business.  
   
  There is no limit to how high a skill level a character can possess in a given 
  skill.  
   
  Optional Rule: Starting Secondary Skill 
   
  At the Game Master’s discretion, first-level starting characters can begin the 
  game with one level in one secondary skill of their choice (assuming the choice 
  of skill is not inconsistent with the campaign setting). Characters with such 
  starting skills will suffer a 10% penalty to all x.p. earned until the cost of the 
  secondary skill has been paid for. Once the full cost of the skill has been paid 
  for, the character will earn x.p. at the normal rate. Classes that normally begin 
  the game with a secondary skill, such as savants, may learn a second skill, but 
  may not opt to get a second level in the skill with which they normally begin 
  the game. 
   
   
  Using Skills 
   
  Each skill has one or more attributes listed, such as strength, intelligence, etc. 
  When a character wishes to use one of his skills, the game master simply rolls 
  a d20, subtracts 2 for every skill level the character possesses in that particular 
  skill, and applies any other modifiers that might be applicable. If the modified 
  roll is equal to or below the applicable attribute, the character has successfully 
  used the skill.  
   
  It should be remember that a skill check will not be necessary for purely routine 
  things. They should only be required when the outcome would really be in 
  doubt, when failure would be catastrophic, or in a combat situation (as 
  applicable). In addition, the game master should feel free to apply situational 
  modifiers as he sees fit; anything from a -8 for completely routine and novice-
  level basics, to a +11 for something regarded as nigh unto impossible to 
  achieve.  
   
  When the use of a skill requires that another character make a saving throw 
  or roll against some attribute, that character gets a penalty of -2 to his roll for 
  every skill level possessed by the first character. 
  Where a secondary skill has obvious application to a class ability or power 
  (for example, a mountebank applying the swindle skill to his verbal patter 
  ability), the skill will provide either a +2 or 10% bonus to their chance of 
  success for every relevant skill level the character possesses.  
   
  Skills and Commoners 
   
  Skills are the basis by which many commoners make their living. Rather than 
  expending the time and effort to become one of the various character classes 
  such as fighter, druid, etc., they spend their formative years learning one of 
  the following skills as their trade. They begin their career with but a single skill 
  level in their chosen profession, but add to them gradually as the years wear 
  on. There is no hard and fast rule for how fast a commoner will rise in his 
  trade, but it would definitely be on the scale of years and decades. Note that 
  some other skills are implied but not detailed herein, such as farming, brewing, 
  etc. because they don’t have any sort of foreseeable impact on the life and 
  career of an adventurer. The game master is free to detail such skills if he feels 
  the need, of course, using the following as a guide.  
   
  Skill Descriptions 
   
  Alchemy 
   
  Base X.P. Cost: 5,000 (intelligence), 8,000 (all others) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a 
   
  This skill allows the character to create magical (and non-magical) potions and 
  other substances. For details on the manufacture of potions, see Creating 
  Potions on p. 112. It also allows the possessor to attempt to identify potions 
  (the check should be done in secret, and if the check fails, a false result will be 
  gotten instead). Use of this skill will usually require a fully-stocked laboratory, 
  with some 200-1,000 g.p. worth of equipment.   
   
  Ambush 
   
  Base X.P. Cost: 5,000 (dexterity), 8,000 (all others) 
  Make Skill Checks Against: dexterity 
  Specialties: n/a 
   
  This skill allows the character to hide either objects or creatures (including 
  himself), and set traps and snares. Hiding (similar to the thief’s hide in shadows 
  ability) cannot be done where there is nowhere to hide (for instance, in the 
  middle of a brightly-lit room with no furnishings), but in a dungeon situation, 
  or a darkened city street, the character can effectively go unnoticed if a 
  successful skill check is made. Setting traps, such as snares, deadfalls, trip-
  wires, and the like, requires a successful wisdom check.  
   
  Animal Training and Handling 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: charisma 
  Specialties: falconry (x.p. cost 5,000) 
   
  This skill allows the character to both train and handle non-monstrous mammals 
  and birds of most sorts. Simple sorts of tricks, such as fetching, guarding, etc., 
  can be taught to domesticated animals in a number of weeks equal to the hit 
  dice of the animal. More complex tricks would require four times as long.  
   
  As a rule, teaching such tricks would not require a charisma check, but if the 
  character wanted to do the teaching in less time, a check would be made with 
  a +10 penalty. Wild animals (such as timber wolves) can be domesticated, 
  with the process taking as long as a year, and requiring a charisma check, 
  again with a +10 penalty.  
   
  Training an animal to respond to a new master is also possible, and takes a 
  minimum of 1 week. At the end of the week, make a charisma check with a 
  +3 penalty. If successful, the training is complete. If the check fails, another 
  week’s training is required, at the end of which time another check is made. 
  The process will never take more than 4 weeks, however.  
   
  Falconry is a special sub-type of animal handling, allowing the falconer to train 
  and use raptors (falcons and hawks, usually) to hunt small game. The birds can 
  thus be used to take down other birds or animals of small size.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   69 
   
   
  Armor-making 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: strength 
  Specialties: n/a 
   
  This skill allows the character to both create and maintain shields and armor. 
  The type of armor that can be made depends on the skill level of the armorer: 
   
  Level 1: ring, scale, lamellar, or brigandine, plus all helmets and shields 
  Level 2: plated mail 
  Level 3: mail 
  Level 4: any 
   
  Naturally, the armor maker must have a workshop of some sort and a forge, 
  generally costing about 310-400 g.p. (d20+20), and the raw materials 
  needed for the work, equal to approximately 25% of the normal cost of the 
  armor. The time required to create a new suit or piece of armor depends on 
  what is being made: 
   
  TABLE 175: TIME REQUIRED TO CREATE ARMOR 
  Armor Type 
  Base Armor 
  Class 
  Time to Create 
  Leather 
  Worker 
  Needed? 
  Helmet and/or 
  shield only 
  9 
  5 days 
  No 
  Ring armor 
  7 
  20 days 
  Yes 
  Brigandine armor 
  7 
  15 days 
  Yes 
  Lamellar armor 
  (steel) 
  7 
  20 days 
  No 
  Scale armor (steel) 
  6 
  30 days 
  Yes 
  Mail 
  5 
  45 days 
  No 
  Plated mail 
  4 
  30 days 
  No 
  Plate armor 
  3 
  90 days 
  No 
  Jousting plate 
  1 
  120 days 
  No 
   
  Note that some types of armor also require the services of a leather worker. 
  Adjusting already-made armor to fit someone else will only take 20% of the 
  time listed above.  
   
  As a rule, no skill check will be necessary to create a suit of armor. However, 
  if the work is to be done in less than the normally allotted time, or is done using 
  unusual or rare materials (dragon hide, mithril, etc.), then a skill check is most 
  definitely warranted.  
   
  Artistry 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: intelligence or dexterity 
  Specialties: drawing/painting, sculpture, writing, music 
   
  This skill allows the character to both create and evaluate art, including 
  drawing, painting, sculpture, music, poetry, and prose. The actual 
  performance of the art, on the other hand, is more the purview of the 
  thespianism skill. This skill also assumes some scholarly knowledge of art, 
  including its history and appraisal.  
   
  Whether the character uses intelligence or dexterity to check this skill depends 
  on the nature of the action being attempted. Creating a sculpture, for instance, 
  would require a dexterity check, while identifying a particular sculptor’s work 
  would necessitate an intelligence check.  
   
  Blacksmithing 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: strength 
  Specialties: n/a 
   
  This skill allows the character to shoe horses, create items of iron or steel (nails, 
  agricultural tools, bars and gates, cooking utensils, etc.), and so forth, 
  assuming that he has access to a forge and blacksmithing tools. It assumes a 
  forge, workshop, etc., worth at least 300 g.p. For each skill level possessed, 
  the blacksmith can create one of the following: 30 arrow heads/bolt tips, 10 
  spear heads, 5 morning stars, 2 flails, or 2 pole arm heads. 
   
  Bullying 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: strength or charisma 
  Specialties: n/a 
   
  This skill not only allows the character to intimidate someone else, but also 
  makes them more effective at non-weapon combat, such as punching and 
  wrestling. When attempting to intimidate, it is the target that must make a 
  successful wisdom check to avoid being bullied into compliance (with a +2 
  
    Creating Characters - Secondary Skills 
  70 
  penalty for every skill level possessed by the character doing the bullying). For 
  every skill level, the character also gets a +1 bonus “to hit” when using hand-
  to-hand combat (grappling, pummeling, etc.).  
   
  Business 
   
  Base X.P. Cost: 5,000 (intelligence), 8,000 (all others) 
  Make Skill Checks Against: intelligence or wisdom 
  Specialties: n/a 
   
  This skill encompasses knowledge of various things related to business; 
  finance, banking, exchange rates, investing, etc. It allows the character to 
  know if he is getting a good deal or getting ripped off, can make a bigger 
  profit margin on the transportation and sale of trade goods, understand 
  complex tax laws, be adept at counting and converting currency, etc.  
   
  If the character is being cheated in some business dealing, this skill would 
  allow him to recognize it (if a successful wisdom check were made). An 
  intelligence check would be made when converting currencies, or to see if the 
  character would know some intricacy of the local tax laws. If the character was 
  trying to do the cheating, the intended victim would make the wisdom check, 
  with a +2 penalty for every skill level the cheating character possessed.  
   
  Charioteer 
   
  Base X.P. Cost: 4,000 (strength), 6,000 (all others) 
  Make Skill Checks Against: strength 
  Specialities: n/a 
   
  This skill allows the character to drive a chariot 30% faster than normal. It also 
  allows anyone riding in the chariot to fire missile weapons without the standard 
  -2 penalty “to hit”. It does not allow the charioteer to take his vehicle into 
  terrain where it could not ordinarily go, such as very rough hills, thick woods, 
  etc.  
   
  Construction 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: intelligence or strength 
  Specialties: artillery, engineering/architecture, carpentry, masonry, mining 
   
  This skill includes all sorts of construction-related skills; practical skills such as 
  carpentry and masonry as well as theoretical knowledge such as engineering 
  and architecture. The character would be able to determine shoddy work, 
  repair structures, build fortifications, etc. Strength checks would be used when 
  physically building things such as bridges and dams, but intelligence checks 
  would be made when evaluating construction or designing a keep.  
   
  Cooking 
   
  Base X.P. Cost: 2,500 (intelligence), 3,500 (all others) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a (or according to the campaign setting) 
   
  This skill allows the character to either cook an especially delicious meal, or to 
  cook for a large number of people, or (if two skill levels are taken) both. This 
  skill is not necessary for regular cooking for oneself or a few people. 
   
  Courtly Graces 
   
  Base X.P. Cost: 2,750 (all) 
  Make Skill Checks Against: charisma 
  Specialties: etiquette, dance, courtly love 
   
  This skill allows the practitioner to fit in with the stylized and often contrived 
  lifestyle of a Medieval-style royal court. It covers the intricacies of etiquette (the 
  vast array of forms of address, when to nod or bow (and how deeply), seating 
  arrangements at banquets, etc.), the ritualized and formal dance steps found 
  at a typical ball, and the rules covering the art of courtly love, in which a suitor 
  may woo a sometimes remote and unattainable lady.  
   
  Detection 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a 
   
  This skill covers both the observation of details as well as the ordering of those 
  details into coherent trains of thought, much like a private detective might do. 
  Subtle clues can be detected, and their relevance reasoned out, by use of this 
  skill.  
   
  Espionage 
   
  Base X.P. Cost: 6,000 (dexterity or intelligence), 9,000 (all others) 
  Make Skill Checks Against: dexterity or intelligence 
  Specialties: n/a 
   
  Espionage (aka spying) allows the character to infiltrate enemy positions, scout 
  out encampments and determine numbers and types of troops, briefly convince 
  the enemy that the spy is in fact a friend, or in the most extraordinary of cases, 
  to impersonate others for sustained periods. 
   
  If the espionage task entails only blending in with a crowd (of, say, enemy 
  soldiers) in order to ascertain troop types and capabilities with little or no 
  chance of discovery, no modifier would be needed.  
   
  If the task requires the spy to actively gain the confidence of someone in order 
  to gain access to information, such as getting access to a secure location in 
  order to steal or copy a map, or to convince a guard that the spy is actually a 
  messenger from a trusted ally, the task will have a -4 penalty to the roll. 
   
  If the task is really extraordinary, requiring that the spy insinuate himself into 
  a position of trust for a long period of time (for example impersonating some 
  visiting ambassador or general and convincing a prince that he was who he 
  said he was), the skill would have a -6 penalty, and would need to be re-
  checked on a regular basis (depending on the circumstances, such a check 
  could be made every day or every week, depending on how exposed to 
  scrutiny the spy was). 
   
  Class skills, such as verbal patter, could definitely be used to bolster the 
  espionage skill. The exact intersection would be left to the game master, but 
  should range from as little as a +1 bonus to as much as a +8 bonus, for a 
  spectacularly inventive and ingenious application that was accompanied by a 
  very good roll of the dice. 
   
  
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   71 
  Farming 
   
  Base X.P. Cost: 1,500 (all) 
  Make Skill Checks Against: intelligence or strength 
  Specialties: farming, herding 
   
  This skill allows the character to perform basic agricultural tasks; planting and 
  harvesting crops, tending livestock, butchering animals, preserving food, etc.  
   
  Fire-building 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: wisdom 
  Specialties: n/a 
   
  This skill allows the character to start fires without a flint box, as long as there 
  is some sort of tinder and wood (or other flammable substance such as dried 
  dung, etc.) available. Such a fire will take 2d20 minutes to start, or 3d20 in 
  wet or windy conditions.  
   
  Fishing 
   
  Base X.P. Cost: 3,000 (wisdom), 5,000 (all others) 
  Make Skill Checks Against: wisdom 
  Specialties: line, net 
   
  This skill allows the character to catch fish, either using a fishing pole and line 
  or a net, as applicable. A successful skill check means a fish (or several small 
  fish) has been caught. As a rule, one fish can feed one person for one day. 
  Each use of the fishing skill requires one hour, and obviously there must be fish 
  to be caught. The game master should make adjustments depending on the 
  specifics of the campaign; some areas will be devoid of fish, while others may 
  be teeming with them.  
   
  Forgery 
   
  Base X.P. Cost: 5,000 (dexterity), 8,000 (all others) 
  Make Skill Checks Against: dexterity 
  Specialties: n/a 
   
  This skill allows the character to counterfeit a signature, copy a map, falsify 
  documents, and the like. This skill requires a two-step process: first, the forger 
  must make a successful skill check to create the forgery in the first place. Then, 
  those to whom the forgery is presented must make an intelligence check (with 
  the usual +2 penalty per skill level of the forger) to detect the forgery.  
   
  Generalship 
   
  Base X.P. Cost: 5,000 (intelligence or charisma), 8,000 (all others) 
  Make Skill Checks Against: intelligence or charisma 
  Specialties: logistics, tactics, siege warfare 
   
  This skill includes logistics, organization, and strategizing as well as battlefield 
  leadership. As a rule, it applies only to large numbers of soldiers (100+), and 
  would not apply in a typical dungeon exploration situation. This would enable 
  the character to set up a supply line, for example, from a town to an army in 
  the field, to organize and train a village militia, and to inspire troops on the 
  battlefield to greater exertions, giving them a morale bonus (+2 or +10% per 
  skill level, as applicable).  
   
  Furrier 
   
  Base X.P. Cost: 3,000 (dexterity), 4,000 (all others) 
  Make Skill Checks Against: dexterity 
  Specialties: n/a 
   
  This skill allows the practitioner to not only professionally skin and dress wild 
  animals, but also to tan hides and turn fur pelts into garments, such as coats, 
  cloaks, or trim for other garments. As much as trim for 8 garments, 4 cloaks, 
  or 2 coats may be so created in any given week, as long as the necessary 
  pelts are available.  
   
  TABLE 176: PELTS NEEDED TO MAKE GARMENTS 
  Garment Type 
  Small Pelts 
  Med. Pelts 
  Large Pelts 
  Trim 
  3 
  1 
  1/4 
  Cloak 
  6 
  2 
  1/2 
  Coat 
  12 
  3 
  1 
  Gloves 
  2 
  1 
  1/4 
  Hat 
  1 
  1/4 
  1/8 
   
  Thus, if a furrier had 7 pelts of a small creature available, such as a badger, 
  he could create a cloak and a matching hat from them.  
   
  Healing 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a 
   
  This skill deals with first aid, the setting of broken bones, treatment of diseases, 
  etc. A successful skill check means that the character with this skill can tend to 
  his companions who may be recovering from their wounds at twice the normal 
  rate (2 h.p. healed per day of rest, rather than just 1), and those who rest only 
  for the space of an 8-hour sleep period will regain 1 h.p. even though they did 
  not rest for an entire day. The healer can tend to up to three people at a time 
  per skill level, up to a total of 20 people. A separate check must be made each 
  day. Someone with healing skill can also assist those who have been bitten or 
  stung by poisonous creatures, allowing them a +2 on their saving throw, as 
  long as they are treated within 1 minute of receiving the wound.  
   
  Horsemanship 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: wisdom 
  Specialties: n/a 
   
  This skill allows the character to do more while on horseback, ride faster and 
  fancier, etc., similar to the cavalier’s horsemanship ability. After examining a 
  horse (and making a successful skill check), he can tell if its hit points are in 
  the lower third, the middle third, or the top third of the possible range. Mounts 
  will always be friendly and obedient as long as they are well treated.  
   
  Hunting 
   
  Base X.P. Cost: 2,000 (all) 
  Make Skill Checks Against: wisdom and strength 
  Specialties: n/a 
   
  This skill allows the character to improve his chances of hunting successfully. 
  A successful wisdom check means that the chance of finding prey is increased 
  by 25% per skill level. Complete rules for hunting can be found in the 
  ADVENTURES DARK AND DEEP™ Game Masters Toolkit.  
   
  
    Creating Characters - Secondary Skills 
  72 
  Jeweler 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: intelligence and dexterity 
  Specialties n/a 
   
  This skill allows the character to not only appraise objects of value such as 
  precious metals, pieces of jewelry, and gemstones, but also to create or 
  embellish jewelry, add precious metals and stones to ordinary items such as 
  sword hilts, and to cut gems to improve their value. Appraisal would require 
  an intelligence check, while enhancement of gems or jewelry would require a 
  dexterity check. When attempting to embellish an already-existing piece of 
  jewelry, the character will improve its value by 10% per skill level he possesses 
  if he is successful in his skill roll (failure indicates that the project is beyond the 
  skill of the character).  
   
  Gems can be improved by re-cutting only if they are under 5,000 g.p. in value 
  to start with; anything of that caliber or above is already flawlessly cut. A 
  successful skill check will mean that the stone will increase in value one step. 
  A natural 20 will always mean that the stone is ruined, no matter what other 
  modifiers might apply.  
   
  Judgment 
   
  Base X.P. Cost: 5,000 (wisdom), 8,000 (all others) 
  Make Skill Checks Against: intelligence and wisdom 
  Specialties: n/a 
   
  This skill allows the character to detect when others are attempting to deceive 
  him, weigh the words of others, judge the trustworthiness of another, know 
  when someone is dissembling or cheating, etc. A wisdom check would be 
  made when the character was attempting to make a general determination as 
  to whether someone else was lying. An intelligence check would be made 
  when attempting to evaluate the accuracy of some factual statement which the 
  character might have some chance of actually knowing.  
   
  Music 
   
  Base X.P. Cost: 2,000 (wisdom), 3,000 (all others) 
  Make Skill Checks Against: wisdom 
  Specialties: instrument, singing 
   
  The music skill allows the character to either play a particular instrument (or 
  group of instruments) or sing with skill. As a rule, knowing how to play an 
  instrument allows the character to play a similar instrument with a -2 penalty 
  to the skill check (so knowing how to play a viol allows one to play a gamba 
  almost as well), which is reduced to a -1 penalty after 20 minutes’ practice. 
   
  Poison 
   
  Base X.P. Cost: 9,000 (intelligence), 12,000 (all others) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a 
   
  This skill allows the character to both identify the effects of, and compound and 
  brew his own, poisons. Characters with this skill are able to brew any of the 
  commonly-known basic poison types (see p. 82 for details) depending on their 
  skill level. The process requires a laboratory with some 2d6x100 g.p. of 
  equipment. Poisons can be brewed for 50% of their listed cost. Note that 
  antidotes for ingested poisons can also be created by characters with this skill, 
  with similar requirements and costs. The amount of time required for the 
  brewing of poison depends on its type: 
   
  TABLE 177: TIME AND LEVEL TO BREW POISONS 
  Type 
  Days to 
  Create 
  Level to Create 
  Poison 
  Level to Create 
  Antidote 
  A 
  1 
  1 
  2 
  B 
  2 
  1 
  2 
  C 
  3 
  2 
  3 
  D 
  4 
  2 
  3 
  E 
  5 
  3 
  4 
   
  Scholarship (area) 
   
  Base X.P. Cost: 5,000 (intelligence), 8,000 (all others) 
  Make Skill Checks Against: intelligence 
  Specialties: see below 
   
  This is the quintessential skill that sages possess, and a successful skill check 
  might yield the exact answer sought, or at the very least the knowledge of 
  where to go to get it. For every skill level, the character is able to pick either a 
  general field of knowledge or a specialty within an already-taken field: 
   
   
  Botany (agriculture, bushes/shrubs, flowers, fungi, grasses, herbs, 
  trees, weeds) 
   
  Occultism 
  (alchemy, 
  astrology, 
  dweomercraft, 
  medicine, 
  metaphysics, planar physics) 
   
  Physical Science (architecture, astronomy, chemistry, engineering, 
  geography, geology, mathematics, oceanography, optics, physics) 
   
  Social Science (art history, folklore, heraldry, history, language, 
  law, philosophy, politics, theology) - pick a particular nation or race 
  (human, elf, orc, etc.) 
   
  Zoology 
  (amphibians, 
  arachnids, 
  avians, 
  cephalopods, 
  crustaceans, fish, insects, mammals, reptiles) 
   
  The chance of successfully answering a particular question depends on several 
  factors. The base chance of success depends on the nature of the question: 
   
  TABLE 178: BASE CHANCE OF SCHOLARSHIP SKILL SUCCESS 
  In Field 
  Easy 
  Medium 
  Hard 
  General 
  11% 
  7% 
  -24% 
  Specialty 
  31% 
  26% 
  11% 
   
  Note that it is possible to have a negative base chance of success. Once the 
  base chance is determined, the specific circumstances of the character’s ability 
  to investigate scholarly pursuits must be applied as modifiers. 
   
  TABLE 179: SCHOLARSHIP SKILL SUCCESS MODIFIERS 
  Circumstance 
  Modifier 
  Intelligence score 
  +1% per point above 15 
  Modest relevant facilities available 
  (20,000 - 60,000 g.p. value) 
  +1% per 1,000 g.p. value of the 
  facilities, max. 60% / 60,000 g.p. 
  Fine relevant facilities available 
  (60,000 - 100,000 g.p. value) 
  +1% per 4,000 g.p. value of the 
  facilities over 60,000.  
  Facilities are not at the exclusive use 
  of the scholar 
  -20% 
   
  “Facilities” can mean a library, laboratory, observatory, workshop, zoo, 
  greenhouse, or any combination of those or even other facilities, that is relevant 
  to the field and question at hand. 
   
  The amount of time required to find a given answer depends on the nature of 
  the question and the fields of knowledge possessed by the scholar. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   73 
  TABLE 180: SCHOLARSHIP TIME TO ANSWER QUERY 
  Question 
  Applies To… 
  General 
  Question 
  Specific 
  Question 
  Precise 
  Question 
  Other field 
  >1 hour 
  2d12 days 
  n/a 
  General field 
  >5 min. 
  1d12 days 
  3d6 days 
  Specialty field 
  1 min. 
  1d10 hours 
  2d6 days 
   
  Seamanship 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: intelligence or dexterity 
  Specialties: fishing, ocean-going, freshwater, navigation, swimming 
   
  This skill gives the character knowledge concerning a wide range of nautical 
  activities: boating, fishing, swimming, navigation, sail-rigging, etc. It can be 
  used to evaluate the seaworthiness of a craft, navigate by bearing off the sun 
  and stars, repair a ship (or supervise its repairs), etc. An intelligence check 
  would be made in the case of navigating, evaluating, etc. A dexterity check 
  would be made when fishing, swimming, tying knots, etc. Captains will usually 
  have at least three levels in seamanship, while mates and lieutenants will 
  usually have at least two.  
   
  Suborning 
   
  Base X.P. Cost: 5,000 (charisma), 8,000 (all others) 
  Make Skill Checks Against: charisma 
  Specialties: n/a 
   
  This skill allows the character to blackmail, bribe, influence, and convince 
  others. It works by applying a thorough knowledge of human nature and 
  psychology, body language, and social cues. For instance, an attempt to 
  blackmail someone must be made with exquisite care, lest the victim either give 
  in to despair or attempt violent retribution.  
   
  Swindling 
   
  Base X.P. Cost: 5,000 (charisma), 8,000 (all others) 
  Make Skill Checks Against: intelligence or charisma 
  Specialties: n/a 
   
  This skill allows the character to gamble, cheat, plan and execute confidence 
  games, defraud others, etc. It could be used to cheat at cards or dice, for 
  example, requiring an intelligence check. It could also be used to rig a “Ponzi” 
  scheme amongst the petty nobility of a valley, necessitating a charisma check.  
   
  Thespianism 
   
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: charisma 
  Specialties: acting, disguise 
   
  This skill includes such things as acting, disguise, recitation, performing, 
  speech-making, etc. It could also be used in relation to convincing someone 
  else that the character is in love with them, loyal to them, etc. (Of course, the 
  judgment skill could be used to see through the attempt!) The disguise specialty 
  works just like the disguise skill of the mountebank or assassin. 
   
  Tracking 
   
  Base X.P. Cost: 2,500 (all) 
  Make Skill Checks Against: wisdom 
  Specialties: n/a 
   
  Characters with the tracking skill can trail their quarry in both outdoor and 
  indoor conditions. When tracking, they get a bonus to the chance to track 
  equal to their skill level +1 x 10%. The maximum bonus allowed is 110% (note 
  that other modifiers may lower the final chance to successfully track quarry).  
   
  Aside from following the actual trail of the prey, a successful tracking roll 
  allows the ranger to determine other information, depending on his skill level: 
   
  Skill 
  Level 
  Tracking Information 
  1 
  Identify the tracks of common woodland creatures and the 
  direction in which they were traveling 
  2 
  Identify how quickly woodland creatures were traveling 
  3 
  Identity how long ago woodland creatures passed if outdoors 
  4 
  Identify the tracks, direction, and speed of woodland creatures, 
  and how much time has passed if outdoors 
  5 
  Identify tracks as a fourth level ranger, but with respect to any 
  creature that dwells within a 100 mile radius 
  6 
  Determine the general height and weight of humans, 
  demihumans, and humanoids (including having a basic 
  understanding of how encumbered they are) 
  7 
  Determine the number of riders a mount is carrying 
   
  See the ADVENTURES DARK AND DEEP™ Game Masters toolkit for details on 
  wilderness pursuit/tracking procedures and modifiers.  
   
  Wainwright 
   
  Base X.P. cost: 2,000 (all) 
  Make Skill Checks Against: strength 
  Specialties: none 
   
  This skill allows the character to make, maintain, and repair carts, wagons, 
  chariots, and similar conveyances. It requires basic woodworking tools to use; 
  hammers, saws, planes, etc. Iron parts are usually purchased from a 
  blacksmith, and are included in the cost of materials, below. 
   
  TABLE 181: CREATING CARTS, ETC. 
  Type 
  Time to Create 
  Cost of Materials 
  Cart 
  3 days 
  25 g.p. 
  Chariot, 1-man 
  10 days 
  100 g.p. 
  Chariot, 2-man 
  12 days 
  250 g.p. 
  Wagon 
  8 days 
  75 g.p. 
   
  Weapon Making 
   
  Base X.P. cost: 3,000 (all) 
  Make Skill Checks Against: dexterity 
  Specialties: bowyer, swordsmith 
   
  This skill allows the character to create weapons of all sorts, from swords to 
  bows to halberds. It requires a forge and workshop costing at least 300 g.p. 
  to practice most forms of this art (the simplest tasks, such as fletching arrows, 
  can be done without such facilities, upon a successful skill check).  
   
  Those who take the bowyer specialty are able to create 1d4+1 composite 
  bows, 1d4+1 longbows, 1d3 hand crossbows, or 15 heavy crossbows per 
  month.  (Composite bows and longbows require a startup period of 1 year.) 
  Other types of bows can be constructed at the rate of 1 per day after a startup 
  period of 1 month. Arrows and bolts may be created for these as well. 
   
  Those who take the swordsmith specialty are able to create several swords or 
  daggers per month, depending on type: 
   
  
    Creating Characters - Languages 
  74 
  TABLE 182: WEAPONS PRODUCED PER MONTH 
  Sword Type 
  No. Created Per Month 
  Bastard sword 
  8 
  Broad sword 
  15 
  Dagger 
  30 
  Falchion 
  10 
  Knife 
  45 
  Long sword 
  12 
  Scimitar 
  10 
  Short sword 
  20 
  Two-handed sword 
  5 
   
  Weapon makers without any specialty are able to make all other types of 
  weapons (pole-arms, flails, maces, etc.) at a rate of 1 per day. 
   
  One weapon maker is able to support 80 men-at-arms. 
   
  Woodcraft 
   
  Base X.P. Cost: 5,000 (all) 
  Make Skill Checks Against: wisdom 
  Specialties: tropical jungle, temperate forest, cold forest, steppe, desert 
   
  Characters with this skill are born and bred to the wilderness, and can climb 
  natural surfaces such as trees, stone cliffs, etc. The specialty that is chosen is 
  considered their “native terrain”; everything else is considered non-native 
  terrain. New terrains can be added as “native” by buying another skill level, 
  or further levels can be bought in the native terrain, improving the character’s 
  chance to climb and hide.  
   
  Characters with this skill are able to hide when in natural surroundings; they 
  are more effective in their native terrain, of course, but still skilled in any sort 
  of wilderness. Such surroundings must naturally include places to hide (trees, 
  brush, crevices, embankments, etc. The character’s chance to climb and hide 
  is determined by the following table: 
   
  TABLE 183: WOODCRAFT 
  Skill Level 
  Climb 
  Hide (Native 
  Terrain) 
  Hide (Non-Native 
  Terrain) 
  1 
  85% 
  10% 
  0% 
  2 
  86% 
  15% 
  0% 
  3 
  87% 
  20% 
  0% 
  4 
  88% 
  25% 
  10% 
  5 
  90% 
  30% 
  15% 
   
  When in familiar terrain, characters with woodcraft get a +2 bonus to surprise 
  rolls and enemies get a -2 penalty to theirs (if the character is alone or with 
  other characters with woodcraft). Even in unfamiliar terrain, they get a +1 
  bonus and enemies get a -1 penalty to surprise.  
   
  In their native terrain, characters with this skill are able to forage for food, fish, 
  trap small game, build shelter, improvise clothing, etc. They can also identify 
  types of plants and animals, and determine direction even on the most overcast 
  of days. They may also predict weather as per the spell (see p. 199 for details).  
   
  Languages 
   
  As noted above, and in the ADVENTURES DARK AND DEEP™ Bestiary, many 
  creatures are intelligent enough to have their own languages. In addition, there 
  may be various human (or other) tongues, and many campaign settings will 
  have a “common” tongue which is understood by most intelligent creatures. 
  While your game master will have specific information regarding which 
  languages exist in his campaign world, here are some general guidelines.  
   
  There will likely exist a “Common Tongue,” or “Traders’ Tongue,” or “Lingua 
  Franca,” or somesuch in the campaign milieu. All characters will get this 
  language as a “free” language, assuming it or something analogous to it 
  exists. A similar language, known colloquially as “Undercommon,” is spoken 
  by those races who dwell beneath the earth, such as the drow and fish men. 
  Unless characters have some logical way that they would have had access to 
  this language, they should not be allowed to take it when first being created 
  (although they can certainly learn it later on in their career, should 
  circumstances allow).  
   
  Note that it is entirely the prerogative of the game master to inform the players 
  that no such “common tongue” exists. There would, in such a case, simply be 
  a myriad of local languages, which would be of varying utility outside the 
  locality in which they are dominant. In such cases, monsters who are said to 
  speak the common tongue will, instead, speak the predominant language in 
  the area in which they live.  
   
  All human characters may get a number of additional languages, as 
  determined by their intelligence ability score (see p. 5). Demihumans such as 
  elves and dwarves will start the game with some languages automatically, and 
  may get others depending on their intelligence, as discussed in the description 
  of each character race.  
   
  Some classes, such as thieves, have a special language of their own (Thieves’ 
  Cant, etc.).  Such languages do not count against the number of languages 
  the character can learn based on intelligence.  
   
  If a player wants his character to begin the game with additional languages, 
  whether they be human or other, the final decision rests with the game master, 
  and will be dependent on the appropriateness of the choice. In a region that 
  has a large dwarven population, for example, a human character starting the 
  game knowing dwarvish might not be unreasonable. On the other hand, 
  knowing some exotic language at the start of the game, such as nixie, might 
  be more problematic. Special languages, such as thieves’ cant, should be 
  restricted to their appropriate classes, at least in the beginning of the game. 
  As with all things, the final decision remains with the game master.  
   
  It is very possible for a character to learn new languages as the game 
  progresses, however. As long as he has an open “language slot,” and access 
  to the language in question, the process will take roughly 6 months of study to 
  achieve a conversational level. Intense study, such as being totally immersed 
  in a land where the language is spoken, will accelerate the process, but only 
  part-time study will naturally prolong it.  
   
  Social Class 
   
  Most societies are structured according to some sort of social strata, whether 
  this is enforced by law or custom, or is simply a de facto condition. The truly 
  classless society, while a staple of utopian idealists, is not a realistic model. In 
  ADVENTURES DARK AND DEEP™, loosely based as it is on the model of Medieval 
  and Renaissance Europe, characters are thus given a social class. The exact 
  impact of this class of origin will depend on the campaign; your game master 
  may choose to emphasize it or ignore it, as he sees fit.  
   
  As a rule, the social class of the character should be based on his level and 
  character class, as shown below. However, the game master may tell you that 
  social class should be settled by a die roll, or that the players may choose their 
  character’s social class (within reason), or may even have their class assigned 
  by the game master. Naturally, the percentage chances for social class given 
  below should not be assumed to apply equally to every person in the campaign 
  setting, but rather only to the extraordinary group who style themselves as 
  adventurers.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   75 
  TABLE 184: SOCIAL CLASS 
  Die Roll 
  (d%) 
  Social Class 
  Historical and In-Game Examples 
  01-04 
  Lower 
  Class 
  Lower rung 
  Freedmen, peasantry, beggars, 
  low-level thieves 
  05-10 
  Middle 
  rung 
  Laborers, shepherds, performers, 
  barbarians, low-level bards, 
  soldiers 
  11-20 
  Upper rung 
  Tradesmen, fences, high-level 
  thieves, low level fighters 
  21-35 
  Middle 
  Class 
  Lower rung 
  Artisans, craftsmen, minor 
  merchants, itinerant cavaliers, 
  druids, rangers 
  36-55 
  Middle 
  rung 
  Small landholders, merchants, 
  petty nobility, low-level mages 
  56-87 
  Upper rung 
  Rich merchants, high officers, low-
  level clerics, high level fighters 
  88-96 
  Upper 
  Class 
  Lower rung 
  Lesser cavaliers, paladins, high-
  level mages 
  97-99 
  Middle 
  rung 
  Cavaliers, high-level paladins, 
  high-level clerics, nobility 
  00 
  Upper rung 
  Royalty, great nobility 
   
  Note that social class will have an impact on character class. Cavaliers and 
  Paladins, naturally, must be of the upper classes. But any character could, in 
  theory, be impacted by use of the social class table. As a general rule, a 
  character of a given occupation must be of a social class no more than one 
  lower than the minimum indicated for that class. For example, a character 
  starting off as a mage must be of at least the lower-middle class, one rung 
  below the standard. In return, he could not normally hope to advance in social 
  standing beyond the lower-upper class.  
   
  The game master will provide details of the position of demihumans (and other 
  non-human races) in the campaign. In some lands, elves may be considered 
  as de facto nobility merely as a by-product of their elven heritage, while in 
  others, dwarves might be considered as low-class dirt-grubbers. Such things 
  are all relative to the campaign setting.  
   
  Monthly Expenses 
   
  One’s social class will dictate the minimum monthly expenses associated with 
  the lifestyle associated therewith. Note that this is simply a minimum, and 
  should be deducted automatically by the game master from the pockets of the 
  characters as “living expenses” including lodging, food and drink, 
  entertainment, new clothing, etc. Other considerations may increase the 
  monthly living expenses dramatically: high-level mages conducting 
  experiments, characters who have hired henchmen or hirelings, etc. 
   
  TABLE 185: MONTHLY LIVING EXPENSES 
  Social Class 
  Minimum Monthly Living Expenses 
  Poor 
  Good 
  Fine 
  Lower class 
  1 s.p. 
  2 s.p. 
  1 g.p. 
  Middle lower class 
  1 g.p. 
  2 g.p. 
  5 g.p. 
  Upper lower class 
  2 g.p. 
  5 g.p. 
  10 g.p. 
  Lower middle class 
  10 g.p. 
  25 g.p. 
  50 g.p. 
  Middle class 
  25 g.p. 
  100 g.p. 
  125 g.p. 
  Upper middle class 
  100 g.p. 
  250 g.p. 
  500 g.p. 
  Lower upper class 
  250 g.p. 
  500 g.p. 
  1,250 g.p. 
  Middle upper class 
  500 g.p. 
  1,000 g.p. 
  2,500 g.p. 
  Upper class 
  1,000 g.p. 
  2,000 g.p. 
  5,000 g.p. 
   
   
   
  If one is unable to spend the minimum for poor living according to one’s social 
  class due to lack of funds, roll 1d12. On a roll of 1, the character will go down 
  one social class rank in the eyes of those around him. Resuming the required 
  spending amount will raise the social class one rank on a similar roll of 1 on 
  1d12. If a character spends enough for fine living in a higher social rank for 
  three consecutive months, begin checking monthly (again, a 1 in 12 chance) 
  to see if the character has raised himself to the next-higher social class. (Of 
  course, there will always be those who look down their noses at the nouveau 
  riche no matter how well they live.) 
   
  Note that these expenses are over and above any expenses for maintenance 
  of laboratories, strongholds, training, hirelings and henchmen, etc. It includes 
  such things as food, drink, lodging, entertainment, and basic necessities.  
   
  Literacy 
   
  In the sort of quasi-Medieval/Renaissance setting postulated by the game, 
  universal literacy is not a given. The chance that a given character will be 
  literate depends on both his class (including sub-classes) and social class: 
   
  TABLE 186: LITERACY 
  Social Class 
  Bard 
  Cleric 
  Fighter 
  Mage 
  Thief 
  Lower class 
  17% 
  19% 
  9% 
  100% 
  14% 
  Middle lower class 
  23% 
  25% 
  15% 
  100% 
  20% 
  Upper lower class 
  29% 
  31% 
  21% 
  100% 
  26% 
  Lower middle class 
  64% 
  66% 
  56% 
  100% 
  61% 
  Middle class 
  73% 
  75% 
  65% 
  100% 
  70% 
  Upper middle class 
  82% 
  84% 
  74% 
  100% 
  79% 
  Lower upper class 
  94% 
  96% 
  86% 
  100% 
  91% 
  Middle upper class 
  98% 
  98% 
  98% 
  100% 
  98% 
  Upper class 
  100% 
  100% 
  100% 
  100% 
  100% 
  
    Creating Characters - Family 
  76 
   
  Elves and halflings get a +15% bonus to their literacy check. Half-orcs get a  
  -10% penalty. 
   
  Any character who is illiterate cannot read a magic scroll. Barbarians are 
  always illiterate when they begin their careers. If they wish to become literate, 
  they can do so in twice the time of other classes. Thieves who are illiterate can 
  still use their read languages ability to decipher maps, and with a -25% penalty 
  can read other writings.  
   
  An illiterate character can become literate with six months of study, minus 1 
  week per point of intelligence.  
   
  Naturally, if the game master wishes it, all player characters can be assumed 
  to be literate.  
   
  Family 
   
  Those players wishing to flesh out the family of their characters may do so 
  using the tables below. It should always be remembered, however, that the 
  game master has the final authority over such decisions, and having the 
  circumstances of the character’s birth mesh smoothly with the campaign setting 
  trumps anything that the dice may come up with. 
   
  Marriage 
   
  TABLE 187: FAMILY TRAITS: MARRIAGE 
  Die Roll (d%) 
  Marital Status 
  01-65 
  Parents married 
  66-80 
  Parents married, one now deceased 
  81-00 
  Parents unmarried 
   
  Note that if a character comes from unmarried parents, he will usually be one 
  social class lower than his father (if known). 
   
  Birth Order 
   
  TABLE 188: FAMILY TRAITS: BIRTH ORDER 
  Die Roll 
  (d%) 
  Birth Order 
  Effect 
  01-05 
  Only child 
  Starting money +50% 
  06-10 
  1st child 
  Starting money +25% 
  11-20 
  2nd child 
   
  21-35 
  3rd child 
   
  36-50 
  4th child 
   
  51-65 
  5th child 
   
  66-80 
  6th child 
   
  81-85 
  7th child 
  If male, roll again. 1% chance character will 
  get +1 bonus on all saving throws 
  86-90 
  8th child 
  Starting money -10% 
  91-94 
  9th child 
  Starting money -20% 
  95-97 
  10th child 
  Starting money -30% 
  98-99 
  11th child 
  Starting money -40% 
  00 
  12th child 
  Starting money -50% 
   
  (Roll again to determine total number of children in the family; if the second 
  roll is lower than the first, the character is also the youngest child.) 
   
  Family Traits Modifiers 
   
  TABLE 189: FAMILY TRAITS MODIFIERS 
  Race/Social Class 
  Marital Status 
  Modifier 
  Birth Order Modifier 
  Dwarf 
  -15 
  -15 
  Elf, drow 
  -15 
  -15 
  Elf, gray 
  -30 
  -30 
  Elf, high 
  -20 
  -20 
  Elf, wood 
  -10 
  -10 
  Elf, other 
  -15 
  -15 
  Gnome 
  -20 
  -20 
  Half-elf 
  -10 
  -10 
  Halfling 
  -10 
  -10 
  Half-orc 
  +75 
  +10 
  Human 
  ±0 
  ±0 
  Lower class 
  +10 
  +20 
  Middle lower class 
  +5 
  +15 
  Upper lower class 
  ±0 
  +10 
  Lower middle class 
  -5 
  +5 
  Middle class 
  -10 
  ±0 
  Upper middle class 
  -15 
  -5 
  Lower upper class 
  -20 
  -10 
  Middle upper class 
  -20 
  -15 
  Upper class 
  -20 
  -20 
   
  Modifiers for race and social class are cumulative. 
   
  Starting Money 
   
  The amount of money a character starts the game with depends on his class. 
  This money should then be used to purchase armor, weapons, and other 
  equipment (see Equipment on p. 78 for a list of things you can potentially buy). 
  You should make sure to leave some money over, though, in case you need it 
  during the course of the game itself.  
   
  TABLE 190: STARTING MONEY 
  Character Class 
  Starting Money (in gold pieces) 
  Bard 
  20-120 
  Jester 
  20-80 
  Cavalier 
  (special) 
  Paladin 
  (special) 
  Cleric 
  30-180 
  Druid 
  30-180 
  Mystic 
  13-24 
  Fighter 
  50-200 
  Barbarian 
  50-200 
  Ranger 
  50-200 
  Mage 
  20-80 
  Illusionist 
  20-80 
  Savant 
  20-80 
  Thief 
  20-120 
  Mountebank 
  20-120 
   
  Starting Hit Points 
   
  Each character starts with the maximum hit points possible at first level, 
  including adjustments for possessing a high CON score. If a class begins with 
  two hit dice, such as a ranger, one die should be maximum and the player 
  should roll the other die. The combined total is then the total hit points at first 
  level. For rules on first-level hit points for multi-classed characters, see p. 24). 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   77 
  Age 
   
  Every character should have his age determined. In a long-term campaign, it 
  is possible for a character to age as the years pass, and such aging will have 
  an impact on his ability scores. Too, eventually a character may face the 
  specter of death by old age, at which stage the prospect of finding potions of 
  longevity, wishes, and other magical devices to stave off age and prolong 
  youth may become more of a priority for the character.  
   
  TABLE 191: STARTING AGE BY RACE AND CLASS 
  Class 
  Dwarf 
  Elf 
  Gnome 
  Half-elf 
  Halfling 
  Half-orc 
  Human 
  Bard 
  - 
  4d8+300 
  2d6+200 
  2d12+30 
  1d6+26 
  - 
  1d4+16 
  Jester 
  - 
  - 
  1d6+200 
  - 
  1d8+24 
  - 
  1d4+16 
  Cavalier 
  - 
  10d10+500 
  - 
  2d4+40 
  - 
  - 
  1d4+18 
  Paladin 
  - 
  - 
  - 
  - 
  - 
  - 
  1d4+17 
  Cleric 
  2d20+250 
  10d10+500 
  3d12+300 
  2d4+40 
  2d4+38 
  1d4+20 
  1d4+18 
  Druid 
  - 
  8d10+500 
  1d12+300 
  2d4+40 
  1d4+38 
  - 
  1d4+18 
  Mystic 
   
  9d10+500 
  - 
  1d4+40 
  1d4+38 
  - 
  1d4+18 
  Fighter 
  5d4+40 
  5d6+130 
  5d4+60 
  3d4+22 
  3d4+20 
  1d4+13 
  1d4+15 
  Barbarian 
  - 
  - 
  - 
  - 
  - 
  - 
  1d4+14 
  Ranger 
  - 
  3d8+160 
  - 
  2d6+30 
  - 
  - 
  1d4+20 
  Mage 
  - 
  3d6+150 
  - 
  2d8+30 
  - 
  - 
  2d8+24 
  Illusionist 
  - 
  - 
  2d12+100 
  - 
  - 
  - 
  1d6+30 
  Savant 
  - 
  3d8+180 
  3d12+100 
  3d6+34 
  - 
  - 
  2d6+28 
  Thief 
  3d6+75 
  5d6+100 
  5d4+80 
  3d8+22 
  2d4+40 
  2d4+20 
  1d4+18 
  Mountebank 
  3d6+75 
  5d6+100 
  5d4+80 
  3d8+22 
  2d4+40 
  2d4+20 
  1d4+18 
   
  Effects of Aging on Ability Scores 
   
  All characters will pass through five age categories in their lifetime (although, 
  as a careful reading of the starting age table will show, some characters may 
  begin the game having already passed the first one or two categories). As 
  characters enter the various age categories in the course of the game, their 
  ability scores will be modified according to the following table. Note that 
  aging cannot cause scores to exceed or lower beyond their normal racial or 
  class boundaries. 
   
  TABLE 192: ABILITY SCORE ADJUSTMENTS FOR AGE 
  Age Category 
  Ability Score Adjustment 
  Young adult 
  -1 wisdom, +1 constitution 
  Mature 
  +1 strength*, +1 wisdom 
  Middle age 
  -1 strength**, -1 constitution, +1 intelligence, +1 
  wisdom 
  Old 
  -2 strength**, -2 dexterity, -1 constitution, +1 wisdom 
  Very old 
  -1 strength**, -1 dexterity, -1 constitution, +1 
  intelligence, +1 Wisdom 
   
  * = Fighters whose strength is increased to 18 should roll for exceptional 
  strength. 
  ** = Fighters whose strength goes from 18 to 17 or lower lose all exceptional 
  strength 
   
  It should be noted that these are adjustments that are made as one enters a 
  given age category. A character’s starting initial ability scores are never 
  altered according to age category, regardless of how old the starting character 
  is.  
   
  Naming the Character 
   
  It is entirely possible that a game master will have a sufficiently well-developed 
  campaign setting that a suitable name for your character will be apparent and 
  easy to select. In some campaigns, anachronistic or even downright silly names 
  (“Morc the Orc”) will be allowed or even encouraged. However, it is often the 
  case that a campaign will be serious enough in nature that a somewhat genre-
  appropriate name will be needed, and yet not developed to the point where 
  lists of names are at hand.  
   
  For use in such cases, here is a list of names from Medieval Europe that might 
  be used as inspiration. They should most definitely not be seen as the be-all 
  and end-all of character naming, but just a beginning. Do not think that you 
  need to pick a name from these lists! 
   
  English/French 
   
  Many if not most games will be set in a sort of idealized Medieval Anglo-
  France, the default mental setting for the Arthurian romances, Ivanhoe and 
  Robin Hood, Charlemagne, and Roland. Such a “default” setting is well served 
  by appropriate names. 
   
  Men’s Names 
   
  Adam, Alan, Alisaundre, Althalos, Ancel, Andreu, Arnaud, Arthur, Bartelmeu, 
  Baudry, Benedict, Benoit, Borin, Boydin, Brom, Bryce, Charles, Clement, 
  Clifton, Colin, Cristian, Dauid, Denys, Donald, Edmund, Egbert, Elyas, 
  Eustace, Fendrel, Forthwind, Foulke, Francis, Frederick, Gateron, Geoffrey, 
  Gerad, Geruas, Gilbert, Gillecote, Gilot, Godwin, Gregory, Guillaume, 
  Hamon, Handreu, Henri, Henry, Hugh, Jake, Jaquet, Jeffrey, Jehan, Joce, John, 
  Jordan, Joseph, Lambert, Laurence, Leofrick, Letholdus, Lucas, Martin, Matheu, 
  Michel, Nichol, Oliver, Paul, Peres, Peter, Phelip, Pierre, Rauf, Rec, Reinaud, 
  Ricard, Robert, Robin, Roger, Rowan, Sadon, Salaman, Simon, Staci, 
  Terrowin, Thomas, Tybalt, Ulric, Walter, Warin, William 
   
  Women’s Names 
   
  Adelaide, Adriana, Agneta, Alianor, Alice, Alys, Amelia, Anastas, Angmar, 
  Anne, Arabella, Aud, Auice, Ayleth, Aweline, Beatrix, Brunhild, Catherine, 
  Catrain, Cedany, Cristiana, Eleanor, Elizabeth, Ellyn, Emeline, Gilian, 
  Gloriana, Guillamette, Guinevere, Gussalen, Gutrid, Helena, Helewys, 
  Hildegard, Isabel, Isolde, Jacquelyn, Jehanne, Johanna, Juliana, Katerin, 
  Lavinia, Leticia, Maerwynn, Malkyn, Margaret, Marie, Mary, Matilda, 
  Millicent, Mirabelle, Moude, Muriel, Peronell, Perrette, Rois, Rose, Sabine, 
  Sarra, Sybbyl, Thea, Winifred, Ysabeau, Ysmay.  
   
  Norse 
   
  Many games will use Norse names for dwarves or giants, or will have a Viking-
  esque region in which such names will be appropriate.  
   
  
    Creating Characters - Cost of Equipment, Services, etc. 
  78 
  Men’s Names 
   
  Agmund, Alf, Alvis, Amund, Berski, Bjorn, Bjornolf, Dag, Egil, Eilif, Einar, Eirik, 
  Eyvind, Falki, Frey, Garth, Gudmund, Gunnar, Hakon, Halfdan, Harald, 
  Hrafn, Inge, Knut, Kormak, Ofeig, Olaf, Snorri, Stein, Swain, Thor, Thorbrand, 
  Thorold, Torstein, Ulfr, Yngvi 
   
  Women’s Names 
   
  Alfdis, Alfrun, Asfrid, Astrid, Brynhild, Dis, Edda, Eisa, Embla, Erika, Eydis, 
  Freydis, Freyja, Fulla, Fylla, Gerda, Gudlaug, Gunnora, Haldis, Herdis, 
  Hjordis, Idun, Inga, Ingeborg, Ingisol, Ingrid, Jordis, Kari, Sunhild, Thora, 
  Thyra, Tordis, Tyra, Undis, Verna 
   
  Eastern European 
   
  Eastern European names can seem somewhat exotic to Western European 
  ears, and often do well to lend an air of mystery to a character or NPC.  
   
  Men’s Names 
   
  Albertus, Arnold, Augustinus, Boric, Borislav, Borna, Branimir, Braslav, 
  Clement, Domagoj, Drzislav, Franciscus, Georgius, Gojslav, Iljko, Ivan, 
  Jacobus, Jakub, Jan, Jiri, Johannes, Kocelj, Kresimir, Kulin, Ladislaus, Ladislav, 
  Laurentius, Leonardus, Ljudevit, Ljutomisl, Martin, Matej, Matous, Michael, 
  Mikulas, Miroslav, Mislav, Mutimir, Ninoslav, Ondrej, Paulus, Pavel, Petr, 
  Pribina, Radovan, Ratimir, Slava, Slavac, Stephanus, Svetislav, Thadeus, 
  Tomislav, Trpimir, Vaclav, Viseslav, Vlad, Vladimir, Vladislav, Vojnomir, 
  Zdeslav, Zvonimir 
   
  Women’s Names 
   
  Alzbeta, Anna, Borislava, Branimira, Braslava, Dorota, Drzislava, Elizabeth, 
  Gojslava, Hicela, Jadviga, Jelena, Kachna, Kata, Katerina, Katryna, Klara, 
  Kresimira, Ladislava, Ludmila, Magdalena, Maria, Marija, Marketa, 
  Miroslava, Mislava, Mutimira, Ninoslava, Ratimira, Svetislava, Sylwia, 
  Tomislava, Trpimira, Viseslava, Vladislava, Vojnomira, Wilhelmina, Zdeslava, 
  Zvonimira 
   
  Surnames 
   
  Surnames can be based on a variety of factors. In some cultures, the surname 
  will be based on the place of origin of the person: “John of Bodenham”, 
  “Godwin London”, “Margaret d’Morris”, etc. Some will be patrimonic (or 
  matrimonic) in nature: “John Williamson”, “Godwin son of Egbert”, “Aud 
  Gutridsdottir”, etc. Still others are based on the occupation for which either the 
  individual or family was known: “John Smith”, “Godwin Galpir” (from 
  “galloper”), “Mary Pilgrim”, etc. In addition, some surnames are simply based 
  on a nickname that stuck as a family name: “John Peacock”, “Godwin Blunt” 
  (from “blond”), “Gloriana White”, etc. 
   
  Dwarven Names 
   
  The following are names for dwarves found in Norse mythology (mostly from 
  the Dvergatal contained in the Poetic Edda). 
   
  Ai, Alf, Althjof, An, Anarr, Andvari, Aurvang, Austri, Bafur, Bifur, Bild, Billing, 
  Bombur, Bruni, Buri, Dain, Dolgthrasir, Dori, Draupnir, Duf, Durinn, Dwalin, 
  Eikinskjaldi, Fili, Finn, Fjalar, Frar, Fregr, Frosti, Fundin, Gandalf, Ginnar, 
  Gloin, Hanar, Har, Haugspori, Hepti, Hlevang, Hornbori, Jari, Kili, Litr, Lofar, 
  Loni, Mjodvitnir, Motsognir, Nain, Nali, Nar, Nidi, Niping, Nordri, Nori, Nyi, 
  Nyrad, Ori, Radsvid, Regin, Skafid, Skirvir, Sudri, Svior, Thekk, Thorin, Thrain, 
  Thror, Veig, Vestri, Vili, Vindalf, Virvir, Vitr, Yngvi 
   
   
   
  Cost of Equipment, Services, etc. 
   
  The Monetary System 
   
  The game assumes a standard system of coinage that is based on the “gold 
  piece” (abbreviated g.p.), and which is organized as follows: 
   
  200 copper pieces (c.p.) 
  = 
  1 gold piece (g.p.) 
  20 silver pieces (s.p.) 
  = 
  1 gold piece (g.p.) 
  2 electrum pieces (e.p.) 
  = 
  1 gold piece (g.p.) 
  5 gold pieces (g.p.) 
  = 
  1 platinum piece (p.p.) 
   
  It is possible that your game master has developed a different monetary system 
  for his campaign; if that is the case, he will let you know and will have adjusted 
  the price lists for weapons, armor, equipment, and services accordingly.  
   
  Animals 
   
  TABLE 193: PRICE OF ANIMALS 
  Animal 
  Price 
  Chicken 
  3 c.p. 
  Cow 
  10 g.p. 
  Dog, guard 
  25 g.p. 
  Dog, hunting 
  17 g.p. 
  Donkey 
  8 g.p. 
  Goat 
  1 g.p. 
  Hawk, large 
  40 g.p. 
  Hawk, small 
  18 g.p. 
  Horse, draft 
  30 g.p. 
  Horse, war, heavy 
  300 g.p. 
  Horse, war, light 
  150 g.p. 
  Horse, war, medium 
  225 g.p. 
  Horse, riding 
  25 g.p. 
  Mule 
  20 g.p. 
  Ox 
  15 g.p. 
  Pigeon 
  2 c.p. 
  Pig 
  3 g.p. 
  Pony 
  15 g.p. 
  Sheep 
  2 g.p. 
  Songbird 
  4 c.p. 
   
  Armor 
   
  Armor is described in two ways; armor type and armor class. Armor type is 
  the actual, physical armor worn: chain mail, boiled leather, plate mail, etc. 
  Certain weapons get bonuses “to hit” against different armor types, and armor 
  type is of preeminent importance to cavaliers and paladins.  
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   79 
   
  Armor class, on the other hand, is the total effect of the armor worn, magic 
  items (including magic armor), shields, dexterity, etc. The armor class can 
  change depending on the circumstances; a dexterity bonus doesn’t count if 
  you’re attacked from behind, and you can’t count your shield if you’re using a 
  two-handed weapon, for example. Armor class starts at 10 for someone who 
  is completely unarmored, and goes down to 0 and beyond, as more physical 
  armor is worn, more magic is utilized, one has a higher dexterity bonus, etc.  
   
  TABLE 194: PRICE OF ARMOR 
  Armor Type 
  Price 
  Weight (lbs.) 
  Brigandine armor 
  30 g.p. 
  20 
  Buckler 
  7 g.p. 
  5 
  Buckler, spiked 
  10 g.p. 
  3 
  Cuirass (leather) 
  3 g.p. 
  15 
  Cuirass (steel) 
  60 g.p. 
  25 
  Furs 
  2 g.p. 
  8 
  Gambeson 
  4 g.p. 
  10 
  Helmet, great 
  15 g.p. 
  10 
  Jousting Plate 
  4,000 g.p. 
  100 
  Lamellar (leather) 
  15 g.p. 
  20 
  Lamellar armor (steel) 
  35 g.p. 
  30 
  Mail 
  75 g.p. 
  30 
  Pavise 
  40 g.p. 
  30 
  Plate armor 
  400 g.p. 
  45 
  Plated mail 
  90 g.p. 
  35 
  Ring armor 
  30 g.p. 
  25 
  Scale armor (leather) 
  25 g.p. 
  30 
  Scale armor (steel) 
  45 g.p. 
  40 
  Shield, large 
  15 g.p. 
  10 
  Shield, medium 
  10 g.p. 
  7 
   
  Notes 
   
  Helmet, great: Coifs, small helms, etc. are included with most types of armor. 
  However, if the character wishes to include a great helm (one that encloses the 
  entire head, leaving a slit for vision), that can be added. See the rules on 
  helmets on p. 88 for details on the effects in combat. Jousting plate and plate 
  armor include great helms by default.  
   
  See the combat section (p. 87) for details on other types of armor. 
   
  Weight of armor does not count against encumbrance unless the armor is 
  being carried, rather than worn. For the impact of wearing armor on 
  movement, please see p. 78. The weight of a shield or pavise is counted 
  against encumbrance as any other item.  
   
  Barding 
   
  Barding is basically armor for horses. When worn, the animal gets the 
  indicated armor class in combat, and suffers the indicated movement penalty. 
   
  Type 
  Price 
  Weight 
  (lbs.) 
  Armor 
  Class 
  Movement 
  Leather 
  100 g.p. 
  15 
  8 
  -10’/min. 
  Mail 
  250 g.p. 
  40 
  5 
  -20’/min. 
  Plate 
  500 g.p. 
  50 
  3 
  -30’/min. 
   
   
   
  Clothing 
   
  TABLE 195: PRICE AND WEIGHT OF CLOTHING 
  Clothing 
  Price 
  Weight (lbs.) 
  Belt 
  3 s.p. 
  0.3 
  Boots, high, hard 
  2 g.p. 
  6 
  Boots, high, soft 
  1 g.p. 
  3 
  Boots, low, hard 
  1 g.p. 
  6 
  Boots, low, soft 
  8 s.p. 
  3 
  Cap 
  1 s.p. 
  0.2 
  Cloak/jacket, bear 
  300 g.p. 
  5 
  Cloak/jacket, beaver 
  200 g.p. 
  5 
  Cloak/jacket, ermine 
  3,600 g.p. 
  5 
  Cloak/jacket, fox 
  300 g.p. 
  5 
  Cloak/jacket, marten 
  400 g.p. 
  5 
  Cloak/jacket, mink 
  2,700 g.p. 
  5 
  Cloak/jacket, muskrat 
  100  g.p. 
  5 
  Cloak/jacket, sable 
  4,500 g.p. 
  5 
  Cloak/jacket, seal 
  125 g.p. 
  5 
  Cloak/jacket, cloth 
  5 s.p. 
  3 
  Cloak/jacket, leather 
  5 g.p. 
  4 
  Clothing, set, arctic 
  15 g.p. 
  45 
  Clothing, 
  set, 
  cold 
  weather 
  7 g.p. 
  25 
  Clothing, set, lower class 
  10 c.p. 
  3 
  Clothing, set, middle class 
  10 s.p. 
  3 
  Clothing, set, upper class 
  10 g.p. 
  3 
  Coat, bear 
  600 g.p. 
  7 
  Coat, beaver 
  400 g.p. 
  7 
  Coat, ermine 
  7,200 g.p. 
  7 
  Coat, fox 
  600 g.p. 
  7 
  Coat, marten 
  800 g.p. 
  7 
  Coat, mink 
  5,400 g.p. 
  7 
  Coat, muskrat 
  200 g.p. 
  7 
  Coat, sable 
  9,000 g.p. 
  7 
  Coat, seal 
  250 g.p. 
  7 
  Coat, cloth 
  10 s.p. 
  5 
  Coat, leather 
  10 g.p. 
  6 
  Girdle, wide 
  2 g.p. 
  2 
  Girdle, normal 
  10 s.p. 
  1 
  Hat 
  7 s.p. 
  0.3 
  Robe 
  6 s.p. 
  5 
  Trim, bear 
  +30 g.p. 
  n/a 
  Trim, beaver 
  +20 g.p. 
  n/a 
  Trim, ermine 
  +120 g.p. 
  n/a 
  Trim, fox 
  +30 g.p. 
  n/a 
  Trim, marten 
  +40 g.p. 
  n/a 
  Trim, mink 
  +90 g.p. 
  n/a 
  Trim, muskrat 
  +10 g.p. 
  n/a 
  Trim, sable 
  +150 g.p. 
  n/a 
  Trim, seal 
  +25 g.p. 
  n/a 
   
  Notes 
   
  A single set of clothes is assumed for every character and does not count 
  against encumbrance. For trim, add the cost of the trim to the garment to which 
  it is being added (tunic, robe, etc.). Most are self-explanatory, with the 
  following exceptions.  
   
  Clothing, set, arctic: Consists of relatively bulky (move at 50% speed) layers 
  of furs and oiled skins. Those wearing arctic clothing should treat the 
  temperature as being 40° warmer than it is when calculating the effects of 
  frostbite, etc. Can’t be worn over other armor, but otherwise treated as furs. 
  Most fur coats listed above can be treated as arctic clothing, and can be worn 
  over any armor except plated mail, plate armor, and jousting plate.  
  
    Creating Characters - Cost of Equipment, Services, etc. 
  80 
  Clothing set, cold weather: Consists of fairly bulky (move at 75% speed) layers 
  of furs and/or fibers. Those wearing cold weather clothing should treat the 
  temperature as being 20° warmer than it is, when calculating the effects of 
  frostbite, etc. Cold weather clothing can’t be worn over other armor, but are 
  otherwise treated as furs. Most fur cloaks listed above can be treated as cold 
  weather clothing, and can be worn over any armor.  
  Fur trim: Causes the wearer to treat the temperature as being 10° warmer than 
  it is, when calculating the effects of frostbite, heat stroke, etc. 
   
   
   
  Food and Drink 
   
  TABLE 196: PRICE AND WEIGHT OF FOOD AND DRINK 
  Food and Drink 
  Price 
  Weight (lbs.) 
  Ale, pint 
  1 s.p. 
  1 
  Beer, small, pint 
  5 c.p. 
  1 
  Meal, standard 
  1 s.p. 
  2 
  Meal, rich 
  1 g.p. 
  3 
  Horse fodder, 1 day 
  1 s.p. 
  10 
  Mead, pint 
  5 s.p. 
  5 
  Rations, dry tack, 1 
  week 
  5 g.p. 
  7 
  Rations, standard, 1 
  week 
  3 g.p. 
  20 
  Wine, pint 
  5 - 10 s.p. 
  5 
   
  Furs 
   
  TABLE 197: PRICE AND WEIGHT OF FURS 
  Fur 
  Price 
  Weight (lbs.) 
  Bear pelt 
  30 g.p. 
  10 
  Beaver pelt 
  2 g.p. 
  1 
  Ermine pelt 
  4 g.p. 
  1 
  Fox pelt 
  3 g.p. 
  1 
  Marten pelt 
  4 g.p. 
  1 
  Mink pelt 
  3 g.p. 
  1 
  Muskrat 
  1 g.p. 
  1 
  Sable pelt 
  5 g.p. 
  1 
  Seal pelt 
  5 g.p. 
  2 
   
  Hirelings 
   
  TABLE 198: WAGES OF HIRELINGS 
  Hireling 
  Wages Per 
  Month 
  Wages 
  Per Day 
  Skills and Class Notes 
  Alchemist 
  300 g.p. 
  - 
  Alchemy skill 
  Bearer/porter 
  1 g.p. 
  1 s.p. 
  n/a 
  Drover 
  5 g.p. 
  5 s.p. 
  Animal handling and 
  training skill 
  Jeweler 
  100 g.p. 
  - 
  Jeweler skill 
  Lantern-bearer 
  1 g.p. 
  5 s.p. 
  n/a 
  Leather worker 
  2 s.p. 
  30 s.p. 
  Materials cost 10% of 
  standard price of item 
  Hireling 
  Wages Per 
  Month 
  Wages 
  Per Day 
  Skills and Class Notes 
  Marine 
  3 g.p. 
  - 
  1st - level fighter 
  Oarsman 
  5 g.p. 
  - 
  Seamanship skill 
  (specialty as appropriate) 
  Pack handler 
  30 s.p. 
  2 s.p. 
  Animal handling and 
  training skill 
  Sage 
  Special 
  Special 
  Scholarship skill (any 
  specialization, as 
  desired) 
  Sailor 
  2 g.p. 
  - 
  Seamanship skill 
  (specialty as appropriate) 
  Ship’s master 
  100 g.p. 
  - 
  Seamanship skill 
  (specialty as appropriate) 
  Ship’s mate 
  30 g.p. 
  - 
  Seamanship skill 
  (specialty as appropriate) 
  Valet/lackey 
  50 s.p. 
  3 s.p. 
  n/a 
  Warrior 
  1 g.p. 
  2 s.p. 
  Level 1 fighter 
   
  Notes 
   
  Hirelings are specialists, commoners who are possessed of a certain skills, or 
  simple laborers. As commoners, they are not able to increase in level, but they 
  are nonetheless often a valuable addition to an adventuring party. All such 
  hirelings will have 1d6 h.p., and attack and make saving throws as 
  “commoners.”  
   
  Most cities will have most types of hirelings available, although common sense 
  should be your guide. An inland desert city is unlikely to have a host of sailors 
  available for hire, for instance! Towns and villages will each have some types 
  available, as determined by the game master. Those hirelings that have a daily 
  rate listed may be hired for a longer term; 1 in 6 will agree, if they are given 
  a bonus of three days’ wages over and above the monthly rate.  
   
  Most of the time, player characters will not have to worry about actually paying 
  hirelings a salary; it is not necessary to actually take a tailor into one’s employ 
  just to purchase a cloak, for example.  
   
  Wages do not include the cost of materials required for the hireling to perform 
  his function. Many hirelings will have 1 or more levels of a secondary skill; for 
  specific information on particular skills, please see the section on secondary 
  skills beginning on p. 67. Note that soldiers’ wages do not include arms and 
  armor, which must be provided by the employer at his own cost.  
   
  For those skills which involve skill levels, hirelings with higher skill levels are 
  both more efficient and command higher wages, as shown below. 
   
  TABLE 199: HIRELING WAGE MULTIPLIERS 
  Skill Level 
  Wage Multiplier 
  1 
  1 
  2 
  4 
  3 
  10 
  4 
  19 
  5 
  31 
   
  Alchemist: Alchemists are used to assist mages in the brewing and 
  identification of potions. Alchemists will only accept employment for a full year 
  or more, and a suitable laboratory is required (see alchemy on p. 68 for 
  details). They will have at least 1 level of alchemy skill.  
  Bearer/porter: A strong back used to carry anything that needs carrying 
  (unskilled labor to say the least). If it is necessary to generate their statistics, 
  they get a +3 bonus to strength, but never more than 18.  
  Drover: A drover drives carts and wagons.  
  Jeweler: Jewelers are able to appraise jewelry and gemstones as well as create 
  and alter such. See Jeweler on p. 72 for details. 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   81 
  Lantern bearer: Used in towns and cities to provide light for night-time travel. 
  If they are to be exposed to danger (such as being brought into a dungeon), 
  the price will be increased at least tenfold.  
  Marine: Marines are fighters who are enlisted to fight in melee combat aboard 
  ships. They are almost always 1st level fighters.  
  Oarsman: Needed to row any ship that will be moving without the benefit of 
  sails.  
  Pack handler: Knows how to load and unload pack animals such as oxen, 
  mules, horses, etc.  
  Sage: Used to answer obscure questions and research topics of interest. Each 
  sage will have particular area(s) of expertise, and many will have sub-areas 
  as well. See Scholarship on p. 72 for more information. 
  Sailor: Needed to crew ships. Most ordinary sailors will only have one skill 
  level in seamanship. Note that seamen will either be specialized in ocean-
  going or freshwater craft.  
  Ship’s master: Needed to command a ship with 5 or more crew and/or rowers 
  required. 
  Ship’s mate: Needed to help command a ship with 20 or more crew and/or 
  rowers required.  
  Valet/lackey: A general dogsbody or gofer used to perform minor tasks on 
  behalf of his master.  
  Warrior: A generic mercenary, bodyguard, etc. Does not include more 
  experienced or specialized types of soldier. 
   
  Luxury Items 
   
  TABLE 200: PRICE AND WEIGHT OF LUXURY ITEMS 
  Luxury Item 
  Price 
  Weight (lbs.) 
  Brocade, rug, or tapestry 
  1-20 g.p. / sq. yard 
  10 / sq. yard 
  Incense, rare 
  4-30 g.p. / stick 
  0.1 
  Ivory 
  3-6 g.p. / lb. 
  0.1 
  Pepper 
  1 g.p. / ounce 
  0.1 
  Perfume, rare 
  1-6 g.p. / dram 
  0.1 
  Silk 
  1-3 g.p. / sq. yard 
  1 / sq. yard 
  Spice, rare 
  1-4 s.p. / scruple 
  0.1 
  Unguent, rare 
  10-60 g.p. / gill 
  0.1 
   
  Miscellaneous Items 
   
  TABLE 201: PRICE AND WEIGHT OF MISCELLANEOUS ITEMS 
  Item 
  Price 
  Weight (lbs.) 
  Acid, flask 
  10 g.p. 
  2 
  Backpack, leather 
  2 g.p. 
  2 
  Belladonna 
  4 s.p. 
  n/a 
  Belt pouch, large 
  1 g.p. 
  1 
  Belt pouch, small 
  15 s.p. 
  0.5 
  Birdcage 
  5 s.p. 
  5 
  Bit, bridle, harness (for horse, etc.) 
  1 g.p. 
  5 
  Box, iron, large 
  28 g.p. 
  100-500 
  Box, iron, small 
  9 g.p. 
  20-50 
  Box, lead, small 
  20 g.p. 
  2 
  Candle 
  1 s.p. 
  0.5 
  Case, bone (for maps, scrolls, etc.) 
  5 g.p. 
  5 
  Case, leather (for maps, scrolls, etc.) 
  15 s.p. 
  2 
  Chest, wood, large 
  17 s.p. 
  50-150 
  Chest, wood, small 
  8 s.p. 
  10-25 
  Crampons (pair) 
  4 g.p. 
  5 
  Drill, iron 
  5 g.p. 
  5 
  Garlic 
  5 c.p. 
  n/a 
  Grappling hook 
  5 g.p. 
  10 
  Holy symbol, iron 
  2 g.p. 
  0.2 
  Holy symbol, silver 
  50 g.p. 
  0.2 
  Holy symbol, wooden 
  7 s.p. 
  0.1 
  Holy water, vial 
  25 g.p. 
  2 
  Item 
  Price 
  Weight (lbs.) 
  Lantern, bullseye 
  12 g.p. 
  6 
  Lantern, hooded 
  7 g.p. 
  6 
  Marotte 
  4 g.p. 
  0.5 
  Mirror, metal, large 
  10 g.p. 
  0.5 
  Mirror, silver, small 
  20 g.p. 
  0.5 
  Oil, flask 
  1 g.p. 
  2 
  Pickaxe 
  20 g.p. 
  20 
  Pole, 10’ 
  3 c.p. 
  10 
  Pulley 
  25 g.p. 
  6 
  Quiver, arrow, 1 dozen 
  8 s.p. 
  3 
  Quiver, arrow, 1 score 
  12 s.p. 
  3 
  Quiver, crossbow bolt, 20 
  15 s.p. 
  3 
  Quiver, crossbow bolt, 40 
  1 g.p. 
  3 
  Rope, 50’ 
  4 s.p. 
  7 
  Sack, large 
  16 c.p. 
  2 
  Sack, small 
  10 c.p. 
  0.5 
  Saddle 
  10 g.p. 
  35 
  Saddle bags 
  4 g.p. 
  15 
  Saddle blanket 
  3 s.p. 
  2 
  Shovel 
  10 g.p. 
  18 
  Skin (holds 1 gallon water or wine) 
  15 s.p. 
  0.5 (9 when full) 
  Spike, iron 
  1 c.p. 
  1 
  Tinder box, flint and steel 
  1 g.p. 
  0.2 
  Tool, hand (shovel, pick, etc.) 
  2 g.p. 
  5 
  Tools, alchemy 
  200 - 1,000 
  g.p. 
  10 / g.p. cost 
  Tools, armor-making/ 
  blacksmithing/weapon-making 
  310 - 400 
  g.p. 
  10 / g.p. cost 
  Tools, lock-picks 
  30 g.p. 
  2 
  Torch 
  1 c.p. 
  2 
  Vial, empty 
  3 g.p. 
  2 
  Whistle 
  1 s.p. 
  0.1 
  Wolvesbane 
  10 s.p. 
  n/a 
   
  Notes 
   
  Acid: Will cause 1d6 h.p. of damage if it hits. The container must fail a saving 
  throw vs. crushing blow.  
  Crampons: Steel spikes that attach to the bottom of regular boots. They will 
  allow the wearer to walk on ice or other slippery surfaces without a chance of 
  falling.  
  Drill, iron: Will bore through stone or wood, making a hole 1” in diameter and 
  up to 9” deep; 1” of wood can be drilled in 10 minutes, and 1” of stone can 
  be drilled in 30 minutes. When in use, the drill makes a loud grinding noise 
  that can be heard for 120’. 
  Grappling hook: Can be used to attach a rope to the far side of some chasm 
  or the top of a wall. A hook with rope can be thrown for a number of feet 
  equal to the character’s strength score times 3. Success depends on the nature 
  of the surface being hooked: 
   
  TABLE 202: USING A GRAPPLING HOOK 
  Surface 
  Miss 
  Slip After 1d6 
  Minutes 
  Solid Grip 
  Cave wall/floor 
  01-82 
  83-89 
  90-00 
  Fence/parapet 
  01-72 
  73-78 
  79-00 
  Ledge 
  01-88 
  89-93 
  94-00 
  Ruined stonework 
  01-66 
  67-71 
  72-00 
  Stalagmite/ 
  stalactite/etc. 
  01-75 
  76-80 
  81-00 
  Top of wall 
  01-83 
  84-89 
  90-00 
  Tree limb 
  01-66 
  67-70 
  71-00 
   
  After each failed attempt, it will take 1d4 minutes to regain the hook and recoil 
  the rope for another cast. 
  
    Creating Characters - Cost of Equipment, Services, etc. 
  82 
  Holy water: Can also include unholy water, of course, depending on the 
  source.  
  Marotte: A stick with a doll-like head on it, carried by a jester. Often, the head 
  will be decorated in the same style as the jester’s own garb. 
  Oil: Will cause 2d6 h.p. of damage if it hits and is set alight, and 1d6 on the 
  following round. The container must fail a saving throw, or, alternatively, the 
  target must be hit with the oil and then hit again with some sort of flame to 
  ignite it (torch, candle, burning hands spell, etc.).  
  Whistle: Can be heard up to 1,000 feet distant. 
   
  Musical Instruments 
   
  TABLE 203: COST AND WEIGHT OF MUSICAL INSTRUMENTS 
  Instrument 
  Cost 
  Weight (lbs.) 
  Bagpipe 
  60 g.p. 
  20 
  Bladder pipe 
  8 g.p. 
  2 
  Cornamuse 
  24 g.p. 
  5 
  Crumhorn 
  16 g.p. 
  3 
  Drum 
  4 g.p. 
  8 
  Dulcian 
  19 g.p. 
  4 
  Dulcimer 
  20 g.p. 
  6 
  Flute 
  5 g.p. 
  1 
  Gamba 
  40 g.p. 
  10 
  Gemshorn 
  2 g.p. 
  1 
  Harp 
  75 g.p. 
  14 
  Harpsichord 
  250 g.p. 
  200 
  Hurdy-gurdy 
  100 g.p. 
  12 
  Kortholt 
  8 g.p. 
  2 
  Lute 
  25 g.p. 
  7 
  Lyre 
  150 g.p. 
  15 
  Mandolin 
  28 g.p. 
  10 
  Organ 
  300 g.p. and up 
  300+ 
  Organetto 
  110 g.p. 
  10 
  Psaltery 
  90 g.p. 
  11 
  Racket 
  22 g.p. 
  2 
  Rebec 
  30 g.p. 
  5 
  Recorder 
  6 g.p. 
  1 
  Sacbut 
  30 g.p. 
  6 
  Shepherd’s shawm 
  18 g.p. 
  6 
  Trumpet  
  6 g.p. 
  4 
  Viol 
  30 g.p. 
  8 
  Zink 
  15 g.p. 
  2 
   
  Notes 
   
  As a rule, all musical instruments require two hands to play (there are certain 
  exceptions that common sense will dictate; such as when a drum is resting on 
  something else and is being played with one hand). Some instruments are so 
  large as to not be portable at all, such as the harpsichord or organ. An organ, 
  in fact, requires at least two people to play: one to operate the keyboard and 
  another to work the bellows.  
   
  Gamba: This is an instrument something between a violin and a cello; it is 
  played with a bow, and invariably while seated. 
  Organetto: This is a one-man instrument, very portable, usually but not 
  necessarily played while seated. 
  Viol: This is akin to a small gamba, also held between the knees and played 
  while seated. 
   
   
   
  Poison 
   
  The use of poison is an inherently evil act; any character knowingly doing so 
  who is not already of evil alignment will have their alignment instantly and 
  irrevocably changed to evil (with all the implications that entails). For this 
  reason, poison will not be readily available in most civilized lands; it will only 
  be able to be gotten through disreputable sources, if at all. If in doubt, err on 
  the side of poison not being available for player characters to purchase, and 
  consult your game master.  
   
  If blade venom is noticed (10% cumulative chance per round of combat), a 
  general hue and cry will be raised and the user of the poison blade pursued 
  by the full weight of the local constabulary (or a lynch mob, in some circles).  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   83 
  TABLE 204: PRICE OF POISON 
  Poison 
  Price per Dose 
  Swallowed A 
  5 g.p. 
  Swallowed B 
  30 g.p. 
  Swallowed C 
  200 g.p. 
  Swallowed D 
  500 g.p. 
  Swallowed E 
  1,000 g.p. 
  Blade venom A 
  10 g.p. 
  Blade venom B 
  75 g.p. 
  Blade venom C 
  600 g.p. 
  Blade venom D 
  1,500 g.p. 
  Antidote A 
  10 g.p. 
  Antidote B 
  60 g.p. 
  Antidote C 
  400 g.p. 
  Antidote D 
  500 g.p. 
   
  Notes 
   
  All of the above poisons work within a few minutes of being ingested or 
  introduced into the bloodstream (the “normal onset time” in the table below). 
  However, it is possible for swallowed poisons to either have the effect delayed 
  for 1d4 hours (which doubles the price listed above), have the effect be 
  instantaneous (which triples the price), or have the poison gradually build up 
  in the bloodstream of the victim, so that only after 1d6+3 doses (the number 
  of doses will be known ahead of time) is the full effect of the poison felt. 
  Gradual poison costs four times the price listed above, regardless of the 
  number of doses required.  
   
  Antidotes work only against swallowed poisons. If the antidote is ingested 
  before the onset time of the poison, the poison will have no effect. If not, the 
  antidote will have no effect.  
   
  Blade venom will begin to evaporate when exposed to air. After the first day, 
  it will only do ½ damage and the victim gets a bonus of +4 to his saving throw. 
  On the third day, it will do no damage. If a weapon with blade venom scores 
  a hit, it wipes off the poison; on the second hit it will only do ½ damage, and 
  none on the third hit.  
   
  TABLE 205: POISONS 
  Poison 
  Type 
  Onset Time 
  Damage if Save… 
  Saving 
  Throw 
  Bonus 
  Detect 
  Chance 
  Succeeds 
  Fails 
  Sw. A 
  2d4 min. 
  10 h.p. 
  20 h.p. 
  +4 
  80% 
  Sw. B 
  1d4+1 min. 
  15 h.p. 
  30 h.p. 
  +3 
  65% 
  Sw. C 
  1-2 min. 
  20 h.p. 
  40 h.p. 
  +2 
  40% 
  Sw. D 
  6 seconds  
  25 h.p. 
  death 
  +1 
  15% 
  Sw. E 
  1d4x10 
  min. 
  30 h.p. 
  death 
  +1 
  15% 
  Blade A 
  1d4+1 min. 
  0 
  15 h.p. 
  +4 
  80% 
  Blade B 
  1d3 min. 
  0 
  25 h.p. 
  +3 
  65% 
  Blade C  
  1 min. 
  0 
  35 h.p. 
  +2 
  40% 
  Blade D 
  6 seconds  
  0 
  death 
  +1 
  15% 
   
  Services 
   
  TABLE 206: PRICE OF SERVICES 
  Service 
  Price 
  Apartment, per room 
  10 g.p./month 
  Appraisal (gem or jewelry) 
  5 g.p./item 
  Coach (between cities) 
  1 g.p./30 miles 
  Coach (within a city) 
  1 s.p./trip 
  Crier 
  10 s.p./day (10 g.p. / month) 
  Inn, common room 
  2-8 s.p./night 
  Inn, private room 
  1 g.p./night 
  Messenger 
  3 s.p./day (50 s.p. / month) 
   
  Notes 
   
  Apartment: Sometimes player characters are going to be inclined to settle 
  down without actually buying or building a home.  
  Coach: It should be noted that coaches willing to carry travelers between cities 
  are not always going to be available. A typical coach will go 20 miles per 
  day if a good road is available, and usually will only be available if a regular 
  schedule and system of such coach transportation is available in the setting. 
  The game master is the final arbiter of whether such is or is not. 
  Crier: Used to disseminate information in a town or city. Can be used for 
  official pronouncements, advertising, setting bounties, etc. 
  Inn: A common room is shared with various other travelers and will 
  accommodate up to 30 people, on average. A private room is just as it states, 
  and is usually fairly secure. 
  Messenger: Assumes that the messenger is only taking his message within a 
  particular city or town. Long-distance messaging is most likely rare, and would 
  involve the monthly fee at the very least. Some settings may have regular 
  messenger services, however.  
   
  Transportation 
   
  This section not only includes means of transportation that can be bought (such 
  as a cart), but also very rough estimates for hiring travel options. See also the 
  section on animals to get prices of horses, oxen, etc. Bear in mind that things 
  such as chariots and wagons need to be pulled by animals! 
   
  TABLE 207: PRICE OF TRANSPORTATION 
  Transportation 
  Price 
  Boat, long 
  150 g.p. 
  Boat, small 
  75 g.p. 
  Canoe, large 
  300 g.p. 
  Canoe, small 
  100 g.p. 
  Canvas 
  10 g.p. 
  Caravan travel 
  10 c.p./mile 
  Cart 
  50 g.p. 
  Chariot, 1-man 
  200 g.p. 
  Chariot, 2-man 
  500 g.p. 
  Lumber 
  10 g.p. 
  Raft, small 
  50 g.p. 
  River ferry 
  5 s.p. 
  River/lake voyage 
  1 s.p./mile 
  Sea voyage 
  5 c.p./mile 
  Wagon 
  150 g.p. 
  Wagon plus drover 
  1 s.p./mile 
   
  Notes 
   
  The prices for such things as sea voyages and caravan travel are guidelines at 
  best. The game master will determine the actual cost of such travel based on 
  the relative frequency with which such journeys are made (accompanying a 
  caravan between two cities will be much more expensive if such caravans only 
  
    Creating Characters - Cost of Equipment, Services, etc. 
  84 
  leave twice a year, as opposed to one per week) plus the relative danger 
  involved. If pirates have suddenly taken to attacking ships plying a certain 
  route, prices will go up as more marines must be hired to protect the ship and 
  its passengers.  
   
  For larger vessels such as galleys and merchant ships, consult the ADVENTURES 
  DARK AND DEEP™ Game Master Toolkit. Such vessels cost many thousands of 
  gold pieces to construct and have specific crew requirements.  
   
  Canoe, small: Will hold 3 normal characters or 2 with heavy gear. It weighs 
  80 lbs. if carried. 
  Canoe, large: Will hold 9 normal characters of 6 with heavy gear. It weighs 
  160 lbs. 
  Canvas: Is used to repair 1 hit point of damage on a ship. Has an 
  encumbrance value of 20 lbs. Half a ship’s damage can be repaired with 
  canvas. 
  Chariot: Normally drawn by one or two horses, chariots cannot travel through 
  close or rough terrain (woods, rocky hills, etc.). They can travel as fast as the 
  animal(s) pulling them, in clear terrain. If someone is in a 2-man chariot, he 
  can fire a missile weapon from it with a -2 penalty “to hit”.  
  Lumber: Is used to repair 1 hit point of damage on a ship. Has an encumbrance 
  value of 20 lbs. Half a ship’s damage can be repaired with lumber. 
   
  Weapons 
   
  TABLE 208: PRICE AND WEIGHT OF WEAPONS 
  Weapon 
  Price 
  Weight (lbs.) 
  Aklys 
  2 g.p. 
  3 
  Arrow, normal, dozen 
  1 g.p. 
  1 
  Arrow, normal, single 
  2 s.p. 
  0.2 
  Arrow, silver head, single 
  1 g.p. 
  0.2 
  Atlatl 
  1 g.p. 
  3 
  Axe, battle 
  5 g.p. 
  7 
  Axe, hand 
  1 g.p. 
  5 
  Axe, throwing 
  1 g.p. 
  5 
  Bardiche 
  7 g.p. 
  12 
  Bec de corbin 
  6 g.p. 
  10 
  Bill-guisarme 
  6 g.p. 
  15 
  Blowgun 
  20 g.p. 
  1 
  Blowgun needle 
  1 s.p. 
  n/a 
  Bow, composite, long 
  100 g.p. 
  8 
  Bow, composite, short 
  75 g.p. 
  5 
  Bow, long 
  60 g.p. 
  10 
  Bow, short 
  15 g.p. 
  5 
  Caltrop 
  2 s.p. 
  0.5 
  Crossbow bolt, hand 
  10 g.p. 
  0.1 
  Crossbow bolt, heavy 
  2 s.p. 
  0.2 
  Crossbow bolt, light 
  1 s.p. 
  0.1 
  Crossbow, hand 
  300 g.p. 
  2 
  Crossbow, heavy 
  20 g.p. 
  8 
  Crossbow, light 
  12 g.p. 
  5 
  Crossbow, repeating 
  50 g.p. 
  6 
  Crossbow, underwater 
  120 g.p. 
  5 
  Dagger 
  2 g.p. 
  1 
  Dart 
  5 s.p. 
  0.5 
  Falchion 
  10 g.p. 
  7 
  Fauchard 
  3 g.p. 
  6 
  Fauchard-fork 
  8 g.p. 
  8 
  Flail, footman’s 
  3 g.p. 
  15 
  Flail, horseman’s 
  8 g.p. 
  3 
  Garrote 
  1 e.p. 
  0.1 
  Glaive 
  6 g.p. 
  7 
  Glaive-guisarme 
  10 g.p. 
  10 
  Guisarme 
  5 g.p. 
  8 
  Guisarme-voulge 
  7 g.p. 
  15 
  Weapon 
  Price 
  Weight (lbs.) 
  Halberd 
  9 g.p. 
  17 
  Hammer, war 
  1 g.p. 
  5 
  Hammer, lucern 
  7 g.p. 
  15 
  Harpoon 
  5 g.p. 
  6 
  Hook fauchard 
  6 g.p. 
  8 
  Javelin 
  10 s.p. 
  2 
  Khopesh 
  10 g.p. 
  7 
  Knife 
  1 g.p. 
  0.5 
  Lance, light 
  6 g.p. 
  5 
  Lance, medium 
  6 g.p. 
  10 
  Lance, heavy 
  6 g.p. 
  15 
  Lasso 
  5 s.p. 
  2 
  Mace, footman’s 
  8 g.p. 
  10 
  Mace, horseman’s  
  4 g.p. 
  5 
  Mace, two-handed 
  13 g.p. 
  15 
  Man catcher 
  25 g.p. 
  8 
  Military fork 
  4 g.p. 
  7 
  Morning star 
  5 g.p. 
  12 
  Partisan 
  10 g.p. 
  8 
  Pick, military, footman’s 
  8 g.p. 
  6 
  Pick, military, horseman’s 
  5 g.p. 
  4 
  Pike, awl 
  3 g.p. 
  8 
  Pole axe 
  8 g.p. 
  15 
  Quarterstaff 
  3 g.p. 
  10 
  Ranseur 
  4 g.p. 
  5 
  Sap 
  1 g.p. 
  1 
  Scimitar 
  15 g.p. 
  4 
  Scythe 
  18 g.p. 
  10 
  Sling 
  10 s.p. 
  0.1 
  Sling bullets (dozen) 
  10 s.p. 
  1 
  Sling stones (dozen) 
  n/a 
  0.5 
  Spear 
  1 g.p. 
  5 
  Spetum 
  3 g.p. 
  5 
  Spiked Buckler 
  10 g.p. 
  3 
  Staff sling 
  2 g.p. 
  10 
  Sword, bastard 
  25 g.p. 
  10 
  Sword, broad 
  10 g.p. 
  7 
  Sword, long 
  15 g.p. 
  6 
  Sword, short 
  8 g.p. 
  3 
  Sword, two-handed 
  30 g.p. 
  25 
  Trident 
  4 g.p. 
  5 
  Voulge 
  2 g.p. 
  12 
  Whip 
  3 g.p. 
  3 
   
  Notes 
   
  Daggers and swords (except two-handed swords) include the price of a sheath 
  or scabbard. For notes on how different weapons are treated in combat, 
  please see melee weapons on p. 89 and ranged weapons on p. 92.  
   
  Sometimes characters will want to have weapons made from special materials 
  such as silver or iron. Iron weapons do not cost any more than regular 
  weapons, but if used against someone with normal (steel) weapons and/or 
  armor, the iron weapon must make a saving throw vs. crushing blow if an 
  attack misses. A failure indicates the blade has been damaged and will suffer 
  a -1 h.p. penalty to damage. A second miss and subsequent saving throw 
  failure indicates the weapon is now damaged beyond use.  
   
  Silver weapons, useful against creatures such as lycanthropes, cost an extra 
  10 g.p. per pound of weight of the weapon. Naturally, only metal weapons 
  can be so constructed; quarterstaves, whips, etc. cannot.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   85 
  Movement 
   
  The standard rate of movement for a normal, unencumbered man is 360’ per 
  minute. That is the standard by which all other movement is measured. Different 
  environments, and different circumstances, will alter this, as will encumbrance. 
   
  TABLE 209: MOVEMENT RATES 
  Circumstance 
  Man-sized (human, 
  elf, etc.) 
  Small (dwarf, gnome, 
  halfling) 
  Underground, walking 
  120’/min. 
  90’/min. 
  Above ground, 
  walking 
  360’/min. 
  270’/min. 
  Underground, running 
  240’/min. 
  180’/min. 
  Above ground, 
  running 
  720’/min. 
  540’/min. 
  Moving silently 
  120’/min. 
  90’/min. 
  Climbing walls, 
  scaling cliffs, etc. 
  varies; see Table 149 on p. 57 for details 
  Checking for secret 
  doors 
  12’/min. 
  12’/min. 
   
  All characters can do a horizontal jump up to 4’ if standing still and 8’ with a 
  running start of at least 20’; characters doing so will require a complete round 
  to get back on their feet. They can jump vertically approximately 3’. Naturally, 
  the game master must make allowances for characters that are shorter or taller 
  in stature.  
   
  Encumbrance 
   
  Each character is able to carry his own weight, plus his STR encumbrance 
  bonus, without being encumbered. For every 10% beyond his own weight that 
  is carried, a character will move 10’ per minute slower, to a minimum of 10’ 
  per minute.  
   
  Aside from things that are carried in the character’s arms, or are slung over 
  his back, the character will doubtless want to carry more loot and other items 
  than he can hold in his hands.  
   
  TABLE 210: CARRYING CAPACITY OF VARIOUS CONTAINERS 
  Item 
  Capacity 
  Coin Capacity 
  Other 
  Capacity 
  Backpack 
  3 cu. ft. 
  300 
  30 lbs. 
  Large chest 
  12 cu. ft. 
  1,500 
  150 lbs. 
  Large sack 
  4 cu. ft. 
  400 
  40 lbs. 
  Medium chest 
  7 cu. ft. 
  750 
  75 lbs. 
  Pouch, large 
  1/2 cu. ft. 
  50 
  5 lbs. 
  Pouch, small 
  1/4 cu. ft. 
  25 
  2.5 lbs. 
  Saddle bags 
  8 cu. ft. 
  250 
  25 lbs. 
  Small chest 
  2 cu. ft. 
  400 
  40 lbs. 
  Small sack, tied 
  shirt, etc. 
  1 cu. ft. 
  100 
  10 lbs. 
   
  Bear in mind that the encumbrance values listed above (and elsewhere) do not 
  equate to actual weight in many circumstances, but are rather an abstraction 
  of both weight, relative bulk, and fragility. For instance, a pile of coins may 
  weigh the same as a small alabaster statuette, but the statuette will be given a 
  higher encumbrance value, because it cannot simply be tossed in a sack willy-
  nilly. 
   
   
  Alternative Encumbrance (Optional Rule) 
   
  Many times the game master will not want the game to get bogged down by 
  calculating out the encumbrance of everything that a character is carrying 
  down to the last tenth of a pound. This is perfectly understandable, and there 
  is an alternative method your game master may wish to use for handling 
  encumbrance. 
   
  Using this method, players don’t need to keep track of every tenth of a pound 
  during the course of play. Unless they try to carry something of obviously 
  questionable encumbrance (“I take the eight-foot high solid gold statue of Zeus 
  as we leave the temple”), players should simply keep track of what they’re 
  carrying, and not worry if it knocks their movement rate down a notch. 
  However, in between game sessions, they should go over their possessions 
  and catch up on their math, starting each session with an accurate count. 
   
   
  Outdoor movement 
   
  When traveling overland, on roads, or even over water, movement is, 
  necessarily, measured differently. Depending on the encumbrance of the most-
  laden character, and the terrain, movement rates overland are as follows. 
   
  TABLE 211: OVERLAND TRAVEL 
  Circumstance 
  Normal 
  Terrain 
  Rugged 
  Terrain 
  Very Rugged 
  Terrain 
  Afoot, light burden 
  30 
  20 
  10 
  Afoot, med. burden 
  20 
  10 
  5 
  Afoot, 
  heavy 
  burden 
  10 
  5 
  2 
  Light horse 
  60 
  25 
  5 
  Medium horse 
  40 
  20 
  5 
  Heavy horse 
  30 
  15 
  5 
  Draft horse 
  30 
  15 
  5 
  Chariot 
  30 
  20 
  0 
  Cart 
  25 
  15 
  0 
  Wagon 
  25 
  10 
  0 
   
  Waterborne travel, on the other hand, does not concern itself with the 
  encumbrance of those traveling, but rather with the sort of vessel they are riding 
  in, and the sort of water they are traversing. Each sort of ship has a different 
  speed, as detailed in the ADVENTURES DARK AND DEEP™ Game Masters Toolkit. 
   
  Rivers and streams, obviously, will have currents that will either increase or 
  decrease the speed of the vessel, depending on whether or not it is traveling 
  with or against the current. Sea travel is likewise affected by wind and tide, 
  etc. Take the above numbers as averages only. A raft at sea is at the mercy of 
  the tide and wind. Marsh assumes a swamp-like area with free channels of 
  water that can be navigated. At all times, rivers and marshes should be 
  checked against the game master’s maps to make sure they are deep enough 
  to allow passage; otherwise the vessel may need to be ported (carried) over 
  the shallows.  
   
  Experience 
   
  Each character gains experience points (x.p.) as they slay enemies, overcome 
  obstacles, and win treasure. The game master is ultimately responsible for how 
  many x.p. a character earns after each session. As a rule, for every gold piece 
  (g.p.) worth of treasure the character wins, the character will earn one x.p. 
  This applies to both coins and treasure in other forms as well. However, 
  treasure won but left behind is never so counted.  
   
  In addition, the slaying of monsters is worth a number of x.p. depending on 
  the number of hit dice it has, as well as any special abilities and powers. The 
  ADVENTURES DARK AND DEEP™ Bestiary contains the x.p. value for each creature 
  listed therein. 
   
  
    Creating Characters - Henchmen 
  86 
  In addition, the game master may, at his discretion, award x.p. for the solving 
  of puzzles, avoidance of traps and tricks, furtherance or resolution of plot 
  points, exquisite role-playing, and the like. Some game masters prefer to simply 
  award an arbitrary amount of x.p., relying on their own intuition and 
  experience rather than calculating out the precise amount for every g.p. and 
  giant rat slain.  
   
  Generally, x.p. are not awarded in the midst of an adventure session, but 
  rather only at the end (or at the beginning of the next session, covering the 
  previous one).  
   
  Gaining Levels 
   
  Each character class above is given a number of experience points needed to 
  achieve each experience level. This total changes from class to class and level 
  to level. Once a character has enough x.p. to reach the next level, assuming 
  he does not wish to spend some of them on a secondary skill (see p. 67 for 
  details), he will gain the next level. A new hit die of the appropriate type should 
  be rolled (or more hit points added, as appropriate), and all of the character’s 
  skills and abilities should be updated appropriately.  
   
  As a rule, this almost always happens between adventures; if a game session 
  ends in situ and the characters end up camping out in a dungeon, they should 
  not receive their new x.p. until they return to town (or otherwise end their 
  dungeon or wilderness adventure) and thus be eligible to increase level. 
   
  Training (Optional Rule) 
   
  Some game masters will rule that, in order to advance from one level to 
  another, the character must undertake training. For spellcasters in particular, 
  this is actually a blessing in disguise, because spellcasters will invariably get 
  a new spell to add to their collection as part of their training!  
   
  Training will require three things: 
   
   
  Someone at least two levels higher than the character’s current level, 
  who is willing to do the training. 
   
  One week to be spent in training, and no other activity.  
   
  1,500 g.p. per level being advanced to.  
   
  If, for whatever reason, a character is unable to get trained when he has 
  enough x.p. to gain his new level, he is still able to earn new x.p., even though 
  he remains at his old level. However, once he reaches 1 x.p. short of being 
  able to gain his next level, no more x.p. can be earned until training takes 
  place. Example: A fighter earns 9,000 x.p., putting him over the top for 4th 
  level. However, he has no money to pay for training. He can still earn x.p. 
  until he reaches 17,999 (one short of what he needs for 5th level). Once he 
  hits 17,999, he can not earn any more x.p. until he trains to get his 4th level.  
   
   
  Henchmen 
   
  Often, a character will want to enlist help for his adventures. Whether it is a 
  skilled professional able to provide services that no one else can match, or 
  another character-type destined to become a boon companion of his master 
  (should he survive), such henchmen are certainly available.  
   
  Henchmen differ entirely from hirelings, who are listed above on p. 80. Where 
  hirelings are paid to render a specific service, and their loyalty is more or less 
  taken for granted, a henchmen is, essentially, a second character played 
  cooperatively between the game master and the player whose character the 
  henchman serves. Henchmen are classed characters, and thus will be fighters, 
  druids, mountebanks, etc. As a rule, all henchmen will be 1st level when first 
  hired, but the game master may, at his discretion, allow as much as a 25% 
  chance that a 2nd or 3rd level character will be available to employers of 11th 
  level or higher.  
   
  Henchmen are usually found by advertising for the position. It is possible for 
  the prospective employer to specify the desired race and class, although there 
  is no certainty that the desired combination will be available. The game master 
  will determine how many are available in any given locale, and once that 
  number is exhausted (either because they have all been hired, or because 
  those that are available have turned down the player character’s generous 
  offer of employment), no more will present themselves. As a rule, 1 likely 
  henchman will be available per 1,000 people, but this could be as high as 1 
  per 200 in a region thick with adventurers, or as low as 1 per 5,000 in a very 
  staid and tame area.  
   
  Once the total number of potential henchman has been determined by the 
  game master, the strategies pursued by the character seeking to hire will 
  determine how many of them he is able to reach in a given month.  
   
  There are four ways of finding a suitable henchman. They may be used in 
  tandem, but there is a 5% penalty for each such duplication, per method 
  (visiting more than one inn or tavern per month does not incur the penalty in 
  and of itself). Respondents will present themselves over the course of the month. 
   
  TABLE 212: HIRING HENCHMEN 
  Method 
  Cost 
  Max. per 
  Month 
  Percent 
  Responding 
  Inns and taverns 
  10 g.p. 
  5 
  1d4 
  Crier 
  10 g.p. 
  1 
  1d10 
  Public notices 
  50 g.p. 
  1 
  1d4x10 
  Agents 
  300 g.p. 
  1 
  1d4+1x10 
   
  Example: A character in an ordinary town of 20,000 wants to take on a 
  henchman. The game master determines that there will be 20 or so such 
  stalwarts (and determines the various classes and races of those who are 
  available). The character visits two inns and puts out public notices advertising 
  for a henchman. The percent of possible henchmen who answer his queries 
  will be equal to 2d4+1d4x10 (12% - 48%) for each month he pursues this 
  strategy. The game master rolls and comes up with 37%; 37% of 20 is 7 
  (rounding down). Over the course of the month, then, 7 prospective henchmen 
  will present themselves to the character for evaluation. If the character should 
  not be home, however, they will not return unless the circumstances are 
  extraordinary! 
   
  Remember that each character has a limit on the number of henchmen they 
  can have at any given time. This limit is based on the charisma of the character 
  (see p. 7 for details). 
   
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   87 
  Combat 
   
   
   
  Many games will feature combat as a central element, while others will only 
  use it sparingly. How often the player characters find themselves in a combat 
  situation will depend on the style of play favored by the game master and the 
  players, but it is almost certain that the player characters will find themselves 
  in battle at least some of the time.  
   
  Combat is handled in a fairly abstract manner. Rather than playing out every 
  thrust and parry, or giving detailed (and often gory) descriptions of every cut 
  and contusion, the game presents combat as a series of die rolls. In the most 
  high-level sense, combat involves a die roll to see who strikes first, then a die 
  roll to see if a strike lands on the opponent. If so, a third die is rolled to 
  determine how much damage is inflicted, and hit points are removed from the 
  character. Once a character or creature reaches zero hit points, they are dead. 
  Naturally, the reality is a bit messier than that simplified description.  
   
  Despite the (often quite specific) rules presented herein, the game master 
  should never be afraid to override the rules in favor of common sense. If a 
  certain rule, or applying a certain modifier, doesn’t seem to make sense in a 
  specific situation, the game master is the ultimate authority in terms of how to 
  adjudicate the situation.  
   
  Armor 
   
  Armor refers to any sort of protective covering worn to help prevent weapons 
  from inflicting damage. Helmets, mail coats, suites of plate armor: all count 
  under the broad category of armor. 
   
  The type of armor you are wearing will have a big impact on your “armor 
  class”, but is not the same thing. Armor class should not be confused with 
  armor type. Armor type is just that: the type of armor you are wearing. A mail 
  coat, a helmet, a suit of plate armor, etc.  
   
  Armor class is a game measure of just how hard it is to hit your character and 
  do him bodily harm in combat. It is a combination of your armor type (which 
  gives you the “base armor class”, from which everything else depends) plus 
  bonuses (if any) for your dexterity score, your shield, magical protections, any 
  cover you might be hiding behind, and occasionally other circumstances. 
  Remember that combat is fairly abstract, so armor class represents not only the 
  toughness of your armor, but many factors that all combine to measure just 
  how hard it is to do damage in melee. 
   
  Armor Class 
   
  Your base armor class depends on the type of armor you are wearing. As a 
  rule, the armor class is determined by the best sort of armor that is worn, so 
  that plate armor worn over mail is still only AC 2. (However, when you 
  purchase plate armor, it includes the mail worn underneath.)  
   
  TABLE 213: ARMOR CLASS AND MOVEMENT 
  Armor Type 
  Base Armor Class 
  Movement 
  None 
  10 
  100% 
  Helmet and/or shield 
  only 
  9 
  100% 
  Cuirass (leather) 
  8 
  100% 
  Furs 
  8 
  100% 
  Gambeson 
  8 
  75% 
  Lamellar (leather) 
  8 
  75% 
  Ring armor 
  7 
  75% 
  Brigandine armor 
  7 
  75% 
  Scale armor (leather) 
  7 
  50% 
  Lamellar armor (steel) 
  7 
  50% 
  Cuirass (steel) 
  6 
  60% 
  Scale armor (steel) 
  6 
  50% 
  Mail 
  5 
  75% 
  Plated mail 
  4 
  75% 
  Plate armor 
  3 
  50% 
  Jousting Plate 
  1 
  25% 
   
  Brigandine: A suit of canvas or leather with steel plates riveted to the fabric. 
  Aka coat of plates, jack of plates, jack, plata, etc. 
  Cuirass: Armor designed to cover the torso and chest of the wearer. 
  Furs: Heavy, thick furs that provide protection against both cold and weapons. 
  Wearing furs makes the temperature feel 30° warmer than it is. 
  Gambeson: A quilted coat of linen or wool. Sometimes called an arming 
  doublet, arming coat, padded armor, vapntreyiu, aketon, etc.. 
  Jousting plate: Similar to plate armor, but the metal plates are extremely thick 
  and heavy, providing superior protection but at a severe cost in mobility. Aka 
  tournament plate. 
  Lamellar: Armor made of overlapping plates. Distinguished from scale armor 
  by the lack of a backing; the plates are attached to one another. 
  Mail: Armor made of interlocking metal rings, usually worn over a gambeson. 
  Aka chainmail, lorica hemata, etc. 
  Plate armor: A full suit of armored plates covering most of the body, worn over 
  mail. 
  Plated mail: Mail with metal plates attached to it or worn over it. Aka banded 
  mail, splint mail, lorica segmentata, etc.  
  Ring armor: Rings of metal sewn onto a leather backing.  
  Scale armor: Overlapping plates sewn onto a backing of leather or cloth. 
  Distinguished from lamellar by the backing. Aka lorica squemata. 
   
  
  Combat - Weapons 
  88 
  Shields 
   
  Carrying a shield lowers your armor class by 1. However, you can only use a 
  shield against so many opponents in a melee round.  
   
  Shield Size 
  Usable Against 
  Buckler/Small 
  1 opponent per round 
  Medium 
  2 opponents per round 
  Large 
  3 opponents per round 
  Pavise 
  Special 
   
  Bucklers can be purchased with a spike in the middle that can be used to 
  attack. It can also be used to provide a +1 bonus to armor class against one 
  opponent per round, but cannot be used to strike and defend in the same 
  round.  
   
  When you’re being shot at with missiles (arrows, sling bullets, etc.), you can 
  only count a medium or large shield as protection. You can never count a 
  shield when you’re being attacked by an opponent attacking you from a flank 
  or the rear (see p. 97), or when you’re being attacked by siege weapons 
  (catapults, etc.) or giants throwing boulders, etc.  
   
  A pavise is special; it doesn’t improve armor class, but it does afford 90% 
  protection against all normal missile weapons. If someone standing behind a 
  pavise is fired upon, the attacker must roll a 91 or higher on percentile dice. 
  If that is successful, then he still has to make a successful “to hit” roll. A pavise 
  is very cumbersome, however, and is rarely seen outside of a siege. Someone 
  behind a pavise must come out from behind its protection to fire, naturally. 
   
  Helmets 
   
  Normally, armor includes a helmet or other head covering of some type. Mail 
  includes a mail coif, plate armor includes a great helm, brigandine includes a 
  small helmet, etc. If, for some reason, your character decides not to wear a 
  helmet, his armor class will be increased by 1.  
   
  A great helm adds an additional +1 to the wearer’s AC. However, they also 
  get a -2 penalty to surprise rolls and a +2 penalty to initiative. Vision is very 
  limited in such a helm, as is hearing (the game master will have to adjudicate 
  such effects according to the situation, but at the very least it would make 
  sneaking up on such a character (say, for a back stab attack by a thief) easier 
  and would make listening at doors impossible.  
   
  Weapons 
   
  Almost all characters, even those with little inclination or prowess at fighting, 
  will have some sort of weapon. From the mounted knight’s lance to the sly 
  illusionist’s dagger, being armed is a natural state of affairs for those who 
  choose the adventuring lifestyle. Different classes have different options when 
  it comes to weapons; clerics, for instance, are forbidden to use any sort of 
  sharp or pointed weapons, and mages are limited to a very small choice of 
  weapons due to their non-martial nature.  
   
  Weapon Proficiencies 
   
  Each character may choose a number of weapons in which he is proficient. 
  That is, he has made a special study of these weapons, and can use them with 
  practiced ease. When using weapons in which he is not proficient, the 
  character will get a penalty on his “to hit” roll. The number of weapons, how 
  quickly new ones are added, and the penalty for using non-proficient 
  weapons, are given below. 
   
  Class 
  Initial 
  Weapon 
  Proficiencies 
  New 
  Proficiency 
  Every… 
  Non-Proficiency Penalty 
  Bard 
  2 
  3 levels 
  -3 
  Jester 
  2 
  4 levels 
  -4 (-2 w/thrown 
  weapons) 
  Cavalier 
  3 
  2 levels 
  -3 
  Paladin 
  3 
  2 levels 
  -3 
  Cleric 
  2 
  4 levels 
  -3 
  Druid 
  2 
  5 levels 
  -4 
  Mystic 
  2 
  5 levels 
  -4 
  Fighter 
  4 
  3 levels 
  -2 
  Barbarian 
  6 
  2 levels 
  -1 
  Ranger 
  3 
  3 levels 
  -2 
  Mage 
  1 
  6 levels 
  -5 
  Illusionist 
  1 
  6 levels 
  -5 
  Savant 
  1 
  6 levels 
  -5 
  Thief 
  2 
  4 levels 
  -3 
  Acrobat 
  2 
  4 levels 
  -3 
  Mountebank 
  2 
  4 levels 
  -3 
   
  Note that no character can ever take the following as a weapon proficiency: 
   
   
  Acid 
   
  Caltrop 
   
  Holy water 
   
  Improvised weapon 
   
  Oil 
   
  Each individual sort of weapon requires a separate proficiency; knowing how 
  to use a short sword does not make you equally proficient with a broad sword. 
  If a weapon can be used both hand-to-hand and as a missile weapon, it is 
  assumed that being proficient in one form means you are proficient in the other 
  (without taking up a new proficiency slot). However, a few weapons do count 
  for each other (i.e., being proficient in one means you are proficient in all): 
   
   
  Bow, composite long / bow, long 
   
  Bow, composite short / bow, short 
   
  Crossbow, light / crossbow, heavy 
   
  Dagger / knife 
   
  Fauchard / fauchard fork / hook fauchard 
   
  Glaive / glaive guisarme 
   
  Guisarme / bill guisarme / guisarme voulge 
   
  Voulge / guisarme voulge 
   
  Weapon proficiency does not apply to grappling, pummeling, etc. Training 
  with the use of a particular weapon underwater counts as a separate 
  proficiency, and the training itself must be done underwater.  
   
  Multiple Weapons 
   
  Characters may, if they choose, use two weapons in melee; the secondary 
  weapon is sometimes referred to as a main-gauche. This obviously does not 
  apply to two-handed weapons such as spears, pole arms, etc. Characters 
  using two weapons cannot use shields (except spiked bucklers, which are a 
  special case described on p. 91). Characters throwing missile weapons or 
  crossbows may do so using these rules, but not those using two-handed fired 
  weapons such as bows. For purposes of initiative and attacks per round, treat 
  each weapon individually (but only one initiative die need be rolled; simply 
  apply the different modifiers, if any, to the same die roll). 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   89 
  TABLE 214: MULTIPLE WEAPON MODIFIERS 
  Condition 
  Primary Weapon 
  Penalty 
  Secondary Weapon 
  Penalty 
  Second weapon length 
  is 24” or more 
  -6 
  -10 
  Second weapon length 
  is 23” or less 
  -2 
  -4 
  Dexterity 16 
  -1 
  -3 
  Dexterity 17 
  0 
  -2 
  Dexterity 18  
  0 
  -1 
  Dexterity 19 or greater 
  0 
  0 
   
  Note that these modifiers are cumulative, and all refer to “to hit” rolls. Normal 
  strength (and any other) modifiers still apply. Example: Someone with a 
  dexterity of 17 is using a long sword as his primary weapon and a short sword 
  as his secondary weapon. Since the short sword is longer than 24”, he would 
  have a penalty of -6 with his primary weapon and -12 with the secondary 
  weapon. As with all things, let common sense prevail; jousting with two lances 
  would probably be beyond the pale in most circumstances, for example. If a 
  character tries to have some sort of custom-built weapon constructed to get 
  around the 24” cutoff, it should be borne in mind that a smaller weapon will 
  do less damage than its regular counterpart.  
   
  Dark elves are able to use two weapons without any sort of penalty, regardless 
  of their dexterity score. They still cannot use two-handed weapons when 
  fighting with two weapons, however.  
   
  Melee Weapons 
   
  Each type of weapon is given a weight (in pounds), speed (lower is quicker), 
  length (average--individual weapons may vary), space required (to swing, 
  thrust, etc.; useful when determining how many people can fight in a corridor 
  or doorway), and damage done against small/medium and large creatures. 
  The cost is also given. Where needed, notes on individual weapons follow. 
   
  TABLE 215: MELEE WEAPONS 
   
   
   
   
   
   
  Damage Against 
  Weapon 
  Cost 
  Weight (lbs.) 
  Length 
  Space (feet) 
  Speed 
  S/M 
  L 
  Axe, battle 
  5 g.p. 
  7 
  4’ 
  4 
  7 
  1d8 
  1d8 
  Axe, hand 
  1 g.p. 
  5 
  18” 
  1 
  4 
  1d6 
  1d4 
  Bardiche* 
  7 g.p. 
  12 
  5’ 
  5 
  9 
  2d4 
  3d4 
  Bec de corbin* 
  6 g.p. 
  10 
  6’ 
  6 
  9 
  1d8 
  1d6 
  Bill-guisarme* 
  6 g.p. 
  15 
  8’ 
  2 
  10 
  2d4 
  1d10 
  Caltrop 
  2 s.p. 
  3 
  n/a 
  n/a 
  n/a 
  1 
  1d2 
  Club 
  n/a 
  3 
  3’ 
  3 
  4 
  1d6 
  1d3 
  Dagger 
  2 g.p. 
  1 
  15” 
  1 
  2 
  1d4 
  1d3 
  Falchion 
  10 g.p. 
  7 
  3 ½’ 
  3 
  5 
  1d6+1 
  2d4 
  Fauchard* 
  3 g.p. 
  6 
  8’ 
  2 
  8 
  1d6 
  1d8 
  Fauchard-fork* 
  8 g.p. 
  8 
  8’ 
  2 
  8 
  1d8 
  1d10 
  Flail, footman’s* 
  3 g.p. 
  15 
  4’ 
  6 
  7 
  1d6+1 
  2d4 
  Flail, horseman’s 
  8 g.p. 
  4 
  2’ 
  4 
  6 
  1d4+1 
  1d4+1 
  Garrote* 
  1 e.p. 
  0.1 
  3’ 
  1 
  2 
  1d4 
  1d6 
  Glaive* 
  6 g.p. 
  7 
  8’ 
  1 
  8 
  1d6 
  1d10 
  Glaive-guisarme* 
  10 g.p. 
  10 
  8’ 
  1 
  9 
  2d4 
  2d6 
  Guisarme* 
  5 g.p. 
  8 
  6’ 
  2 
  8 
  2d4 
  1d8 
  Guisarme-voulge* 
  7 g.p. 
  15 
  7’ 
  2 
  10 
  2d4 
  2d4 
  Halberd* 
  9 g.p. 
  17 
  5’ 
  5 
  9 
  1d10 
  2d6 
  Hammer, war 
  1 g.p. 
  5 
  18” 
  2 
  4 
  1d4+1 
  1d4 
  Hook fauchard* 
  6 g.p. 
  8 
  8’ 
  2 
  9 
  1d4 
  1d4 
  Improvised weapon* 
  n/a 
  1-5 
  6” - 5’ 
  1-5 
  5 
  1d6 
  1d3 
  Khopesh 
  10 g.p. 
  7 
  3 ½’ 
  4 
  9 
  2d4 
  1d6 
  Knife 
  1 g.p. 
  0.5 
  1’ 
  1 
  2 
  1d3 
  1d2 
  Lance, light 
  6 g.p. 
  5 
  10’ 
  1 
  8 
  1d6 
  1d8 
  Lance, medium 
  6 g.p. 
  10 
  12’ 
  1 
  7 
  1d6+1 
  2d6 
  Lance, heavy 
  6 g.p. 
  15 
  14’ 
  1 
  6 
  1d8+2 
  3d6 
  Lucern hammer* 
  7 g.p. 
  15 
  7’ 
  5 
  9 
  2d4 
  1d6 
  Mace, footman’s 
  8 g.p. 
  6 
  2 ½’ 
  4 
  7 
  1d6+1 
  1d6 
  Mace, horseman’s 
  4 g.p. 
  4 
  18” 
  2 
  6 
  1d6 
  1d4 
  Mace, two-handed* 
  13 g.p. 
  15 
  5’ 
  6 
  10 
  2d6 
  1d8 
  Man catcher* 
  25 g.p. 
  8 
  8’ 
  2 
  7 
  1d2 
  1d2 
  Military fork* 
  4 g.p. 
  7 
  7’ 
  1 
  7 
  1d8 
  2d4 
  Military pick 
  8 g.p. 
  6 
  4’ 
  4 
  7 
  1d6+1 
  2d4 
  Morning star 
  5 g.p. 
  12 
  4’ 
  5 
  7 
  2d4 
  1d6+1 
  Partisan* 
  10 g.p. 
  8 
  7’ 
  3 
  9 
  1d6 
  1d6+1 
  Pike* 
  3 g.p. 
  8 
  18’ 
  1 
  13 
  1d6 
  1d12 
  Pole axe* 
  8 g.p. 
  15 
  7’ 
  5 
  8 
  1d8+1 
  2d6 
  Quarterstaff* 
  3 g.p. 
  6 
  7’ 
  3 
  4 
  1d6 
  1d6 
  Ranseur* 
  4 g.p. 
  5 
  8’ 
  1 
  8 
  2d4 
  2d4 
  Sap 
  1 g.p. 
  1 
  6” 
  1 
  2 
  1d2 
  1d2 
  Scimitar 
  15 g.p. 
  4 
  3’ 
  2 
  4 
  1d8 
  1d8 
  Scythe 
  18 g.p. 
  10 
  7’ 
  6 
  9 
  1d6 
  2d4 
  
  Combat - Weapons 
  90 
   
   
   
   
   
   
  Damage Against 
  Weapon 
  Cost 
  Weight (lbs.) 
  Length 
  Space (feet) 
  Speed 
  S/M 
  L 
  Sickle 
  6 g.p. 
  2 
  1’ 
  3 
  3 
  1d4 
  1d6 
  Spear 
  1 g.p. 
  5 
  5’ - 12’ 
  1 
  7 
  1d6 
  1d8 
  Spetum* 
  3 g.p. 
  5 
  8’ 
  1 
  8 
  1d6+1 
  2d6 
  Spiked buckler 
  10 g.p. 
  3 
  1’ (spike) 
  2 
  4 
  1d4 
  1d3 
  Sword, bastard* 
  25 g.p. 
  10 
  4 ½’ 
  4 
  6 
  2d4 
  2d8 
  Sword, broad 
  10 g.p. 
  7 
  3 ½’ 
  4 
  5 
  2d4 
  1d6+1 
  Sword, long 
  15 g.p. 
  6 
  3 ½’ 
  3 
  5 
  1d8 
  1d12 
  Sword, short 
  8 g.p. 
  4 
  2’ 
  1 
  3 
  1d6 
  1d8 
  Sword, two-handed* 
  30 g.p. 
  25 
  6’ 
  6 
  10 
  1d10 
  3d6 
  Trident* 
  4 g.p. 
  5 
  6’ 
  1 
  7 
  1d6+1 
  3d4 
  Voulge* 
  2 g.p. 
  12 
  8’ 
  2 
  10 
  2d4 
  2d4 
  Whip 
  3 g.p. 
  3 
  8’ - 20’ 
  14 
  8 
  1d2 
  1 
   
  * Weapons marked with an asterisk are used with two hands. 
   
  Caltrop: A spiked metal object some 6” in diameter designed to be dropped 
  on the ground for pursuers or others to walk on and thus impale themselves. 
  Intelligent creatures aware of their presence will be slowed to half their normal 
  movement rate while avoiding them. Those not avoiding caltrops will be 
  affected as if attacked by a 1d6 HD monster for every square yard traversed 
  containing a caltrop (dexterity or shield is not taken into account when 
  calculating AC, and any “to hit” penalties or bonuses of the person dropping 
  the caltrops obviously do not apply). One hit indicates a 25% chance that 
  movement will be only 75% of normal for a total of 4 days. Two hits indicates 
  that normal movement is impossible for a week. Magical healing will mitigate 
  this condition, however.  
  Dagger: Any one-handed bladed weapon 12 to 24 inches in length. 
  Fauchard: If used against a mounted opponent, can be used to knock him off 
  the mount instead of doing damage (wielder’s choice, but must be declared 
  before the “to hit” die is rolled). 
  Fauchard-fork: If used against a mounted opponent, can be used to knock him 
  off the mount instead of doing damage (wielder’s choice, but must be declared 
  before the “to hit” die is rolled). 
  Flail: The horseman’s flail consists of a wooden handle, connected by a chain 
  to either another piece of wood (possibly covered with metal studs) or a ball 
  of metal (the famous “ball and chain”). The footman’s flail is much larger and 
  consists of two pieces of wood connected by a short length of chain (adopted 
  from the agricultural implement).  
  Garrote: When attacking with a garrote, the attacker must attack from behind, 
  and the target must be relatively still (i.e., not engaged in melee). Any sort of 
  neck protection (leather collar, having one arm up to block such an attack, 
  etc.) will foil the garrote. If the attack is successful, the garrote will do normal 
  damage on the first round and kill the victim on the second. Before that 
  happens, if the attacker is successfully attacked (either by a weapon or hand-
  to-hand combat), or if the victim makes a successful bend bars roll, the garrote 
  is released and the victim will survive. The victim can himself attack the garrote 
  wielder, but with a -2 penalty “to hit.” The bend bars attempt counts as an 
  attack; the victim can only attack and attempt to remove the garrote if he would 
  normally get more than one attack per melee round.  
  Glaive: If set to receive a charge from a large-sized creature, does double 
  damage if it hits. 
  Glaive-guisarme: If set to receive a charge from a large-sized creature, does 
  double damage if it hits. If used against a mounted opponent, can be used to 
  knock him off the mount instead of doing damage (wielder’s choice, but must 
  be declared before the “to hit” die is rolled). 
  Guisarme: If used against a mounted opponent, can be used to knock him off 
  the mount instead of doing damage (wielder’s choice, but must be declared 
  before the “to hit” die is rolled). 
  Guisarme-voulge: If used against a mounted opponent, can be used to knock 
  him off the mount instead of doing damage (wielder’s choice, but must be 
  declared before the “to hit” die is rolled). 
  Hook fauchard: A successful hit will have a 20% chance of dismounting any 
  opponent (wielder’s choice, but must be declared before the “to hit” die is 
  rolled). When used against a non-mounted opponent, a successful hit will have 
  a 20% chance of knocking him to the ground, forcing him to spend the next 
  melee round getting back up (ditto). It cannot be used in this way against an 
  opponent more than twice the size of the wielder.  
  Improvised weapon: This can be almost anything: a heavy candlestick, a 
  broom-handle used as a staff, etc. It is not possible to become proficient in 
  improvised weapon. Note that an improvised weapon will either break, be 
  lost, or otherwise become useless if the character wielding it rolls a natural 1 
  in melee. It may or may not be used with two hands. 
  Javelin: Although normally used exclusively as a missile weapon (see below), 
  a javelin can be stuck in the ground to receive a charge. If this is done, the 
  weapon does double damage against large-sized creatures.  
  Khopesh: This bladed weapon has a large curved head which can be used to 
  snag either a weapon or an enemy. If it strikes a target with a natural 20 “to 
  hit”, the enemy is snagged. If medium or large sized, the snagged target will 
  have an automatic +10 penalty on his initiative roll if he has not already 
  attacked. If small sized, the target will be brought to the ground (25%) and 
  unable to attack for the rest of the round, or get the +10 initiative penalty as 
  noted above (75%). On a natural 1 “to hit”, the blade will snag an opponent’s 
  weapon. If that happens, the enemy’s weapon will either be torn from his grasp 
  (10%), tangled so as to give him a +10 penalty on his initiative unless he has 
  already struck in the round (80%), or the khopesh itself will be torn from the 
  attacker’s grasp (10%). 
  Lance, heavy: When used while dismounted, a heavy lance is treated as a 
  pike in all ways except length, weight, and speed. When used from a charging 
  mount, it does double damage. Lances of all types may also be used to unhorse 
  an enemy in a joust; see the ADVENTURES DARK AND DEEP™ Game Master’s 
  Toolkit section on Combat for more details. 
  Lance, light: When used while dismounted, a light lance is treated as if it were 
  a spear. When used from a charging mount, it does double damage.  
  Lance, medium: When used while dismounted, a medium lance is treated as 
  if it were a spear. When used from a charging mount, it does double damage.  
  Lucern hammer: If used against a mounted opponent, can be used to knock 
  him off the mount instead of doing damage (wielder’s choice). 
  Man catcher: As the name implies, this is a pole arm some 8’ in length 
  designed to catch man-sized targets in its two-pronged jaws, preventing the 
  target from moving around on its own. A successful hit indicates the victim is 
  trapped; no shield or DEX bonus to armor class is possible, and the victim can 
  be moved about by moving the man catcher (doing so causes 1d2 h.p. of 
  damage per round). Those trapped have a a 25% chance per round of being 
  jerked to the ground. Those trapped may attempt to bend bars to escape, and 
  multiple attempts are permitted, but each such attempt will inflict 1d4 h.p. of 
  damage on the victim, unless they are wearing gauntlets or other heavy hand 
  protection. The pole can be hacked through by inflicting 6 h.p. of cutting 
  damage.  
  Military fork: If used against a mounted opponent, can be used to knock him 
  off the mount instead of doing damage (wielder’s choice, but must be declared 
  before the “to hit” die is rolled). If set to receive a charge from a large-sized 
  creature, does double damage if it hits.  
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   91 
  Ranseur: If used against a mounted opponent, can be used to knock him off 
  the mount instead of doing damage (wielder’s choice, but must be declared 
  before the “to hit” die is rolled). Treat as a spear in all respects if set to receive 
  a charge, including damage, speed, weapon vs. armor adjustment (if that 
  optional rule is used), etc.  
  Sap: This weapon can be used in normal melee combat, where it will inflict 
  half damage, but its true usefulness is as a weapon for striking from the rear 
  to attempt to render the victim unconscious. Any sort of protective head gear 
  will prevent such an attack, however. If a rear attack to the head is successful, 
  there is a 5% chance per point of STR that the victim will be rendered 
  unconscious. If the attacker’s strength is greater than 18, unconsciousness is 
  automatic. Aka a blackjack. 
  Scimitar: Covers most curved swords such as tulwars, cutlasses, sabers, etc. 
  Spear: If set to receive a charge from any sized creature, does double damage 
  if it hits. 
  Spiked buckler: The spiked buckler is a small shield capable of attacking an 
  opponent already in melee with the wearer. Such an attack is always made at 
  the end of the round, does not count against the normal maximum number of 
  attacks a character could normally make, and is made with an additional -2 
  penalty “to hit.”  
  Sword, bastard: Sometimes called a “hand and a half sword”, this sword has 
  a long grip and can be used with either one or two hands. If used one-handed, 
  treat it in all respects as a long sword. Using it two-handed means no shield 
  can be used in combat, naturally.  
  Sword, short: Includes any bladed weapon between 24 and 36 inches in 
  length, such as a gladius, etc. 
  Whip: Creatures with particularly thick hides (dragons, rhinoceroses, etc.) will 
  not be damaged by a whip. Those who are proficient in whip who score a hit 
  will have a 5% chance per level of entangling the target. Entanglement means 
  that the target suffers a +10 penalty to initiative until the entanglement is 
  undone (either by the wielder detangling the whip, the whip being severed 
  (requires 2 h.p. of cutting damage), or by the victim detangling the whip). The 
  wielder may detangle the whip with a flick of the wrist and a successful DEX 
  check (roll his dexterity or less on 3d6). The victim can detangle the whip with 
  a 5% chance per round, plus 1% per point of STR.  
   
  
  Combat - Weapons 
  92 
  Ranged Weapons 
   
  There are three different types of weapons that are counted amongst the 
  ranged weapons category: hurled weapons, missile weapons, and missiles. 
  Hurled weapons are those which are actually thrown at an opponent, such a 
  dagger, hammer, etc. They are usually lost when thrown, but may be recovered 
  after the combat is over. Missile weapons are those which fire some sort of 
  ammunition at the enemy, such as a bow or crossbow. They do not leave the 
  hand of the wielder, but are useless if they run out of ammunition. Missiles are 
  the ammunition fired by a missile weapon; arrows, sling bullets, etc. They are 
  usually lost in combat, but 50% of arrows that missed their targets can be 
  recovered after a battle; the remainder are broken.  
   
  TABLE 216: RANGED WEAPONS 
   
   
   
  Range (yards)** 
   
  Damage Against 
  Weapon 
  Cost 
  Weight (lbs.) 
  Short 
  Med 
  Long 
  Rate of Fire 
  S/M 
  L 
  Acid 
  10 g.p. 
  3 
  10 
  20 
  30 
  1 / round 
  special-see below 
  Aklys 
  2 g.p. 
  3 
  3 
  - 
  - 
  1 / round 
  1d6 
  1d3 
  Arrow, normal 
  1 g.p./doz. 
  0.1 
  - 
  - 
  - 
  - 
  1d6 
  1d6 
  Axe, throwing 
  1 g.p. 
  5 
  10 
  20 
  30 
  1 / round 
  1d6 
  1d4 
  Blowgun 
  20 g.p. 
  1 
  10 
  20 
  30 
  2 / round 
  - 
  - 
  Blowgun needle 
  1 s.p. 
  0 
  - 
  - 
  - 
  - 
  1 
  1 
  Bow, composite, long* 
  100 g.p. 
  8 
  60 
  120 
  210 
  2 / round 
  - 
  - 
  Bow, composite, short* 
  75 g.p. 
  5 
  50 
  100 
  180 
  2 / round 
  - 
  - 
  Bow, long* 
  60 g.p. 
  10 
  70 
  140 
  210 
  2 / round 
  - 
  - 
  Bow, short* 
  15 g.p. 
  5 
  50 
  100 
  150 
  2 / round 
  - 
  - 
  Crossbow bolt, hand 
  10 g.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d3 
  1d2 
  Crossbow bolt, heavy 
  2 s.p. 
  0.2 
  - 
  - 
  - 
  - 
  1d4+1 
  1d6+1 
  Crossbow bolt, light 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Crossbow bolt, repeating 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d3 
  1d3 
  Crossbow bolt, underwater 
  10 s.p. 
  0.2 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Crossbow, hand 
  300 g.p. 
  2 
  20 
  40 
  60 
  1 / round 
  - 
  - 
  Crossbow, heavy* 
  20 g.p. 
  8 
  80 
  160 
  240 
  1 / 2 rounds 
  - 
  - 
  Crossbow, light* 
  12 g.p. 
  5 
  60 
  120 
  180 
  1 / round 
  - 
  - 
  Crossbow, repeating* 
  50 g.p. 
  6 
  40 
  80 
  120 
  2 / round 
  - 
  - 
  Crossbow, underwater* 
  120 g.p. 
  5 
  30 
  60 
  90 
  1 / round 
  - 
  - 
  Dagger, thrown 
  2 g.p. 
  1 
  10 
  20 
  30 
  2 / round 
  1d4 
  1d3 
  Dart 
  5 s.p. 
  0.5 
  15 
  30 
  45 
  3 / round 
  1d3 
  1d2 
  Hammer 
  1 g.p. 
  5 
  10 
  20 
  30 
  1 / round 
  1d4+1 
  1d4 
  Harpoon 
  5 g.p. 
  6 
  10 
  20 
  30 
  1 / round 
  2d4 
  2d6 
  Holy water 
  25 g.p. 
  3 
  10 
  20 
  30 
  1 / round 
  special-see below 
  Improvised weapon* 
  n/a 
  1-5 
  5 
  10 
  15 
  1 / round 
  1d6 
  1d3 
  Javelin 
  10 s.p. 
  2 
  20 
  40 
  60 
  1 / round 
  1d6 
  1d6 
  Javelin-thrower 
  1 g.p. 
  1 
  30 
  60 
  90 
  1 / round 
  - 
  - 
  Knife, thrown 
  1 g.p. 
  0.5 
  10 
  20 
  30 
  2 / round 
  1d3 
  1d2 
  Lasso* 
  5 s.p. 
  2 
  10 
  20 
  30 
  1 / 2 rounds 
  - 
  - 
  Oil 
  1 g.p. 
  3 
  10 
  20 
  30 
  1 / round 
  special-see below 
  Sling 
  10 s.p. 
  0.1 
  40 
  80 
  160 
  1 / round 
  - 
  - 
  Sling bullet 
  10 s.p./doz. 
  0.2 
  +10 
  +20 
  +40 
  - 
  1d4+1 
  1d6+1 
  Sling stone 
  n/a 
  0.1 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Spear, thrown 
  1 g.p. 
  5 
  10 
  20 
  30 
  1 / round 
  1d6 
  1d8 
  Staff sling* 
  2 g.p. 
  5 
  - 
  45 
  90 
  1 / 2 rounds 
  - 
  - 
  Staff sling bullet 
  10 s.p./doz. 
  0.2 
  - 
  - 
  - 
  - 
  2d4 
  1d8+2 
  Staff sling stone 
  n/a 
  0.1 
  - 
  - 
  - 
  - 
  1d8 
  2d4 
   
  * Weapons marked with an asterisk are used with two hands.  
  ** Range indoors or underground should be divided by 3. 
   
  Acid: Acid contained in a vial can be thrown at an enemy, but the vial itself 
  must break for the acid to do full damage. On a roll of 1-18 on 1d20, the vial 
  will break. If the vial hits the target, the acid within will do 2d4 h.p. (assuming 
  the target is harmed by acid, of course). If the vial misses, it will do 1 h.p. of 
  damage to all those within 1’ of the landing point, assuming the vial breaks 
  open (see Misses with Missile Weapons, below). 
  Aklys: This is a club attached to the wielder by means of a stout thong some 
  10’ in length. If the wielder rolls a natural 20 “to hit” against a man-sized or 
  small creature, it will entangle the target rather than doing damage, at the 
  wielder’s option. Medium or small creatures that are entangled will either be 
  dismounted (if applicable) or taken to the ground, where it must spend at least 
  1 melee round removing the thong (which can be cut with 2 points of cutting 
  damage, as from a dagger). If used against a large sized creature, a natural 
  20 indicates automatic entanglement, but it is the wielder who is taken to the 
  ground until he spends a round disengaging or cutting the thong from his wrist.  
  Crossbow (all): The rate of fire for any crossbow assumes that the weapon is 
  already loaded and set, ready to be fired. If this is not the case, the first round 
  (or 2, in the case of a heavy crossbow) must be spent preparing the weapon 
  for firing. Then the rate of fire applies normally. Note that crossbows only fire 
  crossbow bolts; only bows can fire arrows.  
  Crossbow, light: This crossbow has a wooden cross-piece (made up of 
  overlapping pieces of wood). It can be drawn by a single person either with 
  a stirrup-pull or simply by drawing back the string. It can be fired one-handed, 
  but requires two hands to be loaded. 
  Crossbow, heavy: This crossbow has a metal cross-piece and requires a crank 
  to draw back. It can be fired one handed with a -1 penalty “to hit”, but requires 
  two hands to be loaded. It gets a +1 bonus “to hit” if the crossbow is resting 
  on some solid object as it is fired (the rail of a ship, the side of a wagon, etc.). 
  
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   93 
  Crossbow, repeating: This special type of crossbow can hold up to 6 bolts 
  before needing to be reloaded (reloading takes an entire round, but then the 
  repeating crossbow can fire 6 bolts before needing to be reloaded again).  
  Crossbow, underwater: As the name indicates, this is a weapon intended for 
  use underwater (also known as a spear gun). It can only fire specially-crafted 
  ammunition.  
  Harpoon: This is essentially a stout spear which is attached either to the 
  attacker or some other object by a line. A successful hit indicates the target is 
  thus tethered to the harpoon’s anchor and is also entangled in the line and 
  must spend 1 round detangling itself (although it will still be impaled by the 
  harpoon and thus tethered to the anchor). To remove the harpoon completely, 
  the target must have an intelligence of 2 or greater, and must successfully make 
  a saving throw vs. poison. Success indicates the harpoon is removed. Failure 
  indicates that the victim takes 1 additional h.p. in damage from the attempt. 
  Note that victims impaled by harpoons can be dragged towards the anchor at 
  a rate of 10’ per minute on average if the circumstances and size/strength of 
  those involved warrants. 
  Holy water: Holy (or unholy) water is contained in a vial can be thrown at an 
  enemy, but the vial itself must break for the holy water to do full damage. On 
  a roll of 1-18 on 1d20, the vial will break. If the vial hits the target, the holy 
  water within will do 1d6+1 h.p. (assuming the target is harmed by holy water, 
  of course). If the vial misses, it will do 2 h.p. of damage to all those susceptible 
  to its effects within 1’ of the landing point, assuming the vial breaks open (see 
  Misses with Missile Weapons, below). Undead (both corporeal and non-
  corporeal), demons, devils, and other creatures from the lower planes are 
  usually affected by holy water. Paladins, angels, devas, and other creatures 
  from the upper planes are affected by unholy water.  
  Improvised weapon: This can be almost anything; a wine bottle, a candelabra 
  hurled at an opponent, etc. It is not possible to become proficient in improvised 
  weapon. Note that an improvised weapon will be thrown back at the attacker 
  (and a separate “to hit” roll made) if the character wielding it rolls a natural 1 
  in melee; this does not count against the re-thrower’s number of attacks per 
  round. This is an extra bonus attack that has no impact on any other attacks 
  or spells that may be done in the combat round. It may or may not be used 
  with two hands.  
  Javelin thrower: A stick used to impart more force onto the throw of a javelin. 
  The range indicated is for a javelin hurled with the aid of such a device. It is 
  sometimes called an atlatl. 
  Lasso: This weapon does no damage, but is used exclusively for the purposes 
  of entangling and/or dismounting the target. A successful hit will entangle the 
  target, allowing it to be pulled towards the attacker 10’ per minute if the 
  circumstances and size/strength of those involved warrants. A hit also has a 
  75% chance of dismounting a mounted target, and a 25% chance of taking a 
  non-mounted target to the ground. If the line between the target and the wielder 
  is allowed to go slack, the target can get out of the lasso in 1 minute. 2 h.p. 
  of cutting damage will sever the lasso in any event (a successful bend bars 
  attempt will do so as well; only 1 such attempt may be made).  
  Oil: Oil contained in a vial can be thrown at an enemy, but the vial itself must 
  break and be somehow set alight for the oil to do full damage. On a roll of 
  18 or less on 1d20, the vial will break. If the vial hits and breaks on the target, 
  the oil within will do 2d6 h.p. on the first round, and 1d6 h.p. on the second 
  before it burns itself out (assuming the target is harmed by fire, of course). If 
  the vial misses, it will do 1d3 h.p. of damage to all those within 3’ of the 
  landing point, assuming the vial breaks open and is lit (see misses with 
  grenade-like weapons, below). Oil will do no damage unless it is exposed to 
  a source of fire; it is possible to make a “Molotov cocktail” with a burning rag 
  in the opening of the oil vial; doing so will impose an initiative penalty of 5, 
  but the oil will automatically catch fire if the vial is smashed on impact. 
  Otherwise, the oil must be hit by some other source of fire: torch, spell, etc. 
  Note that if a torch is thrown at an oil-covered opponent with the intention of 
  setting him on fire, a separate “to hit” roll must be made for the torch.  
  Staff sling: A long stick with a sling at one end, able to fire its missiles over 
  intervening obstacles. It can never be used at close range, however; treat 
  medium range as its minimum range.  
   
  Misses with Missile Weapons 
   
  If a hurled missile (acid, holy water, oil, etc.) misses its target, you will still 
  need to figure out where it landed. Roll 1d8 to determine direction and 1d6 
  to determine distance (in feet).  
   
  8    
  1 
  2 
  7 
  Intended 
  Target 
  3 
  6 
  5 
  4 
    
  Of course, if the weapon is a liquid such as oil or acid, a saving throw for the 
  container will still need to be made to see if it breaks on impact. Depending 
  on the situation of the various antagonists in a fight, it is possible that a missed 
  hurled weapon could land on either a friend or a foe.  
   
  This rule is not used with shot weapons such as arrows or quarrels, but it is 
  used with missiles launched from siege weapons (see below).  
   
   
   
  Iron and Silver Weapons 
   
  Sometimes characters will want to have weapons made from special materials 
  such as silver or iron. Iron weapons, useful against certain otherworldly 
  creatures, do not cost any more than regular weapons, but if used against 
  someone with normal (steel) weapons and/or armor, the iron weapon must 
  make a saving throw vs. crushing blow if an attack misses. A failure indicates 
  the blade has been damaged and will suffer a -1 h.p. penalty to damage. A 
  second miss and subsequent saving throw failure indicates the weapon is now 
  damaged beyond use.  
   
  Silver weapons, useful against creatures such as lycanthropes, cost an extra 
  10 g.p. per pound of weight of the weapon. Naturally, only metal weapons 
  can be so constructed; quarterstaves, whips, etc. cannot. Since silver is a soft 
  metal, if it is used against an opponent with a regular (steel) weapon or armor 
  and the attack misses, the weapon must make a saving throw vs. crushing blow 
  with a -2 penalty. If it fails, the blade has been damaged and will suffer a -1 
  h.p. penalty to damage. A second miss and saving throw failure means the 
  silver weapon has been so damaged that it cannot be used.  
   
  
  Combat - Timekeeping in Combat 
  94 
  Timekeeping in Combat 
   
  For ease of bookkeeping, so that players and game masters don’t need to keep 
  track of every combat down to the second, combat is handled in rounds. Each 
  round is the equivalent of 1 minute. As a rule, characters in combat can take 
  one action per round, although there are certain exceptions to this, as noted 
  elsewhere in the rules.  
   
  Each round is divided into 10 segments, with each segment lasting 6 seconds. 
  The segments help determine when a given character or creature is able to act 
  in a given round.  
   
  Any action that, because of various circumstances, would take place past 
  segment 10, actually takes place in what are called end-of-round actions, and 
  will generally take place in whatever order dictated by initiative. They do not 
  “carry over” into the next round. 
   
  Outline of Combat 
   
  Roll for surprise (if any) 
  Round begins 
  Announce actions 
  Determine initiative 
  Resolve segment 1 actions 
  Resolve segment 2 actions 
  … 
  Resolve segment 9 actions 
  Resolve segment 10 actions 
  Resolve end-of-round actions 
  Roll morale checks (if applicable) 
  Round ends 
  New round begins 
   
  Surprise 
   
  In the close quarters of dungeon corridors or cavern tunnels, the cramped 
  alleyways of some city, or the thickets of a forest, it is possible for two creatures 
  (or groups of creatures) to stumble upon one another and be surprised by the 
  sudden encounter. In such a situation, dice are rolled to determine whether or 
  not one or both parties are surprised, and if so, for how long. In practical 
  terms, this means that one side or the other will get a penalty to their initiative 
  roll on the first round of combat (low = better, so a +2 to initiative is a penalty). 
  Each “plus” is equal to a penalty of 1 segment, or 6 seconds, during the round.  
   
  When to Roll for Surprise 
   
  Surprise is impossible in any situation where one or another side can plainly 
  see or hear the other coming. For example, if one side is carrying torches 
  whose light is radiating out in all directions, it usually will be impossible to 
  surprise a foe. Too, in open terrain, surprise is generally impossible unless 
  there are outstanding circumstances (one side is concealed in camouflaged 
  pits, for example). Surprise is most often a factor when one side is opening a 
  door or turning a corner in an underground passage and then encountering 
  the other, or in areas of close terrain such as dense woods. Use common sense 
  when deciding when one side or another would be surprised. Surprise only 
  matters on the first round of combat.  
   
  How to Roll for Surprise 
   
  Most creatures roll a d6 when determining whether or not they are surprised. 
  However, some creatures or classes will roll other types of dice. For instance, 
  a ranger might roll a d8 instead of a d6, meaning he is less likely to roll a 1 
  or a 2, and is thus less likely to be surprised in a given situation. No matter 
  what type of die is rolled, a character or monster is only surprised on a roll of 
  1 or a 2.  
   
  Each side (players and monsters/NPCs) rolls for surprise as a whole, using 
  whatever the most favorable roll and modifiers exist on their side.  
   
  The following table gives the relevant modifier to initiative on the first round of 
  combat. Note that it is impossible for anyone to be surprised to such an extent 
  that they are unable to do anything in a round. The worst that can happen is 
  that they are almost guaranteed to go last.  
   
  TABLE 217: SURPRISE 
   
  Foes (Monsters, NPCs, etc.) Roll 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11+ 
  Player Characters Roll 
  1 
  N/A 
  PCs +1 
  PCs +2 
  PCs +3 
  PCs +4 
  PCs +5 
  PCs +6 
  PCs +7 
  PCs +8 
  PCs +9 
  PCs +9 
  2 
  Foes +1 
  N/A 
  PCs +1 
  PCs +2 
  PCs +3 
  PCs +4 
  PCs +5 
  PCs +6 
  PCs +7 
  PCs +8 
  PCs +9 
  3 
  Foes +2 
  Foes +1 
  No effect 
  4 
  Foes +3 
  Foes +2 
  5 
  Foes +4 
  Foes +3 
  6 
  Foes +5 
  Foes +4 
  7 
  Foes +6 
  Foes +5 
  8 
  Foes +7 
  Foes +6 
  9 
  Foes +8 
  Foes +7 
  10 
  Foes +9 
  Foes +8 
  11+ 
  Foes +9 
  Foes +9 
   
  Surprise Hits (Optional Rule) 
   
  If your game master chooses, surprise can afford more of a bonus than simply 
  allowing the surprising party to strike first in a round. In such cases, rather than 
  giving a bonus to initiative, each “plus” in the Surprise table gives a chance 
  to hit, with a maximum of 5. Thus, if the monsters roll a 2 and the PCs roll a 
  4, the monsters would each get 2 free bonus rolls “to hit” before the PCs got 
  a chance to react. 
   
  This is, of course, quite a deadly change, but it is in keeping with the earliest 
  mechanics of the game and is thus included here. If applied, it must be 
  scrupulously applied to both monsters and player characters, in order to 
  maintain game balance.   
   
  “In Melee” 
   
  Many of the rules relating to combat refer to being “in melee.” This means that 
  the character is toe-to-toe with an opponent, trading blows, dodging, parrying, 
  
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   95 
  etc. Characters must be “in melee” in order to attack with weapons or hand-
  to-hand, but must take actions to get “in melee” and once there cannot 
  automatically retreat.  
   
  The number of characters that can be “in melee” with one another depends on 
  their size and whether or not they are in some sort of formation (usually this 
  means standing side-by-side), as shown on the following table: 
   
  TABLE 218: NUMBERS ABLE TO MELEE 
  Attacker 
  Defender Size 
  (Standing Alone) 
  Defender Size 
  (Side-by-side) 
  Size 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  6 
  8 
  12 
  3 
  4 
  6 
  M 
  4 
  6 
  8 
  2 
  3 
  4 
  L 
  2 
  4 
  6 
  1 
  2 
  3 
   
  Naturally, the game master must take into account the relative size and position 
  of those involved in combat. It is not correct to say that twelve humans could 
  attack four orcs standing side by side; there simply wouldn’t be enough room. 
  For example, in the diagram below, the attacker indicated would have the 
  option of attacking any of the three defenders to whom he is adjacent, but 
  doing so would mean that he wouldn’t be able to attack the other two. So 
  while it is technically correct to say there he is in melee with three defenders 
  (and vice versa), he can only attack one at a time.  
   
   
   
  If in doubt, and without the benefit of miniature figures to help visualize the 
  battlefield, you may find it helpful to sketch out the situation. This will also help 
  to see which opponents are attacking from the flank (see “position”, below).  
   
  Characters in melee can get bonuses “to hit” and to damage from their strength 
  attribute. Those using missile weapons get bonuses “to hit” from dexterity.  
   
  Combat Actions 
   
  There are ten possible actions that any given character can attempt in a combat 
  situation. At the beginning of the round, and before initiative has been 
  determined, all of the player characters announce their actions. The game 
  master should secretly determine the actions that his own monsters and NPCs 
  will take, but shouldn’t announce those decisions to the players until his 
  creatures are actually taking the actions. The possible actions are described 
  below, but bear in mind that many magical effects will have an impact on 
  combat actions. The game master will need to apply common sense in 
  adjudicating such situations.  
   
  Attack (hand-to-hand) 
   
  Start round: in melee 
  End round: in melee 
  Initiative adjustment: 0 
   
  The attacker must be “in melee” to take this action. Monsters will often choose 
  this action, in order to attack with claws, fangs, etc. However, when a human 
  or humanoid chooses this action, it refers to punching, grabbing, wrestling, 
  etc. (see below). There is no adjustment to the initiative roll when performing 
  a hand-to-hand attack. 
   
  Attack (melee) 
   
  Start round: in melee 
  End round: in melee 
  Initiative adjustment: per weapon speed 
   
  The attacker must be “in melee” to take this action. If this action is chosen, add 
  the weapon speed to the character’s initiative roll for the round. It can only be 
  selected if a character is “in melee.” The attacker will roll 1d20, apply any 
  modifiers, and consult the appropriate combat table to determine whether or 
  not his attack did damage. If so, roll for damage, again applying any 
  appropriate modifiers.  
   
  Attack (missile) 
   
  Start round: not in melee 
  End round: not in melee 
  Initiative adjustment: 0 
   
  “Missiles” in this sense, include all hurled or fired weapons, such as rocks, 
  arrows, bolts, thrown daggers or spears, vials of flaming oil or acid, etc. If this 
  action is chosen, only modify the character’s initiative roll for the round if such 
  is indicated in the description of the missile weapon in question. It cannot be 
  chosen if the character is “in melee.” If the target is not in melee, then roll to 
  hit normally (being sure to include any dexterity bonus “to hit”, if applicable). 
  If the target is in melee, then there is a chance of hitting someone else; see 
  Firing Missiles into Melee, below. 
   
  Charge and attack 
   
  Start round: not in melee 
  End round: in melee 
  Initiative adjustment: per weapon speed 
   
  Charging is generally done at the beginning of a battle, and is used to rush 
  up to an opponent and strike. At the end of the round, the character will be 
  “in melee” with whatever opponent he charged against. Charging doubles the 
  movement rate of the character or monster for that round only. Charging 
  creatures cannot apply any armor class bonus for dexterity or shield (if they 
  don’t have any such bonuses, their armor class is reduced by one). A charging 
  creature, assuming it is able to reach an opponent by the end of the round 
  based on its movement rate, will get to attack at the end of the round with a 
  +2 bonus “to hit”, but the enemy will also get to attack (such an attack does 
  not count against the enemy’s normal rate of attack). Note that the character 
  or creature with the longest weapon length gets to attack first in this situation, 
  even though technically they’re both attacking at the end of the round. If the 
  defender has chosen the “defend” action, some weapons will allow him double 
  damage if he hits. No one can charge more than once every 10 rounds. 
  Creatures who are subject to a charge attack from the rear or flank are not 
  entitled to an automatic counter-attack; only those who are charged from the 
  front get such a free strike.  
   
  Close 
   
  Start round: not in melee 
  End round: in melee 
  Initiative adjustment: 0 
   
  This action differs from the maneuver action in that the object is to end the 
  round “in melee” with an opponent. If the character is able to move the 
  required distance in that round, he will end the round in melee with his 
  opponent(s) and may attack or take other appropriate actions the following 
  round.  
   
  
  Combat - Initiative 
  96 
   
   
  Defend 
   
  Start round: in melee / not in melee 
  End round: in melee / not in melee 
  Initiative adjustment: 0 
   
  A character may opt to defend whether or not he is in melee. If in melee, the 
  character improves his armor class by a factor of 2, and if he would normally 
  get a bonus “to hit” because of his strength, that is reduced from his opponents’ 
  “to hit” rolls. If a character who has chosen to defend is subject to a “charge 
  and attack” action, he gets double damage if he scores a hit against the person 
  or creature charging when using some weapons. He gets one attack against 
  one opponent (regardless of how many attacks he would otherwise have been 
  entitled to) with a -4 penalty “to hit”. A character using the defend action 
  automatically goes last in the round (use initiative rolls to break ties, if 
  applicable).  
   
  Disengage 
   
  Start round: in melee 
  End round: not in melee 
  Initiative adjustment: 0 
   
  This action can only be taken if the character is already “in melee” with 
  another. By choosing this action, the character is attempting to disengage from 
  the combat and put distance between himself and his opponent. In such a 
  case, the opponent automatically gets an attack during the segment that the 
  character attempts to disengage, with a +2 bonus “to hit.” This is in addition 
  to any attacks that the opponent might have already made during the round, 
  but if the opponent’s attack would have gone after the character’s 
  disengagement, the opponent loses the attack. If the character disengaging so 
  chooses, he can end up “in melee” with some other character, as long as the 
  distance is within his movement rate.  
   
  Magic 
   
  Start round: not in melee 
  End round: not in melee 
  Initiative adjustment: per spellcasting time (in segments) 
   
  If the character intends to cast a spell during the round, add the casting time 
  of the spell (in segments) to the initiative roll. That is when the spell will go into 
  effect. Remember that if the spellcaster is attacked and takes damage during 
  the round, but before he can finish casting his spell, the spell is ruined and lost. 
  No one can cast spells while “in melee”, although monsters are able to employ 
  spell-like powers, and magic items such as wands can of course be used (count 
  any such devices as having a weapon speed of 1 for wands, 2 for staves, and 
  3 for rods).  
   
  Maneuver 
   
  Start round: not in melee 
  End round: not in melee 
  Initiative adjustment: 0 
   
  This maneuver cannot be made if the character is “in melee” with another. 
  Maneuvering refers to moving that is not intended to bring the character into 
  melee range with an opponent. It is often used to get a better vantage from 
  which to cast spells or aim missile weapons, or to simply retreat from the 
  combat altogether.  
   
  Other 
   
  Start round: in melee / not in melee 
  End round: in melee / not in melee 
  Initiative adjustment: variable 
   
  This combat action includes a variety of different activities, including but not 
  limited to turning undead and attempting to communicate (“parley”) with the 
  other group. Players being what they are, there is no possible way to anticipate 
  every action they will take in combat (or, indeed, in any other situation). As a 
  matter of fact, this is the strength of the game: the ability to do the unexpected 
  and creative. In such situations, the game master should use his good sense, 
  feel for what would and would not imbalance the game, and use judicious 
  rolls of dice to decide the success or failure of a given action, and its impact 
  on the battle at hand. The rule of thumb should always be “yes, you can try 
  that”, but with the unspoken caveat that the character might not succeed.  
   
  Initiative 
   
  Initiative determines when in a given round a character or other creature can 
  act. There are 10 six-second segments in each round. Each character or 
  creature involved in combat rolls 1d10 to determine in which segment it gets 
  to act (this can be very important in situations where the question of who gets 
  to hit first could determine who lives and who dies), and adds whatever 
  modifiers may be appropriate. Initiative is modified (on the first round of 
  combat) by surprise, and certain combat actions such as charging, attack, etc.  
   
  TABLE 219: INITIATIVE MODIFIERS 
  Cause 
  Initiative Modifier 
  Dexterity 
  See Table 4 on p. 6 
  Magic 
  See spell or magic item description 
  Someone with no weapon 
  attacking someone with a 
  weapon* 
  +1 
  Potion (not already in hand) 
  +1d4+1 
  Priming oil flask with burning rag 
  +5 
  Rod 
  +3 
  Scroll (not already in hand) 
  +1d6 plus casting time of spell in 
  segments 
  Shorter weapon in melee 
  +1 
  Staff 
  +2 
  Turning oil flask into a “Molotov 
  cocktail” 
  +5 
  Wand 
  +1 
   
  * Does not apply to monsters and animals that do not ordinarily attack with 
  weapons other than claws, teeth, etc.  
   
  Note that it is always possible for a character to hold his action until later in 
  the round, should he choose to do so for whatever reason.  
   
  
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   97 
  Weapon Length 
   
  If two characters are in melee with weapons, the character with the shorter 
  weapon length gets an initiative penalty of +1. If one character or creature is 
  fighting without a weapon, the character without the weapon gets this penalty 
  automatically.  
   
  Pole Arms 
   
  If a number of creatures are using pole arms and are fighting in formation (that 
  is, in ranks with their weapons pointed out towards the enemy), they will 
  generally automatically get to strike first, regardless of the initiative roll, due to 
  the fact that a swordsman has to first get through the massed formation of 
  blades and points in order to reach the people holding them. The number 
  required for this bonus depends on the circumstances; in a dungeon corridor, 
  as few as two or three creatures could keep an enemy at bay. In larger 
  quarters, more would be required. If two groups are both armed with pole 
  arms, the group with the longest weapon 
  length strikes first.  
   
  Position 
   
  If a character attacks another from the 
  flank (that is, from one side or the other), 
  the defender cannot apply any bonus to 
  his armor class for a shield.  
   
  If the character attacks another from the 
  rear, the defender cannot apply any 
  shield or dexterity bonus to his armor 
  class. This is especially important when a thief is using his backstab ability.  
   
  Note that standing side-by-side will make it impossible for enemies to attack 
  on a flank, and usually make it very difficult at best to come around from the 
  rear.  
   
  Multiple Attacks 
   
  Sometimes, actions will happen automatically at some point during a round, 
  regardless of (or in addition to) actions whose order is dictated by the initiative 
  roll. For instance, if a character gets an “extra” attack during a round, it will 
  automatically occur at the end of the round. Some character classes or 
  weapons get 3 attacks per 2 rounds, or even 2 or more attacks per round; it 
  is this sort of thing that is being referred to here. The exact determination of 
  when an attack will occur depends on the number of attacks the character is 
  entitled to make in a round. 
   
  One attack every other round: This can happen if the character is slowed or 
  otherwise impaired. In this case, the character simply doesn’t bother to roll 
  initiative on the first round. He rolls normally for initiative on the next round, 
  then skips the one after that, then rolls normally, etc. 
   
  One attack per round: The character just rolls normally for initiative and so 
  forth. This is the default for most characters. 
   
  Three attacks every two rounds: On the first round, the character rolls initiative 
  and acts normally. On the following round, he gets two attacks. The first is 
  treated as if he had automatically rolled a 1 on his initiative die. The second 
  attack is treated normally. The pattern is then repeated.  
   
  Two attacks per round: The first attack is treated as if he had rolled a 1 for 
  initiative. The second attack is treated normally. 
   
  Three attacks every five rounds: The first attack happens normally in the first 
  round. The second attack happens normally in the third round. The third attack 
  happens normally in the fifth round. 
   
  Three or more attacks per round: The first attack is treated as if he had rolled 
  a 1 for initiative. The second attack is treated normally. The third and all 
  subsequent attacks happen in the end-of-round actions, simultaneously.  
   
  Note that this does not apply to monsters; even if a monster gets multiple 
  attacks per round (for example, many monsters will attack with two claws and 
  a bite), all of its attacks occur in the segment designated by the initiative roll.  
   
  How to Roll Initiative 
   
  Each individual player character should roll for his own initiative, and that of 
  his henchmen and hirelings. The game master can opt to do that himself if he 
  wishes, but may find it simpler to use a single roll for all of his monsters and 
  NPCs. Initiative should be rolled anew at the start of each round, once combat 
  actions have been announced. Roll a d10, apply your modifiers, and that is 
  the segment in which you act (anything over 10 is assumed to happen in 
  segment 10, but use the modified initiative roll to break ties). In the event of a 
  tie (after all the relevant modifiers have been applied), the actions take place 
  simultaneously.  
   
  Waiting 
   
  Sometimes, a character will want to hold off doing anything until other 
  members of his party have had a chance to act, or until he sees what the 
  enemy is doing. In the former case, the character can wait until his compatriot 
  has acted, and then perform his action, as long as it is after his own would 
  have originally taken place. 
   
  If the character is waiting to see what an enemy is doing, he may do so, but 
  since what he is doing is by nature reactive, he must wait until the following 
  segment to perform his action.  
   
  Characters with exceptionally high dexterity scores, however, have a chance 
  to act simultaneously or even before the enemy. If the enemy has a higher 
  dexterity than the player character, subtract the difference from the PC’s 
  dexterity. If the player character’s adjusted dexterity is between 16 and 18, 
  he can act simultaneously with the enemy. If it is greater than 18, he can act 
  in the segment before, as his incredible reflexes allow him to react to the 
  slightest stimuli, and anticipate the action of his foe. 
   
   
   
   
   
  Melee 
   
  Melee refers to close-quarters fighting, either with hand weapons (swords, 
  spears, daggers, etc.) or with bare hands, fangs, claws, etc. While melee is 
  measured in one-minute rounds, it is assumed that the majority of that time is 
  spent in parrying, riposte, feinting, maneuvering, etc. Usually, a given 
  combatant will get the chance to make a wounding or killing shot only once 
  within the round. When that happens, the character will roll 1d20 and apply 
  any “to hit” modifiers: 
   
  TABLE 220: MELEE "TO HIT" MODIFIERS 
  Cause 
  “To Hit” Modifier 
  Strength 
  See Table 1 on p. 4 
  Attacking from flank 
  +2 
  Attacking from the rear 
  +4 
  Magic 
  See spell or magic item description 
  
  Combat - Melee 
  98 
   
  Once the player has applied all the appropriate modifiers to his “to hit” roll, 
  the game master will consult the combat tables below, and announce whether 
  or not the blow hit. If it did, the player rolls the appropriate dice to determine 
  damage, applies any damage modifiers, and informs the game master of how 
  much damage the blow did.  
   
  TABLE 221: MELEE DAMAGE MODIFIERS 
  Cause 
  Damage Modifier 
  Strength 
  See Table 1 on p. 4 
  Back stab (thief only) 
  Depends on level; see p. 57 
  Magic 
  See spell or magic item description 
   
  Sometimes damage will be doubled or even tripled by some effect. When this 
  happens, remember that magical bonuses are not doubled or tripled: you 
  should roll the damage first, apply the multiplier, and then add the magical 
  bonus for damage. 
   
  TABLE 222: ATTACK COLUMN DETERMINATION TABLE 
   
  Level / Hit Dice 
  Type 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  D4 monster 
  A 
  D 
  D 
  E 
  E 
  F 
  F 
  H 
  H 
  J 
  J 
  K 
  K 
  L 
  L 
  M 
  M 
  M 
  M 
  M 
  M 
  D6 monster 
  B 
  E 
  E 
  F 
  F 
  G 
  G 
  I 
  I 
  K 
  K 
  L 
  L 
  M 
  M 
  N 
  N 
  N 
  N 
  N 
  N 
  D8 monster 
  C 
  F 
  F 
  G 
  G 
  H 
  H 
  J 
  J 
  L 
  L 
  M 
  M 
  N 
  N 
  O 
  O 
  O 
  O 
  O 
  O 
  D10 monster 
  D 
  G 
  G 
  H 
  H 
  I 
  I 
  K 
  K 
  M 
  M 
  N 
  N 
  O 
  O 
  P 
  P 
  P 
  P 
  P 
  P 
  D12 monster 
  E 
  H 
  H 
  I 
  I 
  J 
  J 
  L 
  L 
  N 
  N 
  O 
  O 
  P 
  P 
  Q 
  Q 
  Q 
  Q 
  Q 
  Q 
  Bard 
  A 
  A 
  A 
  C 
  C 
  C 
  E 
  E 
  E 
  G 
  G 
  G 
  I 
  I 
  I 
  K 
  K 
  K 
  M 
  M 
  M 
  Cavalier 
  B 
  B 
  D 
  D 
  F 
  F 
  H 
  H 
  J 
  J 
  L 
  L 
  N 
  N 
  P 
  P 
  R 
  R 
  R 
  R 
  R 
  Cleric 
  A 
  A 
  A 
  D 
  D 
  D 
  F 
  F 
  F 
  H 
  H 
  H 
  J 
  J 
  J 
  L 
  L 
  L 
  M 
  M 
  M 
  Fighter 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
  I 
  J 
  K 
  L 
  M 
  N 
  O 
  P 
  Q 
  R 
  R 
  R 
  R 
  R 
  Mage 
  A 
  A 
  A 
  A 
  A 
  C 
  C 
  C 
  C 
  C 
  F 
  F 
  F 
  F 
  F 
  I 
  I 
  I 
  I 
  I 
  J 
  Thief 
  A 
  A 
  A 
  A 
  C 
  C 
  C 
  C 
  F 
  F 
  F 
  F 
  H 
  H 
  H 
  H 
  J 
  J 
  J 
  J 
  L 
  Commoner 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   
   
   99 
   
  TABLE 223: "TO HIT" DETERMINATION TABLE 
   
   
  Attack Column 
   
   
  A 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
  I 
  J 
  K 
  L 
  M 
  N 
  O 
  P 
  Q 
  R 
  Target Armor Class 
  -10 
  26 
  25 
  24 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  -9 
  25 
  24 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  -8 
  24 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  -7 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  -6 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  -5 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  -4 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  -3 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  -2 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  -1 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  0 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  1 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  3 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  4 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  5 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  6 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  7 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  8 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  9 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  10 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
   
  How to use these tables:  
   
  First, use the Attack Column Determination Table and figure out which lettered 
  column should be used. For instance, if you are a 9th level thief, you would 
  use column F. Then, look on the appropriate column on Table 223: "To Hit" 
  Determination Table to find your “to hit” number. That is the number you must 
  roll or more on a d20 in order to hit the target (applying the appropriate 
  modifiers, of course). 
   
  What’s a “commoner”? 
   
  A commoner is just what the name implies. A normal person (farmer, 
  innkeeper, etc.) who for whatever reason is attacking someone else in combat. 
  It is not, strictly speaking, a class unto itself, but rather encompasses all of those 
  teeming multitudes that do not belong to any character class. If needed, they 
  will have 1d6 hit points.  
   
  Missile Combat 
   
  Missile combat refers to using those weapons that are either hurled, such as a 
  rock, dagger, javelin, etc., or fired, such as an arrow, bolt, etc. The target can 
  either be in melee or not, and may be partially protected behind cover of some 
  sort.  
   
  If a character is firing at another who is not in melee or behind cover, then the 
  player should roll 1d20 “to hit” and apply any applicable bonuses. The game 
  master will then inform the player whether or not the shot hit. If it did, the player 
  rolls damage and informs the game master.  
   
  Range 
   
  Any missile weapon fired at medium range gets a -1 penalty “to hit”. Firing a 
  missile at long range gets a -2 penalty “to hit”. There is no penalty for firing at 
  short range. Fighters and rangers may specialize in bows or crossbows, and 
  have a special “point blank” range category; see the class descriptions above 
  for details.  
   
  Hiding Behind Cover 
   
  Sometimes targets of missile fire will be behind cover: crouching behind a wall, 
  firing from an arrow-slit, etc. In such situations, the game master should 
  determine how much cover there is, and then have the attacker roll percentile 
  dice. If the attacker’s roll is higher than the percentage of cover of the defender, 
  then the attacker can roll to hit normally. Otherwise, the missile strikes the cover 
  and has no chance of hitting the defender. 
   
  Firing into Melee 
   
  If the character is firing at a target which is in melee, the process is a little more 
  complicated. Because those who are in melee are considered to be fighting in 
  close quarters, dodging, maneuvering, etc., there is a chance that the missile 
  intended for an enemy might hit a friend instead.  
   
  Divide the combatants in the melee into two sides: friend and foe. Tally up the 
  numbers of each, with small creatures counting as 1, man-sized creatures 
  counting as 2, and large creatures counting as 3. By comparing the two totals, 
  you will arrive at a percentage that a given missile will hit one side or the 
  other. Table 224 below gives the exact chance that a friend will be hit in such 
  a situation. Note that these are not automatic hits; a “to hit” roll must still be 
  made once a target has been determined.  
   
  An exception should be made for very large creatures such as giants and 
  dragons, when they are in melee against man-sized creatures. In such 
  circumstances, it can be assumed that archers and the like will be able to aim 
  at the larger creatures and have no chance of hitting their smaller opponents.  
   
  
  Combat - Unarmed Combat 
  100 
   
  TABLE 224: CHANCE OF HITTING A FRIEND WHEN FIRING INTO MELEE 
   
   
  Number of Friendlies (by Size: S=1, M=2, L=3) 
   
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  Number of Enemies (by Size: S=1, M=2, L=3) 
  1 
  50% 
  67% 
  75% 
  80% 
  83% 
  86% 
  88% 
  89% 
  90% 
  91% 
  92% 
  92% 
  93% 
  93% 
  94% 
  94% 
  94% 
  95% 
  2 
  33% 
  50% 
  60% 
  67% 
  71% 
  75% 
  78% 
  80% 
  82% 
  83% 
  85% 
  86% 
  87% 
  88% 
  88% 
  89% 
  89% 
  90% 
  3 
  25% 
  40% 
  50% 
  57% 
  63% 
  67% 
  70% 
  73% 
  75% 
  77% 
  79% 
  80% 
  81% 
  82% 
  83% 
  84% 
  85% 
  86% 
  4 
  20% 
  33% 
  43% 
  50% 
  56% 
  60% 
  64% 
  67% 
  69% 
  71% 
  73% 
  75% 
  76% 
  78% 
  79% 
  80% 
  81% 
  82% 
  5 
  17% 
  29% 
  38% 
  44% 
  50% 
  55% 
  58% 
  62% 
  64% 
  67% 
  69% 
  71% 
  72% 
  74% 
  75% 
  76% 
  77% 
  78% 
  6 
  14% 
  25% 
  33% 
  40% 
  45% 
  50% 
  54% 
  57% 
  60% 
  63% 
  65% 
  67% 
  68% 
  70% 
  71% 
  73% 
  74% 
  75% 
  7 
  13% 
  22% 
  30% 
  36% 
  42% 
  46% 
  50% 
  53% 
  56% 
  59% 
  61% 
  63% 
  65% 
  67% 
  68% 
  70% 
  71% 
  72% 
  8 
  11% 
  20% 
  27% 
  33% 
  38% 
  43% 
  47% 
  50% 
  53% 
  56% 
  58% 
  60% 
  62% 
  64% 
  65% 
  67% 
  68% 
  69% 
  9 
  10% 
  18% 
  25% 
  31% 
  36% 
  40% 
  44% 
  47% 
  50% 
  53% 
  55% 
  57% 
  59% 
  61% 
  63% 
  64% 
  65% 
  67% 
  10 
  9% 
  17% 
  23% 
  29% 
  33% 
  38% 
  41% 
  44% 
  47% 
  50% 
  52% 
  55% 
  57% 
  58% 
  60% 
  62% 
  63% 
  64% 
  11 
  8% 
  15% 
  21% 
  27% 
  31% 
  35% 
  39% 
  42% 
  45% 
  48% 
  50% 
  52% 
  54% 
  56% 
  58% 
  59% 
  61% 
  62% 
  12 
  8% 
  14% 
  20% 
  25% 
  29% 
  33% 
  37% 
  40% 
  43% 
  45% 
  48% 
  50% 
  52% 
  54% 
  56% 
  57% 
  59% 
  60% 
  13 
  7% 
  13% 
  19% 
  24% 
  28% 
  32% 
  35% 
  38% 
  41% 
  43% 
  46% 
  48% 
  50% 
  52% 
  54% 
  55% 
  57% 
  58% 
  14 
  7% 
  13% 
  18% 
  22% 
  26% 
  30% 
  33% 
  36% 
  39% 
  42% 
  44% 
  46% 
  48% 
  50% 
  52% 
  53% 
  55% 
  56% 
  15 
  6% 
  12% 
  17% 
  21% 
  25% 
  29% 
  32% 
  35% 
  38% 
  40% 
  42% 
  44% 
  46% 
  48% 
  50% 
  52% 
  53% 
  55% 
  16 
  6% 
  11% 
  16% 
  20% 
  24% 
  27% 
  30% 
  33% 
  36% 
  38% 
  41% 
  43% 
  45% 
  47% 
  48% 
  50% 
  52% 
  53% 
  17 
  6% 
  11% 
  15% 
  19% 
  23% 
  26% 
  29% 
  32% 
  35% 
  37% 
  39% 
  41% 
  43% 
  45% 
  47% 
  48% 
  50% 
  51% 
  18 
  5% 
  10% 
  14% 
  18% 
  22% 
  25% 
  28% 
  31% 
  33% 
  36% 
  38% 
  40% 
  42% 
  44% 
  45% 
  47% 
  49% 
  50% 
   
  Example: Four orcs and an ogre are in melee with 2 halflings and 2 humans. 
  An orcish archer is attempting to fire into the melee. There are 4 M-sized orcs 
  (=8) plus 1 L-sized ogre (=3), for a total of 11. There are 2 S-sized halflings 
  (=2) plus 2 M-sized humans (=4), for a total of 6. Cross-checking 11 friendlies 
  (to the orcish archer, anyway) and 6 enemies, there is a 65% chance that the 
  bowman will hit one of his companions. Not the smartest maneuver, but orcs 
  are not generally known for their intellectual prowess.  
   
  Unarmed Combat 
   
  Perhaps it is a barroom brawl, perhaps the character has been relieved of his 
  weapons and is attempting a daring prison break; sometimes, a character will 
  want to engage in combat with another without a weapon.  
   
  There are three kinds of hand-to-hand combat: pummeling (punching, kicking, 
  etc.), overbearing (trying to knock down someone), and grappling (trying to 
  grab hold of someone). Initiative is handled normally, with the person 
  engaging in hand-to-hand combat having an effective weapon speed of 0. If 
  someone without a weapon is attempting to attack someone with a weapon, 
  the person without a weapon gets an initiative penalty of +1.  
   
  In addition to any other modifiers, any character attempting hand-to-hand 
  combat against a creature of different size gets a modifier “to hit”: 
   
  TABLE 225: HAND-TO-HAND SIZE “TO HIT” MODIFIERS 
   
   
  Defender Size 
   
   
  Small 
  Medium 
  Large 
  Attacker 
  Size 
  Small 
  0 
  -2 
  -4 
  Medium 
  +2 
  0 
  -2 
  Large 
  +4 
  +2 
  0 
   
  Damage Done in Unarmed Combat 
   
  Note that damage done by pummeling, overbearing, and grappling is special; 
  if the opponent is brought to 0 or fewer hit points, he will be rendered 
  unconscious for a number of minutes equal to 20 minus his constitution score 
  (although he can be revived sooner by use of smelling salts, cold water in the 
  face, etc.). Once he revives, all damage inflicted by hand-to-hand combat will 
  be healed except for 1d4 hit points, which are treated as normal damage and 
  healed at the normal rate. Under normal circumstances, it is not possible to kill 
  someone in this way (although once they are unconscious, it is certainly 
  possible to simply kill them). However, if the target is brought from 
  consciousness and positive h.p. to -10 h.p. in a single round, he will die as a 
  result of his injuries.  
   
  If the victim does not pass out, the damage inflicted will begin to heal after the 
  end of the combat, and will take 20 minutes minus his constitution score to be 
  completely healed, except for 1d4 hit points. “The end of combat” for this 
  purpose is defined as any consecutive 5 minute period in which the character 
  is neither attacked, makes an attack (including casting spells), or runs.  
   
  Pummeling 
   
  Pummeling involves punching and kicking with the intention of trying to do 
  damage to the target. You can pummel someone who is in melee or who is 
  prone (kicking is pummeling, too). Bear in mind that someone with a weapon 
  can still attack you with it, even though you’re pummeling them. Roll “to hit” 
  as normal, with the following modifiers due to armor type (not armor class!): 
   
  TABLE 226: PUMMELING/GRAPPLING MODIFIERS 
  Armor Type (Worn by Attacker) 
  Modifier 
  “To Hit” 
  Cuirass (leather), Furs 
  -1 
  Cuirass (steel), Gambeson, Lamellar (leather), Brigandine 
  armor, Scale armor (leather) 
  -2 
  Lamellar armor (steel), Ring armor,  Scale armor (steel) 
  -3 
  Mail 
  -4 
  Plated mail 
  -8 
  Plate armor 
  -10 
  Jousting Plate 
  -12 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   101
  If the hit is successful, damage done is 1d4, with the appropriate bonuses for 
  strength.  
   
  Overbearing 
   
  Overbearing involves attempting to knock over the target (making them 
  “prone”), but not necessarily trying to do any damage (that can come later). 
  You can’t overbear someone who is already prone; to keep an enemy prone, 
  you must successfully grapple. Roll “to hit” as normal, with the following 
  modifiers due to the strength of the character doing the overbearing and the 
  character being overborne: 
   
  TABLE 227: OVERBEARING/GRAPPLING MODIFIERS 
  Attacker’s Strength Minus 
  Defender’s Strength 
  Modifier “To Hit” 
  -6 or less 
  -10 
  -3 to -5 
  -6 
  -1 to -2 
  -2 
  0 
  0 
  1 to 2 
  +2 
  3 to 5 
  +6 
  6 or greater 
  +10 
   
  If the hit is successful, the defender has been knocked prone, and will be prone 
  for the rest of the round and the beginning of the next round (with a 50% 
  chance of dropping any objects held, such as a wand, sword, etc.). If you 
  successfully hit with 4 or more points to spare, the enemy is prone but you are 
  not (unless you choose to be). The defender will also take 1-2 h.p. of damage, 
  plus strength bonus (if any).  
   
  A character who is knocked prone can only pummel, grapple, or attempt to 
  stand up; does not gain any armor class bonus for dexterity; and those 
  attacking him who are not prone get a +4 bonus “to hit.” If he is successfully 
  overborne again, or grappled, he remains prone. Otherwise, he gets up, but 
  has lost his action for that round.  
   
  Grappling 
   
  Grappling involves wrestling, holding, pinning, etc. You can grapple someone 
  when they are in melee or prone (but in order to grapple someone who is 
  prone, you must be prone yourself). Of course, when you attempt to grapple 
  someone, he is able to attack you with a weapon, if he has one. Roll “to hit” 
  as normal, and apply both the pummeling modifiers for armor type (Table 226, 
  above) and the overbearing modifiers for strength (Table 227, above). If the 
  defender is already pinned (see below), the attacker gets a bonus of +3 “to 
  hit.” 
   
  If the hit is successful, the attacker has “pinned” the defender: wrapped his 
  arms and/or legs around the defender, successfully preventing him from rising 
  (if prone), pummeling, or attacking with a weapon. The defender also takes 1-
  2 hit points of damage, plus strength bonus. The pinned character must himself 
  make a successful grappling attack in order to become unpinned. If the pinning 
  character fails to successfully pin in the next or subsequent rounds, the pinned 
  character is automatically free.  
   
  Unarmed Combat with Non-humanoid Creatures 
   
  Inevitably, some player character will want to pummel a manticore, or attempt 
  to overbear a camel. The game master should always let common sense prevail 
  in such cases, granting the manticore the equivalent of banded mail for its 
  tough hide, or giving the camel a bonus due to its size, strength, and multiple 
  legs (-2 for an attacker “to hit” for every pair of legs beyond the first). You 
  should usually err on the side of allowing the player characters to do the 
  unexpected (as opposed to simply saying “you can’t do that”), but that doesn’t 
  mean you have to make it easy for them to succeed.  
   
  Hit Points 
   
  Hit points represent not only the physical toughness of your character, but also 
  represent an abstract quality of skill and luck that allows the character to avoid 
  physical damage in the first place. The more hit points your character has, the 
  longer your character can last in battle. Monsters and non-player characters 
  will also have hit points, as determined by the game master.  
   
  Hit points are determined by rolling dice of the appropriate type. The number 
  of dice you roll depends on your “hit dice.” Generally speaking, you get one 
  hit die for every level your character has reached. So, for example, a 5th level 
  cleric would have 5 hit dice. Monsters also have hit dice; generally speaking, 
  the more hit dice it has, the harder a monster will be to kill.  
   
  The type of die you roll is determined by your class. Fighters roll a d10, mages 
  roll a d4, etc. The type of die you roll is listed above, in the section on character 
  classes. Every time you earn enough experience points to go up another level, 
  you get to roll another hit die and add the roll to your total. Monsters also have 
  different types of hit dice, depending on whether they are physically imposing 
  brutes (like giants) or less physical creatures (such as a goblin shaman).  
   
  Every character begins the game with the maximum number of hit points (h.p.) 
  for his character, including any adjustments for his constitution score. For 
  instance, a fighter with a constitution of 12 would begin the game with 10 hit 
  points. A mage with a constitution of 15 would begin the game with 5 h.p.  
   
  Damage 
   
  Hit points can be temporarily lost in combat, or sometimes in other 
  circumstances (falling into a pit, for example). They can be regained by resting, 
  by the application of first aid, or by magical healing. You can never regain 
  more hit points through healing than you originally had. 
   
  If your character is reduced to 0 h.p., he will fall unconscious (if he’s alone, 
  it’s a fair bet he will then be either killed or captured). If your character is 
  reduced to -1 h.p. or lower, he is not only unconscious but will lose 1 h.p. per 
  minute due to bleeding and shock. If someone binds the wounds of a bleeding 
  character, the wounded one will be brought to 1 h.p. Until and unless he is 
  brought to half his normal hit points (usually through magical healing), he will 
  suffer the following restrictions: 
   
   
  Is unable to cast spells 
   
  Moves at half speed 
   
  Attacks with a -4 penalty 
   
  Performs all class abilities (verbal patter, thieving skills, etc.) with 
  a -20% penalty 
   
  Binding wounds takes 10 minutes, and presumes the presence of bandages. 
  Once the process of binding wounds begins, bleeding stops; the person being 
  bandaged does not continue to bleed during the wound-binding process.  
   
  Characters that reach -6 or fewer h.p. may be scarred or maimed because of 
  their wounds, at the discretion of the game master. A 10% chance per point 
  of damage past -6 is suggested (so 10% chance of being scarred at -7 hit 
  points, 20% at -8, etc.). 
   
  If a character reaches -10 h.p., he is dead. Magical healing will no longer 
  have any effect. Spells such as resurrection, reincarnate, or raise dead will 
  have to be employed. 
   
  
  Combat - Gaze Attacks 
  102 
  Healing 
   
  Characters get back hit points by resting, at the rate of 1/day. After 7 days of 
  such rest, characters heal at the rate of 5 h.p. per day of rest. Such rest must 
  include no exertion on the part of the character beyond slow walking. Magical 
  healing can, of course, be combined with conventional rest to regain hit points 
  at a quicker pace. Even magical healing can never cause a character to get 
  more hit points than he originally had (with the exception of certain spells that 
  explicitly state that they give temporary extra hit points to characters, such as 
  Terrible Transformation).  
   
  Falling Damage 
   
  Characters falling (whether having been dropped after being picked up by a 
  dragon, falling down a covered pit trap, jumping off a cliff, etc.) will take 1d6 
  hit points of damage for every 10’ fallen, up to a distance of 50’. After that, 
  the dice are added cumulatively, up to a maximum of 25d6 for a 100’ drop. 
  Those falling onto specially hazardous surfaces (for example, sharpened 
  spikes at the bottom of a pit trap) should make a saving throw vs. petrification 
  or sustain some sort of extra penalty, as determined by the game master 
  (usually extra damage).  
   
  Those characters falling (or jumping) into water that is at least 10’ deep take 
  no damage for the first 20’ of the fall. Those characters with swimming skill 
  can dive up to 40’ into water and take no damage. If the dive is more than 
  40’ in height, they must make a skill check (with a -1 penalty for every 10’ 
  past 40’), or else take damage from the “fall”, not counting the first 40’.  
   
  Gaze Attacks 
   
  Many creatures, such as basilisks, medusae, etc. can attack using their very 
  gaze. There are two separate conditions under which one can fight such a 
  creature: when one is surprised, and when one knows it’s there. 
   
  When surprised, there is a chance that a victim will simply look into the gaze 
  of the creature and be affected by the attack. The chance of looking into the 
  gaze of a monster is equal to the number of segments’ worth of initiative 
  penalty the character receives, times 10%. Example: A character encounters a 
  medusa and is surprised, resulting in a 6-segment initiative penalty. There is a 
  60% chance that the character will have met the gaze of the creature and must 
  make a saving throw or be turned to stone. If the character does not meet the 
  gaze of the creature immediately due to surprise, the encounter proceeds 
  normally. 
   
  If the character is simply looking at the creature, but is not in melee, there is a 
  50% chance they will meet the gaze of the creature inadvertently. 
   
  If in combat, the character has two choices: to either attack normally or to 
  purposefully avoid the gaze of the creature. If he chooses to attack normally, 
  there is a 30% chance that he will meet the gaze of the creature and must 
  make a saving throw or be affected. If he chooses to actively avoid the gaze 
  of the creature, there is a 10% chance that he will meet its gaze, but he suffers 
  a -4 penalty on all “to hit” rolls against it. 
   
  If the creature initiating the gaze attack is of medium size, there is a 10% lower 
  chance that an enemy will meet its gaze. If the gazing creature is of small size, 
  the chance is decreased by 20%.  
   
  Note that all of this presupposes that the character is within the range of the 
  creature’s gaze attack. The range will be listed in the appropriate entry in the 
  ADVENTURES DARK AND DEEP™ Bestiary. 
   
   
   
  Special Conditions 
   
  Prone: A character who is prone can only pummel, grapple, or attempt to stand 
  up, does not gain any armor class bonus for dexterity, and those attacking him 
  get a +4 bonus “to hit” (as long as they are not prone themselves). If he is 
  successfully overborne again, or grappled, he remains prone. Otherwise, he 
  gets up, but has lost his action for that round.  
   
  Pinned: A pinned character must himself make a successful grappling attack in 
  order to become unpinned. If the pinning character fails to successfully pin in 
  the next or subsequent rounds, the pinned character is automatically free. He 
  cannot otherwise maneuver or attack until he is unpinned. 
   
  Stunned: Creatures who are stunned are unable to attack or cast spells, and 
  those attacking them get a +4 bonus “to hit.”  
   
  Unconscious/sleeping: Unconscious or sleeping creatures can be killed at a 
  rate of one per segment, assuming the would-be slayers have some sort of 
  effective weapon with which to do so. A character who is (non-magically) 
  sleeping is entitled to a saving throw vs. petrification to awaken at the last 
  minute and avoid instant death.  
   
  Mounted: Characters mounted in melee get a +2 bonus “to hit” vs. those who 
  are not. Characters attacking mounted characters in melee get a -2 penalty “to 
  hit.”  
   
  Blind: A character who is blinded (whether blindfolded, in the area of a 
  continual darkness spell, or simply deep underground without benefit of a 
  torch) incurs a -4 penalty on all “to hit” rolls, saving throws, and damage rolls, 
  as well as a +4 penalty to his armor class. If he rolls a modified 0 or less “to 
  hit”, he will have hit some other random object in his weapon’s range (the 
  game master should determine randomly whether it is a friend or foe that is 
  hit).  
   
  Darkness: In complete darkness, characters without benefit of either infravision 
  or ultravision will fight as if they are blind (see above). In near-total darkness, 
  or other circumstances where the foe can be seen only as a vague outline 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   103
  against the background, any attempt to attack is made with a  
  -2 penalty “to hit.”  
   
  Morale 
   
  Certain creatures, such as trolls and ghouls, are entirely fearless and will fight 
  savagely to the death. Most enemies, however, will break and scatter into the 
  depths of a dungeon or twisted paths of a forest when faced with a stern foe, 
  perhaps to regroup and set up ambushes, spread word of the invaders to their 
  comrades, and generally live to fight another day. Player characters 
  themselves, as well as leader-type non-player characters, will never have to 
  make an actual role for morale without some sort of magical reason; their 
  hirelings, henchmen, and minions certainly will.  
   
  Morale is checked in those rounds where the following conditions occur (only 
  check once per condition, except for the last, which can apply in every round 
  in which it is true): 
   
   
  25% of friendly force is eliminated from the battle 
   
  50% of friendly force is eliminated from the battle 
   
  Leader is incapacitated 
   
  Leader is slain or flees 
   
  The enemy force is approximately twice as powerful as the friendly 
  force (or more) 
   
  When a morale check is indicated, roll a d20 for each creature (or groups of 
  creatures, as appropriate) and apply the following modifiers.  
   
  TABLE 228: MORALE CHECK MODIFIERS 
  Condition 
  Morale Check Modifier 
  25% of friendly force eliminated 
  -1 
  Leader incapacitated 
  -2 
  50% of friendly force eliminated 
  -3 
  Taking casualties without inflicting 
  any 
  -4 
  Leader slain or flees 
  -6 
  Charisma (highest on friendly side, 
  or personal employer) 
  see Table 6, p. 7 
  Per level / hit die above 1st 
  +1 
  Inflicting casualties without taking 
  any 
  +4 
   
  10 or less indicates that they have failed the morale check. When that 
  happens, roll on the following table to see how they react (creatures of lawful 
  alignment get a -5 modifier on this table).  
   
  TABLE 229: FAILED MORALE CHECK RESULTS 
  Die Roll (d20) 
  Result 
  1-3 
  Well-formed fighting retreat 
  4-6 
  General retreat 
  7-10 
  Retreat in disarray 
  11-20 
  Surrender* 
   
  * Unintelligent creatures will not surrender; they will simply retreat. Note that 
  intelligent creatures, in a situation where surrender is obviously untenable (such 
  as when fighting against trolls or ghouls or unintelligent creatures, for instance) 
  will retreat rather than surrender.  
   
  It should be stressed that the game master should not ignore the morale rules! 
  If every creature encountered fights to the death, not only does it render the 
  game more than a little unrealistic (which is itself a relative term in a game that 
  features dragons, animated skeletons, and fireballs), but it also means the 
  player characters are going to suffer a lot more damage in each combat and 
  not have to deal with the logistical challenge of handling prisoners.  
   
  Creatures Harmed Only by Enchanted Weapons 
   
  Some of the creatures listed in the ADVENTURES DARK AND DEEP™ Bestiary have 
  the unique defensive power that they can only be harmed by certain types of 
  weapons, in particular those which are silver or have an enchantment of +1 
  or better.  
   
  When such creatures are in combat with other monsters, however, some 
  accommodation must be made, or else such creatures would be completely 
  invulnerable. Therefore, creatures who are normally wounded only by 
  enchanted weapons may be wounded by creatures with sufficient hit dice, as 
  follows: 
   
  Creature is Wounded by… 
  May be Wounded by… 
  +1 or better weapon 
  4d10, 5d8, or 6d4 HD creatures 
  +2 or better weapon 
  5d10, 6d8, or 7d4 HD creatures 
  +3 or better weapon 
  6d10, 7d8, or 8d4 HD creatures 
  +4 or better weapon 
  7d10, 8d8, or 9d4 HD creatures 
  +5 or better weapon 
  8d10, 9d8, or 10d4 creatures 
   
  It should be stressed that the above does not apply to characters, whether PCs 
  or NPCs, in any way. Barbarians, however, have their own rule regarding 
  creatures that are normally struck by enchanted weapons, to make up for their 
  own lack of the use of the same. See p. 47 for details. 
   
  Critical Hits (Optional Rule) 
   
  Many gaming groups like the idea that some hits in battle do more than normal 
  damage. If your game master so chooses, he may institute a critical hit rule in 
  his game. Note that the decision to include such a rule is his alone; individual 
  players cannot simply decide that they will be playing with critical hits when 
  the rest of the game universe does not make allowances for them.  
   
  Critical hits represent the lucky or exceptionally skillful blow. They are the 
  dagger finding the sweet spot between two pieces of plate armor and sinking 
  in to the hilt. They are the arrow piercing the unprotected patch on the dragon’s 
  breast. They will, regardless of the particular system used, make the game 
  deadlier, as more damage will be inflicted by a single hit in combat. For this 
  reason, it is imperative that critical hit rules, if used, be applied equally to 
  monsters as well as player characters; otherwise, they will tend to unbalance 
  the game in favor of the PCs, losing some of the dramatic tension of real threats 
  to the player characters’ lives. 
   
  There are numerous ways to include critical hits. The following are offered as 
  being not so dangerous as to completely unbalance the game, while at the 
  same time allowing for the occasional “great shot.” The following critical hit 
  rules are not mutually exclusive.  
   
  Critical Hit Method A: Double on 20 
   
  If a character or monster rolls a “natural 20” while attacking (whether melee, 
  hand-to-hand, or missile attack), that attack will do double damage. A “natural 
  20” means that the number 20 actually shows up on the die, without any sort 
  of modifiers.  
   
   
  Critical Hit Method B: Follow Through Damage 
   
  If a combatant’s damage roll on any given hit is the maximum possible for that 
  attack, the character or monster rolls again, adding this “follow through” 
  damage to the first die roll. If the maximum is rolled again, more “follow 
  through” damage is rolled, and so on. Note that no matter how many times 
  
  Combat - Saving Throws 
  104 
  the die ends up getting rolled for damage, the combatant’s damage modifiers 
  (for strength, magic, etc.) are only applied once.  
   
  Critical Hit Method C: Carry-Over Damage 
   
  If a character is in melee with more than one opponent, and manages to kill 
  one of them, he may immediately “carry over” any remaining damage from 
  the now-dead opponent to another adjacent one, as long as it is in range of 
  his weapon.  
   
   
  Fumbles (Optional Rule) 
   
  Much like critical hits, many gaming groups feel that “fumbles” give the game 
  a little more fun and flavor. Some groups eschew fumbles on the basis that 
  they aren’t very “heroic” and only serve to lengthen combat to no good 
  purpose. The same caveats apply to fumbles that apply to critical hits: such 
  rules will work best when applied equally to both the player characters and 
  NPCs and monsters.  
   
  Fumble Method A: Flub on a 1 
   
  If a combatant rolls a “natural 1” while attacking (whether melee, hand-to-
  hand, or missile attack), that attack will do the minimum amount of damage 
  possible (if it hits). The character must also roll 1d20 again; if the result is 
  another natural 1, he has dropped his weapon (if any).  
   
  Fumble Method B: Off-Balance 
   
  If a combatant rolls the minimum possible damage for a hit, he does the 
  damage indicated, but has thrown himself off-balance and gets a +3 penalty 
  to his initiative roll for the next round.  
   
   
  Saving Throws 
   
  A saving throw allows someone (or something) to resist some effect. It is the 
  last-minute dodge before the dragon’s breath envelops you. It is the venom of 
  the giant scorpion being flushed out by bleeding that just by chance happens 
  to be heavier than normal. It is the last final push of will that shakes off the 
  mind-altering magical effect. It is, in essence, the last chance a character has 
  before death.  
   
  Some spells, magic items, monsters, etc., require a saving throw be made. In 
  such circumstances, the player should roll a d20. If the die is equal to or greater 
  than the number indicated below, the character has “made” his saving throw. 
  That doesn’t necessarily mean that there will be no effect; often, successfully 
  making a saving throw just means that the character will only take half (or 
  some other fraction) of the full damage. But it’s certainly better than failing the 
  saving throw completely… 
   
  In cases where a more specific type of saving throw is available, it should be 
  used. For instance, if someone is struck by a wand of paralyzation, they would 
  save vs. paralyzation, rather than wands. Similarly, if someone is struck by a 
  flesh to stone spell, they would save vs. petrification rather than spells. 
  However, if a particular type of saving throw is specified in the spell or magic 
  item description, it takes precedence over this rule of thumb. 
   
  Unless otherwise specified, a roll of a 20 on a saving throw is always 
  successful, and a roll of 1 always fails, regardless of modifiers. 
   
  TABLE 230: SAVING THROWS FOR OBJECTS 
  Item Type 
  Acid 
  Crushing Blow 
  Normal 
  Blow 
  Disintegrate 
  Fall 
  Fireball 
  Magical 
  Fire 
  Normal 
  Fire 
  Cold 
  Lightning 
  Electricity 
  Bone, ivory 
  11 
  16 
  10 
  20 
  6 
  17 
  9 
  3 
  2 
  8 
  1 
  Ceramic 
  4 
  18 
  12 
  19 
  11 
  5 
  3 
  2 
  4 
  2 
  1 
  Cloth 
  12 
  6 
  3 
  20 
  2 
  20 
  16 
  13 
  1 
  18 
  1 
  Crystal, potion or oil flask 
  6 
  19 
  14 
  20 
  13 
  10 
  6 
  3 
  7 
  15 
  5 
  Glass 
  5 
  20 
  15 
  20 
  14 
  11 
  7 
  4 
  6 
  17 
  1 
  Leather, book 
  10 
  4 
  2 
  20 
  1 
  13 
  6 
  4 
  3 
  13 
  1 
  Liquid 
  15 
  0 
  0 
  20 
  0 
  15 
  14 
  13 
  12 
  18 
  15 
  Metal (hard) 
  7 
  6 
  2 
  17 
  2 
  6 
  2 
  1 
  1 
  11 
  1 
  Metal (soft), jewelry 
  13 
  14 
  9 
  19 
  4 
  18 
  13 
  5 
  1 
  16 
  1 
  Mirror (glass) 
  12 
  20 
  15 
  20 
  13 
  14 
  9 
  5 
  6 
  18 
  1 
  Parchment, paper, papyrus 
  16 
  11 
  6 
  20 
  0 
  25 
  21 
  18 
  2 
  20 
  1 
  Stone, gem 
  3 
  17 
  7 
  18 
  4 
  7 
  3 
  2 
  1 
  14 
  2 
  Wood, rope (thin) 
  9 
  13 
  6 
  20 
  2 
  15 
  11 
  9 
  1 
  10 
  1 
  Wood, rope (thick) 
  8 
  10 
  3 
  19 
  1 
  11 
  7 
  5 
  1 
  12 
  1 
   
  Magic items always get a +2 bonus to all saving throws, with a further bonus 
  equal to however many “plusses” the item might have (if any). Example: a 
  broadsword +2 is dropped into a vat of acid. As hard metal, it would 
  ordinarily have a saving throw of 7. However, it gets a +2 bonus for being 
  magic, and a further +2 for its own quality. Thus, its owner must therefore roll 
  a 3 or higher on a d20 or the sword will be destroyed by the acid.  
   
  Common sense should be used when applying these sorts of saving throws to 
  objects. A magical shield splattered with a single vial of flaming oil would not 
  need to make a saving throw, but the same shield hurled into a furnace might 
  well need to. Terms such as “fireball” and “lightning” need not be taken 
  literally, either; fireball would include not only the spell itself, but all of the most 
  powerful magical fires, such as the breath of a red dragon, meteor swarm, etc. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   105
   
  TABLE 231: SAVING THROWS FOR CHARACTERS 
  Class 
  Level / Hit Dice 
  Paralyzation, 
  Poison, Death 
  Petrification, 
  Polymorph 
  Rod, Staff, Wand 
  Breath Weapon 
  Spell 
  Bard, jester 
  1-4 
  14 
  12 
  13 
  16 
  13 
   
  5-8 
  13 
  11 
  11 
  15 
  11 
   
  9-12 
  12 
  10 
  9 
  14 
  9 
   
  13-16 
  11 
  9 
  7 
  13 
  7 
   
  17-20 
  10 
  8 
  5 
  12 
  5 
   
  21+ 
  9 
  7 
  3 
  11 
  3 
  Cavalier, fighter, 
  ranger, barbarian, 
  monster 
  1-2 
  14 
  15 
  16 
  17 
  17 
  3-4 
  13 
  14 
  15 
  16 
  16 
  5-6 
  11 
  12 
  13 
  13 
  14 
   
  7-8 
  10 
  11 
  12 
  12 
  13 
   
  9-10 
  8 
  9 
  10 
  9 
  11 
   
  11-12 
  7 
  8 
  9 
  8 
  10 
   
  13-14 
  6 
  6 
  7 
  5 
  8 
   
  15-16 
  4 
  5 
  6 
  4 
  7 
   
  17+ 
  3 
  4 
  5 
  4 
  6 
  Cleric, druid, mystic 
  1-3 
  10 
  13 
  14 
  16 
  15 
   
  4-6 
  9 
  12 
  13 
  15 
  14 
   
  7-9 
  7 
  10 
  11 
  13 
  12 
   
  10-12 
  6 
  9 
  10 
  12 
  11 
   
  13-15 
  5 
  8 
  9 
  11 
  10 
   
  16-18 
  4 
  7 
  8 
  10 
  9 
   
  19+ 
  2 
  5 
  6 
  8 
  7 
  Commoner 
  n/a 
  16 
  17 
  18 
  20 
  19 
  Paladin 
  1-2 
  12 
  13 
  14 
  15 
  15 
   
  3-4 
  11 
  12 
  13 
  14 
  14 
   
  5-6 
  9 
  10 
  11 
  11 
  12 
   
  7-8 
  8 
  9 
  10 
  10 
  11 
   
  9-10 
  6 
  7 
  8 
  7 
  9 
   
  11-12 
  5 
  6 
  7 
  6 
  8 
   
  13-14 
  3 
  4 
  5 
  3 
  6 
   
  15-16 
  2 
  3 
  4 
  2 
  5 
   
  17+ 
  1 
  2 
  3 
  2 
  4 
  Mage, illusionist,  
  1-5 
  14 
  13 
  11 
  15 
  12 
  Savant 
  6-10 
  13 
  11 
  9 
  13 
  10 
   
  11-15 
  11 
  9 
  7 
  11 
  8 
   
  16-20 
  10 
  7 
  5 
  9 
  6 
   
  21+ 
  8 
  5 
  3 
  7 
  4 
  Thief, acrobat, 
  mountebank 
  1-4 
  13 
  12 
  14 
  16 
  15 
  5-8 
  12 
  11 
  12 
  15 
  13 
   
  9-12 
  11 
  10 
  10 
  14 
  11 
   
  13-16 
  10 
  9 
  8 
  13 
  9 
   
  17-20 
  9 
  8 
  6 
  12 
  7 
   
  21+ 
  8 
  7 
  4 
  11 
  5 
   
  Characters wearing enchanted armor may apply the magical bonus of their 
  armor to their saving throws for the following: acid (except when completely 
  immersed), disintegration, falling, fire (both magical and mundane), and spells 
  causing damage. Metallic armor will not provide a bonus against electrical 
  attacks, but non-metallic armor will. Enchanted armor will not give a bonus to 
  things such as gas, poison, etc. or spells that do not actually cause physical 
  damage unless the item description specifically says otherwise.  
   
  In addition to saving throws for characters, objects (both magical and 
  mundane) will sometimes be placed in situations where they need to make a 
  saving throw. Some common sense needs to be applied in this regard, as it 
  would quickly become tedious in the extreme to have to roll for every 
  possession each time a character falls into a 10’ pit. On the other hand, 
  requiring a saving throw when the character does something truly reckless, or 
  in a truly dangerous situation, is certainly within the rights of the game master 
  to demand (at his discretion, as in all things).  
   
   
   
   
   
   
  
  Magic 
  106 
  Magic 
   
  ADVENTURES DARK AND DEEP™ presupposes a world in which magic works. It is 
  a world where the creatures of myth walk the earth, and where magic spells 
  cause miraculous effects. The very nature of the multiverse is magical; it is 
  possible to send one’s astral body out to distant planes of existence to treat 
  with beings of immense magical power and wisdom. However, magic works 
  according to very specific rules, and the way magic works for one is consistent 
  with how it works for all.  
   
  Casting Spells 
   
  Several different character classes are able to cast spells, and while the precise 
  nature of each sort of magic varies from class to class, the mechanics are 
  generally the same for all casters of spells. Whether they are bards singing 
  magic songs, clerics channeling the power of their deities, or mages using 
  arcane knowledge from their spell books, all spellcasters must memorize spells 
  by impressing the mystical energies upon their minds, and once cast, that 
  energy is lost until the spell is once more memorized.  
   
  In order to do so, the would-be spellcaster must be rested prior to the actual 
  study necessary to impress the mystical energies upon his mind. The amount of 
  rest and study required is shown on the following table: 
   
  TABLE 232: REST REQUIRED TO MEMORIZE SPELLS 
   
  Spell Level 
   
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  Rest (hours) 
  4 
  4 
  6 
  6 
  8 
  8 
  10 
  10 
  12 
  Study 
  (mins.) 
  15 
  30 
  45 
  60 
  75 
  90 
  105 
  120 
  135 
   
  Example: If a mage needs to memorize two 3rd level and one 5th level spells, 
  he would need to rest for at least 8 hours prior to doing so (the minimum for a 
  5th level spell). The actual memorization would take a total of 2 hours 45 
  minutes (45 minutes each for the 2nd level spells, plus 1 hour 15 minutes for 
  the 5th level spell).  
   
  Each spell is listed below (broken down by which class can cast the particular 
  spell), and then given a detailed description (all spells are listed 
  alphabetically). Some classes are able to cast the same spells, sometimes with 
  minor differences. Each spell description will tell you what is needed to cast 
  the spell: an incantation (words, lyrics, chants, or what have you-- some sort of 
  vocalization), gestures (making it impossible to cast such a spell if one’s hands 
  are tied), and often some other sort of item, sometimes rare and expensive, 
  sometimes commonplace. These “material components” will generally be 
  destroyed as the spell is cast, unless otherwise specified.  
  Most often a cleric or druid will need his holy symbol in order to cast a spell. 
  Clerics’ holy symbols are almost never lost when the spell is cast; the holy 
  symbol of a druid, however, is generally always lost as the spell is cast (see 
  the class description for druids on p. 39 for more detail).  
   
  Cantrips 
   
  Cantrips are special 0-level spells that are taught to apprentice mages, 
  illusionists, and savants as part of their training. Descriptions of cantrips are 
  given along with the spell descriptions below. Unless otherwise noted, cantrips 
  have a range of 10’ and a casting time of 6 seconds (1 segment).  
   
   
   
   
  Easy Material Components (Optional Rule) 
   
  Some game masters (and players, for that matter) find the prospect of keeping 
  track of material components for spells daunting and believe it adds 
  unnecessary bookkeeping. If the game master decides, he may use the 
  following optional material components rule. 
   
  Any spellcaster may simply spend a flat 100 g.p. per month to cover the cost 
  of all everyday material components for his spells. This will cover him for all 
  components which themselves cost less than 100 g.p. Any spell with an 
  individual component that costs 100 g.p. or more must still be individually 
  purchased and tracked.  
   
  This rule presupposes the caster is in a town or has other access to a regular 
  apothecary or some similar source for spell components. It does not apply to 
  holy symbols, either of clerical or druidical sort.  
   
   
  Spell Books 
   
  Mages and other spellcasters collect their magical knowledge in spell books. 
  These mysterious tomes are used to store the magical formulae needed to cast 
  their spells; when the mage is memorizing spells (see above), he is, in fact, 
  impressing the magical energies from his book of spells upon his brain.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   107
  Spell Book Capacity 
   
  Spell books come in three types: standard, traveling, and reference. Standard 
  spell books have 144 pages. Traveling spell books have 36 pages. Reference 
  spell books have 288 pages, but are rarely found outside of great magical 
  libraries, for they are very difficult to carry around unless it is absolutely 
  necessary. Each spell in the spell book will take up a number of pages 
  according to its level, as shown on the following table: 
   
  TABLE 233: SPELL BOOK PAGES BY SPELL LEVEL 
  Spell Level 
  Pages in Spell Book 
  Cantrip (0) 
  4 
  1st - 3rd 
  6 
  4th - 6th 
  9 
  7th - 9th 
  18 
   
  Thus, a traveling spell book could contain six first level spells, a standard spell 
  book could contain eight 8th level spells, etc. Naturally, it is possible to mix 
  and match levels of spells in a single book, as long as the overall page limit is 
  not exceeded.  
   
  Spell Book Size 
   
  The standard spell book is large (16” x 12” and 6” thick is standard); such a 
  book weighs 15 lbs., but as it is bulky it counts as 45 lbs. for purposes of 
  encumbrance (see encumbrance on p. 85 for details). It will take up a 
  backpack or large sack completely. If subjected to some attack or other 
  circumstance that necessitates a saving throw, the standard spell book gets a 
  save as “leather or book”, but gets a +2 to the roll vs. acid, fireball, 
  disintegration, and lightning type attacks due to its sturdy construction (usually 
  bound in dragon hide with metal corners and inlays). Pages are typically of 
  vellum, and the book typically sports a metal latch or lock to keep it closed.  
   
  The traveling spell book is naturally smaller than its standard cousin (12” x 6” 
  and 1” thick). It will weigh 3 lbs., but its bulk will take up 6 lbs. for 
  encumbrance purposes. As it lacks the sturdier construction of the standard 
  spell book, the traveling spell book does not gain any special bonuses to 
  saving throws, although it also saves using the “leather or book” column of the 
  item saving throw table. Pages are of parchment, and the cover is of leather 
  with ties to keep it closed.  
   
  The reference spell book, as the name implies, is found almost exclusively in 
  large magical libraries, and is hardly ever taken on journeys. It is enormous: 
  36” x 24” and usually 9-12” thick. The book itself will weigh 30 lbs., but 
  counts as 100 lbs. for purposes of calculating encumbrance. It will most 
  certainly not fit in any conventional backpack, saddle bag, or the like. In 
  extremis, some mages have been known to employ hired help whose sole 
  function is to carry around a reference spell book. If the book should need to 
  make a saving throw against some peril, it does so as a standard spell book. 
  It will usually have either one large or several small metal latches to hold its 
  sturdy hide-covered covers closed.   
   
  Starting and Obtaining New Spell Books 
   
  The mage (and sub-classes of mage) will typically begin his adventuring career 
  with two standard spell books; one will contain the cantrips that he learned 
  and practiced with as an apprentice, and the other will contain the few first-
  level spells that his master (or magical college, etc.) deemed suitable for his 
  use. These two books do not cost the mage anything. Note that the mage must 
  either immediately opt to discard his book of cantrips or keep it; he cannot 
  turn around and sell it to gain extra cash at the beginning of his career as an 
  adventurer. Characters will never begin the game with a traveling spell book; 
  if they wish to get one, they must pay to have it made.  
   
  Once the mage begins to run short of pages in his spell book, or when he 
  desires to have a traveling spell book to bring with him while adventuring, he 
  must pay to have such a book constructed.  
   
  A standard spell book will cost 1,000 g.p. for the book itself and take 4-7 
  weeks to put together. Traveling spell books cost 500 g.p. and take 1-4 weeks 
  to construct. A reference spell book costs 3,000 g.p. and will take a full 9-16 
  weeks to construct. The rare inks required to transcribe spells in pages of any 
  sort of book will cost 100 g.p. per spell level, and the physical process of 
  writing them will take half a day per level of the spell being transcribed (with 
  cantrips treated as 1st level spells in this instance).  
   
  Spellcasting from Spell Books 
   
  It is possible, although not encouraged, for a mage, illusionist, or savant to 
  read a spell directly out of his spell book, much like a spell can be read off a 
  scroll. Due to the dangers involved to the spell book itself, this is rarely done. 
  The spell in question must be a mage spell, and one of a level that the mage 
  could normally cast. When the attempt is made, the spell in question is 
  immediately wiped from the page as if it had never existed. In addition, there 
  is a 1% chance per level of the spell being cast that the spells immediately 
  preceding and following it in the book will also be erased. If that happens, roll 
  percentile dice again. On a roll of 01, the entire spell book will crumble into 
  dust.  
   
  Obtaining New Spells 
   
  There are two primary methods by which a mage, illusionist, or savant can 
  add to his repertoire of spells; by copying the spell directly from another’s spell 
  book, or by copying a spell from a magic scroll. 
   
  Copying spells directly from one spell book to another requires the use of the 
  write spell, as detailed in the spell description. Those mages (and subclasses 
  thereof) without access to the write spell are unable to copy spells from other 
  spell books into their own, and must memorize spells directly from spell books 
  captured from other spell-casters (such books are never, ever, for sale). While 
  it is inconvenient, they are still able to memorize spells from other spell books, 
  as described below. 
   
  Spells may be copied into a spell book from a magic scroll. The process 
  requires that the spell read magic be cast upon the scroll, then ink costing a 
  minimum of 200 g.p. per bottle, and finally 1 hour per level of the spell being 
  transcribed. Naturally, the spell on the scroll is destroyed in the process 
  (although if the scroll contains multiple spells, those others are not destroyed 
  unless they too are being transcribed).  
   
  Using Other Spell Books 
   
  When attempting to read another mage’s spell book, the spell read magic must 
  be used (read illusionist magic or read savant magic in the case of an illusionist 
  or savant; note that savants have access to all three spells, and can thus cast 
  other classes’ spells in this manner). This is necessary regardless of whether 
  the spellcaster is merely memorizing a spell for the day, copying a spell from 
  one spell book to another, or reading a spell directly from someone else’s spell 
  book. For this reason, it is often the case that a mage or subclass of mage will 
  want to transcribe spells from captured or looted spell books into his own.  
   
  Note that a mage cannot memorize spells from an illusionst’s spell book, and 
  vice-versa. Even if the spell has the same name and effect, they are different in 
  execution from one class to another. Unless specifically noted otherwise in the 
  class description, this applies to other classes that use spell books as well, such 
  as jesters, mountebanks, etc. 
  Illusions 
   
  
  Magic 
  108 
  It should be remembered that when one is fooled by an illusion, the mind itself 
  will cause a material effect on the body, commensurate with what the illusion 
  is showing. Thus, it is possible to walk across a bed of hot coals uninjured, get 
  a good night’s sleep on a bed of nails, etc. However, the laws of nature, and 
  the operating of magical spells, will not be affected by the illusion; thus, 
  someone cannot use an illusionary ladder to look into the second floor window 
  of a building. Unless there are other reasons to suspect an illusion, however, 
  those under its influence will look to other, possibly magical, explanations for 
  such apparently odd phenomena.  
   
  Invisibility 
   
  Invisibility can be achieved through a variety of magical means. Rings, spells, 
  potions, and other devices can render a being unseen by others. Invisibility 
  usually extends to infravision and ultravision as well. Although there are some 
  invisibility devices that allow attack (and those will be noted in their specific 
  description), most of those who are invisible are unable to attack others without 
  losing their invisibility for one full minute (rendering them susceptible to counter-
  attack). The invisible creature could perform most other normal functions 
  without spoiling the spell: walking, opening doors, talking, etc.  
   
  All invisible creatures can be detected, based on the intelligence and hit dice 
  of those who have an opportunity to do so. A check should be made once per 
  minute. Success indicates that the invisible creature has given itself away in 
  some subtle way: scent, a slight shimmering in the air, a minor disturbance of 
  the surroundings, etc.  
   
  Using Magic Items 
   
  As a rule, a character can only use one “active” magic item per round. That 
  is, items that are passive, such as rings of protection, are always “on”, but 
  only one item such as a wand of lightning, cube of force, etc. can actively be 
  used in a round.  
   
  Many magic items, such as wands and staffs, will require a command word to 
  function. Sometimes these command words are obvious and can be found by 
  trial and error, such as “fire” or “abracadabra.” Other times research will be 
  required, whether magical (legend lore, speak with the dead, command word, 
  etc.) or mundane. Such items require but 6 seconds (1 segment) to activate 
  when in combat.  
   
  Worn Items 
   
  Unless otherwise noted, it is only possible to wear two magic rings to any effect 
  at any one time, and they must be worn on the fingers. If more than two are 
  worn, none will work. Similarly, worn magic items such as robes, cloaks, 
  gloves, etc., can only be worn singly (although let common sense be your 
  guide; it is possible to wear a cloak over a robe). Pairs of gloves and boots 
  cannot be “mixed”; someone wearing a single glove of missile snaring and a 
  single glove of dexterity will find that neither works (unless otherwise noted).  
   
  Potions will require 12-30 seconds (1d4+1 segments) to consume in combat. 
  Oils will require a similar amount of time to apply to a typical man-sized 
  creature.  
   
  Potions 
   
  If two potions are mixed, whether in laboratory conditions or in the stomach 
  of some unsuspecting character (if one potion is still in effect when another is 
  drunk, the following rules will apply). In such conditions, the game master will 
  roll on the following table and inform the character of the consequences, as 
  applicable. Note that if a potion is mixed externally, the result will not 
  necessarily be obvious until the resulting brew is consumed… 
   
  TABLE 234: POTION COMPATIBILITY 
  Die Roll 
  (d%) 
  Result 
  01 
  Explosion. If internal, drinker takes 6d10 h.p. of damage. If 
  mixed externally, all those within 10’ take 4d6 h.p., and 
  those within 50’ take 1d10 h.p. of damage. 
  02-03 
  Poison. If internal, the drinker is dead (no save). If mixed 
  externally, a cloud of poison gas 10’ in diameter is formed; 
  all within its area of effect must save vs. poison or die. 
  04-08 
  Poison. Drinker loses 1 point of STR and DEX for 5d4 minutes 
  (no save). In addition, only 1 of the two potions works, and 
  that at only half effect and duration. 
  09-15 
  Incompatible. Both potions evaporate instantly (or simply 
  cancel each other out, if internal). 
  16-25 
  Incompatible. One potion cancels out the other. 
  26-35 
  Incompatible. Both potions function (unless their effects are 
  contradictory), but at half effect and duration. 
  36-90 
  Compatible. Both potions work unless their effects are 
  contradictory. 
  91-99 
  Compatible. One potion works at 150% effect and duration. 
  00 
  Compatible. Only one potion works, but that one’s effect will 
  be permanent. 
   
  Mixing an oil and a potion will not require recourse to the table, but mixing 
  two oils, or two potions, will. If more than two are combined, keep rolling on 
  the table, applying the results as indicated.  
   
  The game master is free to determine whether or not certain combinations will 
  always lead to the same results, or whether the multitude of different formulae 
  used to create each type of potion warrants rolling randomly in all 
  circumstances (or, indeed, some combination of the two, such as when the 
  source of a given potion type is known).  
   
  Infravision 
   
  Infravision is the ability to see into the infrared, able to see heat, especially 
  that radiated from bodies. The detail that can be seen is thus not as great as it 
  is in the visible spectrum; a room in a dungeon will be at a constant 
  temperature, so only openings in the walls (and any inhabitants, of course) will 
  be visible.  
   
  Many think that infravision is a substitute for light; it is not. A character relying 
  solely on infravision will miss many details; carvings, small (and even large) 
  objects, etc. As a rule, most demihumans will have infravision that extends 60’. 
  However, other creatures that have infravision of 90’ or greater actually emit 
  infrared radiation from their eyes (which glow red when in darkness), and can 
  more easily distinguish details in the dark.  
   
  Any sort of regular light (torches, lanterns, etc.) will spoil infravision. 
   
  Underwater, infravision can be used normally, but can become confusing if 
  there are strong currents in the water with different temperatures. Range is 
  unaffected, and is not dependent on depth.  
   
  Ultravision 
   
  Ultravision is the ability to see into the ultraviolet (UV) end of the light spectrum. 
  This means that it requires a source of ultraviolet light in order to function. 
  Normally these are natural sources of UV radiation, although magical UV 
  sources have been known to allow the use of ultravision in environments where 
  natural ultraviolet radiation would never penetrate. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   109
  On a clear night, ultravision will allow sight up to 100 yards as if it were 
  shining daylight, and shadowy vision up to 300 yards. On a cloudy night, 
  those distances are cut in half. With any more than 6’ of soil or 3’ of stone 
  between the seer and the sky, the UV rays are diminished, and only the 
  dimmest sort of sight, with a range of only 3’, is possible.  
   
  Direct sunlight, torches, lanterns, light or continual light spells, and even the 
  glow of enchanted weapons, will make it impossible to use ultravision. 
   
  Underwater, ultravision can be used, but the range is halved at a depth of 
  100’, and it cannot be used at all at depths exceeding 200’ (beyond which 
  no ultraviolet radiation penetrates the water).  
   
  TABLE 235: CHANCE TO DETECT INVISIBLE CREATURES AND OBJECTS 
   
  Intelligence Score 
  Level 
  or 
  Hit 
  Dice 
  0-1 
  2-4 
  5-7 
  8-10 
  11-
  12 
  13-
  14 
  15-
  16 
  17+ 
  7 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5% 
  8 
  - 
  - 
  - 
  - 
  - 
  - 
  5% 
  10% 
  9 
  - 
  - 
  - 
  - 
  - 
  5% 
  10% 
  15% 
  10 
  - 
  - 
  - 
  - 
  5% 
  10% 
  15% 
  25% 
  11 
  - 
  - 
  - 
  5% 
  10% 
  15% 
  25% 
  35% 
  12 
  - 
  - 
  5% 
  10% 
  15% 
  25% 
  35% 
  45% 
  13 
  - 
  5% 
  10% 
  25% 
  35% 
  45% 
  55% 
  55% 
  14 
  5% 
  10% 
  15% 
  35% 
  45% 
  55% 
  65% 
  75% 
  15+ 
  10% 
  15% 
  20% 
  45% 
  55% 
  65% 
  80% 
  95% 
  If an invisible object is detected, it can be attacked, albeit with a -4 penalty 
  “to hit”, and the invisible creature still gets a +4 bonus to any saving throws.  
   
   
   
  Magic Resistance 
   
  Some monsters, especially those that are undead or are native to some other 
  plane of existence, will have a magic resistance listed in their entry in the 
  ADVENTURES DARK AND DEEP™ Bestiary. If such a creature is the target of some 
  personally directed spell (area effect spells such as fireball or wall of force are 
  not subject to magic resistance), if the creature rolls the following percentage 
  or under, the magic does not affect it. Creatures with magic resistance can 
  overcome spells such as hold portal or wizard lock. Magic resistance is always 
  in addition to, rather than instead of, other saving throws.  
   
  TABLE 236: MAGIC RESISTANCE 
   
  Level of Caster 
   
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  Magic Resistance of Creature 
  A 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  - 
  - 
  - 
  - 
  B 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  - 
  - 
  - 
  C 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  - 
  - 
  D 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  - 
  E 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  5% 
  F 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  10% 
  G 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  15% 
  H 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  I 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  J 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  30% 
  K 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  35% 
  L 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  40% 
  M 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  45% 
  N 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  50% 
  O 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  55% 
  P 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  60% 
  Q 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  65% 
  R 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  70% 
  S 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
  75% 
  T 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  100% 
  95% 
  90% 
  85% 
  80% 
   
  Divination 
   
  Divination is the process of foretelling the future. Many characters are able to 
  undertake divination of many sorts, and with various levels of depth and detail. 
  Philosophical questions such as the problem of free will are left to weightier 
  tomes than this; in game terms, prophecies are certain to come to pass, one 
  way or another. Many divinatory spells are very straightforward, and give 
  bonuses in combat or other circumstances. These reflect a simple knowledge 
  of the person “having a good day,” which they would have had even without 
  advanced warning, and should not be taken to imply causality.  
   
  Other divination methods will yield less straightforward results, in the form of 
  riddles, vague predictions, etc. In such circumstances, the game master is 
  responsible for both creating the prophecy and seeing that its broad precepts 
  are fulfilled. And if it appears that it does not? The Gods work in mysterious 
  ways… 
   
  
  Magic 
  110 
  Divinatory devices 
   
  Many divination spells will require some sort of device to undertake the 
  divination itself. In many circumstances, the precise nature of the tool will vary 
  from religion to religion, culture to culture, or even by personal preference. 
  Each character who engages in such activities should pick one such device 
  (with the guidance and assistance of the game master, to make sure the choice 
  is appropriate to the campaign setting) and use it almost exclusively. Some 
  divinatory devices that could be used for such purposes include: 
   
   
  Sacrificial animal (bird, pig, sheep, cow, horse, etc.) 
   
  Fire 
   
  Book of prophecy (or ordinary book, dictionary, etc.) 
   
  Tarot cards (or playing cards, etc.) 
   
  Dice 
   
  Sticks 
   
  Melted wax dropped in water 
   
  Melted lead (or other metal) dropped in water 
   
  Knucklebones 
   
  Astrological chart 
   
  Smoke from burning incense 
   
  Marked tiles (dominos, runes, mah-jongg tiles, etc.) 
   
  This list is, of course, not exhaustive, and each campaign setting will have its 
  own appropriate choices, as noted above.  
   
  Astral and Ethereal Travel 
   
  Most characters hail from, and games take place in, what is known as the 
  material plane. The material plane contains all that we see, hear, feel, taste, 
  and smell. It is the place where mountains, meadows, forests, and seas reside, 
  as well as other worlds across the vacuum of space. However, it is not the only 
  plane of existence, and in fact coexists with two others: the ethereal plane and 
  the astral plane. Those who have the knowledge are able to enter these other 
  planes, and thence travel to still more distant realms and realities.  
   
  It should be noted that what follows is merely the “default” configuration of the 
  various planes of existence. Different settings may have radically different 
  structures of inner and outer, ethereal and astral, and so forth. Your game 
  master is, as in all things, the final arbiter of such details of the campaign 
  setting.  
   
  The Ethereal Plane 
   
  The ethereal plane coexists with the whole of the material plane, permeating 
  and going beyond the very confines of what most people know as “reality” 
  itself. Some creatures exist on both the material and ethereal planes, and it is 
  possible, through both spell and magic item, for mortals to cross over into the 
  ethereal plane. Once there, they can travel to any of what are known as the 
  “inner planes”; those that are composed of, and exemplify, the basic elements 
  (air, earth, fire, and water), as well as those of pure negative or positive 
  energy, and the meta-elemental and quasi-elemental planes that exist at the 
  vortices between all of those. The various demi-planes that certain vastly 
  powerful beings create are also to be found in the ethereal plane. The ethereal 
  plane permeates and coexists with all of them.  
   
  One enters the ethereal plane physically. The body, and all its possessions, 
  are actually transformed into an ethereal state, and physically disappear from 
  the material plane. While there no sleep, rest, food, or drink is needed. There 
  are hazards, however, including both other travelers, those who are native to 
  the plane, and “natural” hazards such as the ether cyclone. When one leaves 
  the ethereal plane, one’s body is reconstituted in physical form.  
   
  The Astral Plane 
   
  The astral plane also coexists with the whole of the material plane, but it does 
  not touch upon either the ethereal or inner planes. Rather, the astral plane 
  leads directly to what are known collectively as the “outer planes”; those 
  realms where souls and spirits go after death, and where gods, devils, demons, 
  and similar creatures dwell. The astral plane only touches the topmost layers 
  of those outer realms, making it an effective bridge between our world and the 
  next. 
   
  One enters the astral plane only psychically, with the physical body remaining 
  on the material plane while a shadow body, connected to the physical by a 
  silver cord, makes the journey. If the silver cord is ever severed, the shadow 
  body will vanish instantly and the material body will die. Fortunately, few 
  things save the dreaded astral wind are capable of doing so. There are other 
  perils in the astral plane, however, including fellow travelers and those who 
  dwell there permanently. Only a few magical items of very exceptional nature 
  can accompany the shadow body on its journey to the astral, making such 
  journeys even more difficult.  
   
  Once the astral journey is complete, either a new material body will be formed 
  on the destination plane (which is still connected by the silver cord to the 
  material body, which remains in a near-death meditative state), or the 
  soul/spirit will re-enter the original material body. In no case can the same 
  individual have two material bodies on the same plane at the same time.  
   
  Pentacles 
   
  Pentacles are magical symbols with the power to either confine or keep at bay 
  creatures from other planes of existence (it is not limited to those figures which 
  have five points, sides, or lines). The main types of pentacles are detailed 
  below. The method for creating such pentacles is common to all types, 
  however. They are created by mages and other classes as described below.  
   
  There are two ways to prepare a pentacle: by hand (for a single use) or inlaid 
  and carved (as a permanent feature, usually in a mage’s conjuring room). 
   
  For a hand-made pentacle, there is a base 80% chance that it will successfully 
  contain the creature(s) against which it is used. This can be modified by the 
  expenditure of time and special materials; every 10 minutes and 1,000 g.p. 
  worth of special pigments will increase the chance of success by 1%. Thus, if 
  50 minutes and 5,000 g.p. are spent, there is a base 85% chance that the 
  pentacle will function successfully. The pentacle can be brought to a maximum 
  100% base chance of success in this fashion.  
   
  For a carved and inlaid pentacle, there is a 90% chance of success. This 
  chance need only be rolled once, the first time the pentacle is used, as success 
  will indicate that the job was done correctly. Such a permanent pentacle has 
  a base cost of 50,000 g.p. and takes a month to be properly installed. For 
  another 50,000 g.p. and another month, the base chance of success can be 
  increased to 100%.  
   
  No matter the means of preparation, to these chances of success should be 
  added the mage’s experience level and intelligence score, as well as 
  subtracting the intelligence and hit dice (or level) of the creature to be trapped 
  within. This represents the final chance of success for the pentacle.  
   
  If the pentacle is broken or damaged in any way, even by something as slight 
  as a breeze blowing across the powder and creating a gap, or a leaf landing 
  on one of the lines, it is rendered useless.  
   
  There are three distinct types of pentacle, each useful against a different type 
  and classification of creature: 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   111
   
  Magic circle: The magic circle is effective against creatures of the 
  upper planes, as well as devils. 
   
  Pentagram: The pentagram keeps at bay those creatures native to 
  the lower planes, with the exception of devils.  
   
  Septagram: The seven-pointed star is used to seal containers, 
  portals, and enclosures. It is often found on such objects as efreeti 
  bottles, or on the seals to specially protected chambers, chests, etc. 
  that are used to imprison creatures from the other planes. Any sort 
  of extra-planar creature (i.e., one from the inner, outer, shadow, 
  ethereal, etc., planes) will be unable to break a seal held by a 
  septagram.  
   
  Thaumaturgic circle: The thaumaturgic circle protects against all 
  lesser demons, as well as those affected by the thaumaturgic 
  triangle.  
   
  Thaumaturgic triangle: The thaumaturgic triangle is proof against 
  creatures native to the elemental planes, as well as those coming 
  from the plane of balance, planes of neutral law and chaos, and 
  the ethereal, astral, and shadow planes.  
   
  Pentacles can be used as either prisons or defenses. The appropriate type of 
  other-planar creature will be unable to directly affect the pentacle itself, but 
  may be able to do so indirectly. Such creatures cannot cross such a barrier by 
  either mundane or magical means (including teleportation, ethereal or astral 
  travel, gate, etc.), nor can they touch or attack any creature or object on the 
  other side (including telekinesis, weapons, spells and spell-like effects, etc.). 
  Missile attacks initiated by the planar creature cannot pass through the 
  pentacle’s effect or damage the pentacle itself. The creature could cast spells 
  or initiate spell-like effects that affect only itself, such as invisibility, change self, 
  etc., as long as the pentacle is not violated.  
   
  Creatures imprisoned in such pentacles will lose 1 point of intelligence per 
  day, until they reach a minimum of 3. At that point the intelligence loss will 
  halt, and it will not be reversed until the creature is freed, at which point it will 
  regain points of intelligence at the same rate; one per day.  
   
  A mortal could cast spells or make attacks across the barrier of the pentacle, 
  but care must be taken that such attacks do not in and of themselves break the 
  pentacle. An insect swarm spell, for instance, might very well cause a bug to 
  land upon and thus spoil the magic lines of the pentacle. A meteor swarm 
  would certainly do so.  
   
  Creating New Spells 
   
  Despite the broad selection of spells available, some players will invariably 
  desire to create new and hitherto-unknown spells for the exclusive use of their 
  own characters and their companions. The player should write out a 
  description of the new spell in the standard format found in this rulebook, and 
  then give it to the game master. He will examine it, especially in the context of 
  the power of other spells, to ensure that it is of the appropriate level and with 
  the necessary limitations. In all things, other spells that already exist in the 
  game should be taken as a guide.  
   
  The game master may, at his sole discretion, alter the level, side effects, and 
  other details of the intended spell. In fact, he may even decide that the spell, 
  as written, is simply not possible within the boundaries of the “laws of magic” 
  as they exist in the game. As a rule of thumb, a spell that combines the effects 
  of two others should have a level of the sum of the others, plus one. Of course, 
  a spell-caster cannot create a new spell that is of a higher level than he himself 
  can cast (although don’t forget that the player will not know the actual spell 
  level as determined by the game master, so it might be impossible to create 
  the spell at all, but that fact would be hidden from the player).  
   
  Once the player has decided to embark on the quest to create a new spell, it 
  is neither a quick nor inexpensive process. First, the would-be researcher must 
  have access to a library, laboratory, chapel, etc. as appropriate (such facilities 
  must be either owned by the researcher directly, or such that he would have 
  uninterrupted access to them, and they would need to be within a day’s 
  journey). Such a facility would cost at a bare minimum 20,000 g.p. to be 
  modestly supplied with books, equipment, etc.  
   
  The process of research will take at least 1 week per level of the spell before 
  success can even be checked for. Note that this refers to the actual level of the 
  spell, not the level that the player suggested. Any interruption of more than 2 
  hours per day will result in an entire week of research lost.  
   
  Once per week after the initial period of research is complete, the game master 
  will roll secretly to determine whether or not the effort has succeeded. Of 
  course, if the spell is impossible to create in the first place, the player will not 
  be informed of this, and his time (and money) will be completely wasted. The 
  percent chance of success in any given week is: 
   
  10 + INT + experience Level - (spell level  x 2) 
   
  Example: A 17th level mage with an intelligence score of 16 is attempting to 
  create a new 4th level spell. His base chance of success per week after the 
  first 4 weeks would be: 
   
  10 + 16 + 17 - 8 = 35% 
   
  Each week of research costs a base of 200 g.p. per spell level, plus 1d4x100 
  g.p. (rolled randomly and secretly by the game master). If no 
  laboratory/library/etc. is available, the base chance increases to 2,000 g.p. 
  per week, as the requisite materials are purchased (thus, a large urban area 
  must be to hand, within 1 day’s travel). The player must declare each week 
  how much he is going to spend. If the amount spent is less than the minimum 
  cost (whether because the researcher has miscalculated the level of the spell, 
  or not taken the random 100-400 g.p. properly into account), the chance for 
  success in that week is automatically nil. 
   
  If desired, the researcher can spend additional money per week to increase 
  his chances of success. For every 2,000 g.p. per spell level spent in a given 
  week, an additional 10% chance of success is gained. Thus, in the above 
  example, for every 8,000 g.p. spent per week, an additional 10% would be 
  added to the base chance of success. 
   
  Again, be warned that if no chance of success exists, the researcher will still 
  be allowed to continue in ignorance of that fact, spending money and time in 
  a futile pursuit.  
   
  Creating Magical Items 
   
  One of the assumptions underlying the ADVENTURES DARK AND DEEP™ game is 
  that those who lived in ancient times had more knowledge of things arcane 
  than mortal men today. Thus do powerful and exotic magical items, and even 
  more powerful artifacts, still remain locked away in treasure troves guarded 
  by ancient wards. Even so, however, “modern” men know the secrets of 
  creating a vast array of magical items and devices, and player characters can 
  do so as well, should they wish to.  
   
  Regardless of the sort of item being created, it should be borne in mind that 
  none can be made by anyone not acting wholly under their own will. Those 
  who are charmed or who are working under duress will not be able to create 
  so much as a first-level scroll.  
   
  Creating Holy Water 
   
  Clerics may, if they so choose, create holy water (or unholy, in the case of evil 
  clerics). Druids, championing balance as they do, are unable to create either 
  sort of water or any analog to it, and mystics do not possess the necessary 
  spells to perform the ceremony.  
  
  Magic 
  112 
   
  The process requires the construction of a holy water font, which consists of an 
  ornate shrine and a metal vessel within which the liquid itself is held and 
  created. The material from which the font is constructed will determine not only 
  the initial cost, but also how much holy water can be created at any given 
  time. Initial creation of the font itself takes 2d4+2 weeks.  
   
  TABLE 237: HOLY WATER FONT CAPACITY 
  Metal 
  Creates 
  Initial Cost (g.p.) 
  Copper 
  6 vials 
  1d6 x 10 + 320 
  Silver 
  10 vials 
  1d6 x 100 + 2,300 
  Electrum 
  18 vials 
  2d6 + 6 x 1,000 + 1,000 
  Gold 
  32 vials 
  1d4 x 1,000 + 19,500 
  Platinum 
  50 vials 
  1d10 x 10,000 + 102,000 
   
  Creating Scrolls 
   
  The scroll is a means of storing the esoteric energy of a spell until the scroll is 
  read, at which time the effect of the spell will be activated. Scrolls can be 
  created by either mages or clerics (or their sub-classes); there are no scrolls of 
  bard or jester spells. The writer cannot create a spell of a level greater than he 
  himself could normally cast, and must of course have access to the spell itself 
  in his own (or in a borrowed) spell book (if applicable). The writer can also, if 
  he wishes, create cursed scrolls or scrolls of protection, depending on his class 
  and the type of protection scroll being written: 
   
   
  Clerics: acid, breath weapon (non-dragon), cold, devils, fire, 
  paralyzation, plants, poison, possession, undead, water, weapons 
  (non-magical). 
   
  Mages: breath weapon (dragon), demons, electricity, elementals, 
  gas, illusions, lycanthropes, magic, petrification, traps, weapons 
  (magical). 
   
  Mages and clerics (and their sub-classes) must be at least 7th level before they 
  can inscribe scrolls.  
   
  Creation of scrolls requires a fresh quill from some supernatural creature 
  (pegasus, sphinx, etc.). Such quills can only be used in the manufacture of one 
  scroll; they cannot be reused. Note that such quills are not normally available 
  for sale; they must be obtained by the mage directly.  
   
  In addition to the special quill, the inscribing of a magic scroll requires a unique 
  and costly ink suitable for that particular spell. Typically, such inks will require 
  giant octopus ink, powdered gems, rare herbs, and the like. The formulae for 
  such inks are nearly as rare as the spells themselves, and the ingredients are 
  often unavailable in any but the largest cities, in shops that cater to those in 
  need of hippogriff tongues and purple worm teeth. If your character has access 
  to the ink formula, and the requisite ingredients are for sale in your locale (your 
  game master will be able to determine that probability), the cost of the ink’s 
  ingredients will depend on the level of the spell to be inscribed: 
   
  TABLE 238: MAGIC SCROLL CREATION 
  Spell Level 
  Cost of Ink Ingredients 
  Inscription Time 
  1st 
  100 g.p. 
  1 day 
  2nd 
  200 g.p. 
  2 days 
  3rd 
  400 g.p. 
  3 days 
  4th 
  700 g.p. 
  4 days 
  5th 
  1,100 g.p. 
  5 days 
  6th 
  1,600 g.p. 
  6 days 
  7th 
  2,200 g.p. 
  7 days 
  8th 
  2,900 g.p. 
  8 days 
  9th 
  3,700 g.p. 
  9 days 
  Protection (all) 
  1,500 g.p. 
  7 days 
  Curse 
  1,000 g.p. 
  6 days 
   
  In order to begin the process of inscribing a scroll, the writer must have the 
  spell to be inscribed memorized. When the inscribing process begins, the spell 
  is automatically lost. A maximum of 7 spells can be inscribed on any single 
  scroll.  
   
  There is a flat failure rate of 20% plus 1% per level of the spell being inscribed. 
  If multiple spells are being inscribed on the scroll, a failure does not indicate 
  that the whole scroll is ruined, but no further spells can be put upon it. 
   
  Creating Potions 
   
  Mages may create magical potions (including oils and other enchanted liquids) 
  beginning at 7th level, and savants may do so at 8th level. The assistance of 
  an alchemist (or someone with the alchemy secondary skill) is required until 
  12th level. Even if an alchemist is not required, having one available to assist 
  in the potion-creating process will decrease the cost and time by 50%. 
   
  The cost of creating a potion is equal to its x.p. value, as listed in the 
  ADVENTURES DARK AND DEEP™ Game Masters Toolkit. If no value is given, 
  assume a cost of 200 g.p. for materials. The amount of time is equal to the 
  cost divided by 100 (round up). Example: a potion of fire resistance is worth 
  250 x.p. That means the cost is 250 g.p. for materials, and would require 3 
  days to complete. If an alchemist is available, the cost would be reduced to 
  125 g.p. and the time to 2 days. 
   
  In addition to the regular cost of preparing the potion, each also requires a 
  special ingredient. These ingredients are listed in the ADVENTURES DARK AND 
  DEEP™ Game Masters Toolkit under the appropriate item description.  
   
   
   
  Creating Other Magic Items 
   
  Other magical items, such as enchanted swords, wands, rings, amulets, etc., 
  can similarly be created. There are three primary methods of doing so: one 
  used by mages and savants, another by illusionists, and yet a third by clerics 
  and druids.  
   
  All three methods begin with the same requirement in regards to materials. 
  They must be of the highest quality, made of the finest materials, embroidered, 
  bejeweled, etc. The material components of the item will cost a minimum of 
  twice the x.p. value of the item, in g.p. Example: eyes of the eagle have an 
  x.p. value of 3,500. They would therefore cost at least 7,000 g.p. to 
  manufacture, just for the materials. The process will also require at least 1 day 
  per 1,000 g.p. cost.  
   
  Each item also requires a formula. These formulae are jealously guarded by 
  their possessors, and are considered valuable treasures in their own right. If 
  found in a treasure, the formula for making a magic item is worth 4 times the 
  x.p. value of the item itself, in g.p., to a mage of at least 12th level. Example: 
  drums of panic are worth 6,500 x.p. The formula to create them would be 
  worth 26,000 g.p. to the right person. Without the proper formula, creation 
  of magic items is impossible. It should be noted that racially-specific items, such 
  as boots of elvenkind or the girdle of dwarvenkind are even more highly 
  guarded than other types of items.  
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   113
   
  Each item will require either a special ingredient or a particular spell in order 
  to complete the item. Some of these are obvious (a ring of invisibility requires 
  that the creator has access to the spell invisibility, for instance, and darts of the 
  hornets’ nest requires the venom of giant hornets), and some not so. Many will 
  involve the creation of special scrolls and the employment of a limited wish or 
  even a wish spell. Each game master will need to determine the precise formula 
  required.  
   
  Mages and savants can create any sort of magic item that is not exclusively 
  useable by clerics. They may create items usable only by cavaliers, fighters, 
  and thieves. All magic items require the use of the spell enchant an item, with 
  the appropriate strictures attendant to that spell. Those which are not limited-
  use (or which use charges) require the spell permanency.  
   
  Illusionists can create any sort of magic item that they may themselves use. All 
  magic items so created require the use of the spell major creation. Those which 
  are not limited-use (or which use charges) require the spell alter reality. 
   
  Clerics and druids can create any sort of magic item that is exclusive to their 
  class. For both, the process is the same. They must go into seclusion with the 
  item, praying to their deity (or, in the case of a druid, Nature itself) to imbue 
  the item with the necessary power. There is a 1% chance, cumulative per day, 
  that the item will be so imbued with power. In the case of an object that 
  requires recharging, the charges must begin to be loaded into the object within 
  24 hours of the object being imbued with its holy power. 
   
  Optional Rule: Human Sacrifice 
   
  One of the long-standing tropes of fantasy literature is the evil wizard who is 
  bent on sacrificing some young virgin in order to attain magical power. As a 
  story-telling device within the game, the power of such a thing is obvious; the 
  heroes must stop the evil-doer before he can complete the sacrifice, and thus 
  save the day.  
   
  Within the mechanics of the game, the necessity of human sacrifice can be 
  completely justified, should the game master desire it. Certain spells (wish, 
  gate, etc. and other magical activities have as a side effect aging the caster 
  beyond his normal years. Obviously, this severely limits their utility (necessarily 
  so, lest high-level spell-casters become all but omnipotent), and means that a 
  mage who has gained the ability to cast wish will only do so once or twice in 
  his lifetime, lest he cause his own death by old age in the process. 
   
  At certain times the game master deems fit, a spellcaster may commit a human 
  (or demi-human) sacrifice while casting a spell that would otherwise cause 
  magical aging. By doing so, the caster transfers the karmic debt of the spell to 
  the sacrificial victim, whose life-force must be shed at the moment the spell is 
  cast, thereby preventing the magical aging effect.  
   
  Needless to say, engaging in this practice is an inherently evil act, and anyone 
  of good or neutral alignment will automatically have their alignment turned to 
  evil, with all that such entails (see p. 67). This optional rule is intended to give 
  game masters some in-game justification for the dastardly actions undertaken 
  by his NPCs, not to give PCs free reign to slay innocents.  
   
   
   
  Spells Lists by Class and Level 
   
  TABLE 239: BARD SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  1 
  Alter Animal 
  Alter Self 
  Animal Friendship 
  2 
  Alter Plant 
  Animal Fear 
  Comfortable Refuge 
  3 
  Bless 
  Bind 
  Distraction 
  4 
  Calmness 
  Birdsong 
  Easy Travels 
  5 
  Climb 
  Enhance Beverage  
  Fear 
  6 
  Cure Animal Wounds 
  Enhance Food 
  Fly 
  7 
  Disgust 
  Enhance Image 
  Fresh Air 
  8 
  Dry 
  Far Wandering 
  Fumble 
  9 
  False Trail 
  Gust of Wind 
  Haste 
  10 
  Friends 
  Healing Sleep 
  Martial Airs 
  11 
  Haunting Dream 
  Knock 
  Neutralize Poison 
  12 
  Jump 
  Levitate 
  Remove Paralysis 
  13 
  Message 
  Lucky Draw 
  Resist Charm 
  14 
  Perception 
  Predict Weather 
  Shillelagh 
  15 
  Ready Spell 
  Refresh 
  Shout 
  16 
  Resist Cold 
  Remove Fear 
  Song of Combat 
  17 
  Sharp Note 
  Resist Fire 
  Spectral Force  
  18 
  Sleep 
  Social Grace 
  Water Breathing 
  19 
  Ventriloquism 
  Spike Growth 
  Weakness 
  20 
  Wizard Lock 
  Tiny Hut 
  Whispering Wind 
   
  
  Magic 
  114 
   
  Fourth Level 
  Fifth Level 
  Sixth Level 
  Seventh Level 
  1 
  Awestruck 
  Dig 
  Affect Normal Fires 
  Animal Summoning I 
  2 
  Depression 
  Improved Fear 
  Avalanche 
  Bridge 
  3 
  Detect Invisibility 
  Inspiration 
  Bonhomie 
  Cacophony 
  4 
  Distance Distortion 
  Invisibility 
  Control Winds 
  Charm Monster 
  5 
  Emotion 
  Irresistible Dance 
  Fascinate 
  Conjure Fire Elemental 
  6 
  Fetter 
  Maze 
  Fog Cloud 
  Control Weather 
  7 
  Hallucinatory Forest 
  Polymorph Other 
  Mass Invisibility 
  Dancing Weapon 
  8 
  Interrupt Concentration 
  Song of War 
  Sonic Blast 
  Enveloping Flame  
  9 
  Pass Without Trace 
  Sympathy  
  Teleport 
  Gale 
  10 
  Polymorph Self 
  Volley of Javelins 
  Veil 
  Teleport Other 
  11 
  Song of Battle 
  Wall of Force 
  Veil of Shadows 
  Volley of Icicles 
  12 
  Steadfast Mount 
  Wall of Thorns 
  Volley of Arrows 
  Wind Walk 
   
  TABLE 240: JESTER SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  Fourth Level 
  1 
  Animal Friendship 
  Feign Death 
  Animal Summoning I 
  Ethereality 
  2 
  Audible Glamer 
  Gust Of Wind 
  Cloudburst 
  Exchange  
  3 
  Color Spray 
  Ignore 
  Emotion 
  Passwall 
  4 
  Dancing Lights 
  Invisibility 
  Fireball 
  Place Of Holding 
  5 
  Darkness 15’ Radius 
  Lightning Bolt 
  Greater Morphing 
  Prismatic Spray 
  6 
  Enlarge 
  Mirror Image 
  Hide In Plain Sight 
  Stone to Flesh 
  7 
  ESP 
  Phantasmal Force 
  Hideous Laughter 
   
  8 
  Faerie Fire 
  Plant Growth 
  Just Out Of Time 
   
  9 
  Fool’s Luck 
  Skyhook 
  Project Image 
   
  10 
  Minor Morphing 
  Slow 
   
   
  11 
  Palm of my Hand 
  Stream 
   
   
  12 
  Stinking Cloud 
  Ventriloquism 
   
   
   
  TABLE 241: CLERIC SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  1 
  Bless 
  Aid 
  Animate Dead 
  2 
  Ceremony 
  Augury 
  Boundary 
  3 
  Combine 
  Chant 
  Cloudburst 
  4 
  Command 
  Detect Charm 
  Continual Light 
  5 
  Create Water 
  Detect Life 
  Create Food & Water 
  6 
  Cure Light Wounds 
  Dust Devil 
  Cure Blindness 
  7 
  Detect Evil 
  Enthrall 
  Cure Disease 
  8 
  Detect Magic 
  Find Traps 
  Dispel Magic 
  9 
  Endure Cold 
  Hold Person 
  Feign Death 
  10 
  Invisibility to Undead 
  Holy Symbol 
  Flame Walk 
  11 
  Light 
  Know Alignment 
  Glyph of Warding 
  12 
  Magic Stone 
  Messenger 
  Holy Vestment 
  13 
  Penetrate Disguise 
  Resist Fire 
  Locate Object 
  14 
  Portent 
  Silence 15’ radius 
  Meld into Stone 
  15 
  Precipitation 
  Slow Poison 
  Negative Plane Protection 
  16 
  Protection from Evil 
  Snake Charm 
  Prayer 
  17 
  Purify Food & Drink 
  Speak with Animals 
  Remove Curse 
  18 
  Remove Fear 
  Spiritual Hammer 
  Remove Paralysis 
  19 
  Resist Cold 
  Withdraw 
  Speak with the Dead 
  20 
  Sanctuary 
  Wyvern Watch 
  Water Walk 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   115
   
  Fourth Level 
  Fifth Level 
  Sixth Level 
  Seventh Level 
  1 
  Abjure 
  Air Walk 
  Aerial Servant 
  Astral Spell 
  2 
  Cloak of Fear 
  Atonement 
  Animate Object 
  Control Weather 
  3 
  Cure Serious Wounds 
  Commune 
  Blade Barrier 
  Conversion 
  4 
  Detect Lie 
  Cure Critical Wounds 
  Conjure Animals 
  Disruption 
  5 
  Divination 
  Dispel Evil 
  Cure Insanity 
  Earthquake 
  6 
  Exorcise 
  Flame Strike 
  Find the Path 
  Exaction 
  7 
  Giant Insect 
  Golem 
  Forbiddance 
  Gate 
  8 
  Imbue with Spell Ability 
  Insect Plague 
  Heal 
  Holy (Unholy) Word 
  9 
  Lower Water 
  Magic Font 
  Heroes’ Feast 
  Regenerate 
  10 
  Neutralize Poison 
  Plane Shift 
  Part Water 
  Restoration 
  11 
  Protection from Evil 10’ Radius 
  Quest 
  Raise Dead Fully 
  Resurrection 
  12 
  Speak with Plants 
  Rainbow 
  Speak with Monsters 
  Succor 
  13 
  Spell Immunity 
  Raise Dead 
  Stone Tell 
  Symbol 
  14 
  Spike Stones 
  Spike Growth 
  Word of Recall 
  Wind Walk 
  15 
  Sticks to Snakes 
  Sunburst 
   
   
  16 
  Tongues 
  True Seeing 
   
   
   
  TABLE 242: DRUID SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  1 
  Alter Animal 
  Animal Telepathy 
  Call Lightning 
  2 
  Alter Plant 
  Barkskin 
  Cloudburst 
  3 
  Animal Friendship 
  Charm Person or Mammal 
  Cure Disease 
  4 
  Ceremony 
  Create Water 
  Hold Animal 
  5 
  Cure Animal Wounds 
  Cure Light Wounds 
  Know Alignment 
  6 
  Detect Balance 
  Feign Death 
  Neutralize Poison 
  7 
  Detect Magic 
  Fire Trap 
  Plant Growth 
  8 
  Detect Poison 
  Flame Blade 
  Protection from Fire 
  9 
  Detect Snares & Pits 
  Goodberry 
  Pyrotechnics 
  10 
  Entangle 
  Heat Metal 
  Resist Water 
  11 
  Faerie Fire 
  Locate Plants 
  Snare 
  12 
  Invisibility to Animals 
  Plant Friend 
  Spike Growth 
  13 
  Locate Animals 
  Produce Flame 
  Starshine 
  14 
  Pass without Trace 
  Reflecting Pool 
  Stone Door 
  15 
  Precipitation 
  Resist Fire 
  Stone Shape 
  16 
  Predict Weather 
  Slow Poison 
  Summon Insects 
  17 
  Purify Water 
  Trip 
  Tree 
  18 
  Shillelagh 
  Warp Wood 
  Water Breathing 
  19 
  Speak with Animals 
   
   
   
   
  Fourth Level 
  Fifth Level 
  Sixth Level 
  Seventh Level 
  1 
  Animal Summoning I 
  Animal Growth 
  Animal Summoning III 
  Animate Rock 
  2 
  Call Woodland Beings 
  Animal Summoning II 
  Anti-Animal Shell 
  Changestaff 
  3 
  Control Temperature 10’ Radius 
  Animate Tree 
  Conjure Fire Elemental 
  Chariot of Flame 
  4 
  Cure Serious Wounds 
  Anti-Plant Shell 10’ Radius 
  Cure Critical Wounds 
  Confusion 
  5 
  Dispel Magic 
  Balance 
  Faerie Summoning 
  Conjure Earth Elemental 
  6 
  Hallucinatory Forest 
  Commune with Nature 
  Feeblemind 
  Control Weather 
  7 
  Hold Elemental 
  Control Winds 
  Fire Seeds 
  Creeping Doom 
  8 
  Hold Plant 
  Insect Plague 
  Liveoak 
  Earthquake 
  9 
  Plant Door 
  Moonbeam 
  Resist Charm 
  Finger of Death 
  10 
  Produce Fire 
  Pass Plant 
  Transmute Water to Dust 
  Fire Storm 
  11 
  Protection from Lightning 
  Spike Stones 
  Transport via Plants 
  Regenerate 
  12 
  Repel Insects 
  Sticks to Snakes 
  Turn Wood 
  Reincarnate 
  13 
  Speak with Plants 
  Transmute Rock to Mud 
  Wall Of Thorns 
  Sunray 
  14 
  Sunburst 
  Wall of Fire 
  Weather Summoning 
  Transmute Metal to Wood 
   
  
  Magic 
  116 
  TABLE 243: MYSTIC SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  1 
  Augury  
  Awaken 2nd Chakra 
  Awaken 3rd Chakra 
  2 
  Awaken 1st Chakra 
  Crystal Magic II 
  Crystal Magic III 
  3 
  Bless 
  Cure Light Wounds 
  Feign Death 
  4 
  Ceremony 
  Detect Ethereal 
  Fly 
  5 
  Clairaudience 
  Detect Life 
  Invisibility 
  6 
  Clairvoyance 
  Gaze Reflection 
  Locate Object 
  7 
  Comprehend Languages 
  Know Alignment 
  Material 
  8 
  Crystal Magic I 
  Language of Birds 
  Meld Into Stone 
  9 
  Detect Evil 
  Levitate 
  Message 
  10 
  Detect Magic 
  Obscurement 
  Negative Plane Protection 
  11 
  Light 
  Penetrate Disguise 
  Non-Detection 
  12 
  Portent 
  Protection from Normal Missiles 
  Prayer 
  13 
  Protection from Evil 
  Resist Fire 
  Protection from Evil 10’ Radius 
  14 
  Resist Cold 
  Rope Trick 
  Resist Water 
  15 
  Snake Charm 
  Slow Poison 
  Spirit Gift II 
  16 
  Spirit Gift I 
  Sunrise 
  Water Walk 
   
   
  Fourth Level 
  Fifth Level 
  Sixth Level 
  Seventh Level 
  1 
  Awaken 4th Chakra 
  Awaken 5th Chakra 
  Astral Spell  
  Animate Rock 
  2 
  Crystal Magic IV 
  Awareness 
  Awaken 6th Chakra 
  Awaken 7th Chakra 
  3 
  Cure Blindness 
  Commune with the Multiverse 
  Cloud of Unknowing 
  Heal 
  4 
  Cure Disease 
  Cure Serious Wounds 
  Cure Critical Wounds 
  Holy Word 
  5 
  Detect Astral 
  Dispel Evil 
  Empathy 
  Know Self  
  6 
  Divination 
  Earthwalk 
  Find the Path 
  Limited Wish 
  7 
  Exorcise 
  Prophecy 
  Grounding 
  Luck 
  8 
  Hypnotic Pattern 
  Protection from Disease 
  Infravision 
  Planetrack 
  9 
  Protection from Lightning 
  Sacred Place 
  Intuition 
  Restoration 
  10 
  Selflessness 
  Spirit Gift III 
  Run 
  Spirit Gift IV 
  11 
  Sticks to Snakes 
  Spirit Possession 
  Triumph of the Will 
  Time Stop 
  12 
  Telepathy 
  True Seeing 
  Ultravision 
  Turn Wood 
   
  TABLE 244: MOUNTEBANK SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  Fourth Level 
  1 
  Affect Normal Fires 
  Alter Self 
  Clairaudience 
  Charm Monster 
  2 
  Change Self 
  Detect Magic 
  Delude 
  Dispel Exhaustion 
  3 
  Charm Person 
  Fascinate 
  Feign Death 
  Emotion 
  4 
  Dancing Lights 
  Fools Gold 
  Infravision 
  Fear 
  5 
  Friends 
  Forget 
  Non-Detection 
  Fumble 
  6 
  Magic Aura 
  Hypnotic Pattern 
  Suggestion 
  Plant Growth 
  7 
  Mending 
  Misdirection 
  Tongues 
   
  8 
  Message 
  Preserve 
  Water Breathing 
   
  9 
  Push 
  Rope Trick 
   
   
  10 
  Spook 
  Sobriety 
   
   
  11 
  Taunt 
   
   
   
  12 
  Ventriloquism 
   
   
   
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   117
  TABLE 245: MAGE, ILLUSIONIST, AND SAVANT CANTRIPS 
  1 
  Bee 
   
  15 
  Dust 
   
  29 
  Mute 
   
  43 
  Sprout 
  2 
  Belch 
   
  16 
  Exterminate 
   
  30 
  Nod 
   
  44 
  Stitch 
  3 
  Blink 
   
  17 
  Firefinger 
   
  31 
  Palm 
   
  45 
  Sweeten 
  4 
  Bluelight 
   
  18 
  Flavor 
   
  32 
  Polish 
   
  46 
  Tap 
  5 
  Bug 
   
  19 
  Footfall 
   
  33 
  Present 
   
  47 
  Thump 
  6 
  Change 
   
  20 
  Freshen 
   
  34 
  Rattle 
   
  48 
  Tie 
  7 
  Chill 
   
  21 
  Gather 
   
  35 
  Salt 
   
  49 
  Tweak 
  8 
  Clean 
   
  22 
  Giggle 
   
  36 
  Scratch 
   
  50 
  Twitch 
  9 
  Color 
   
  23 
  Gnats 
   
  37 
  Shave 
   
  51 
  Unlock 
  10 
  Cough 
   
  24 
  Groan 
   
  38 
  Shine 
   
  52 
  Warm 
  11 
  Creak 
   
  25 
  Hide 
   
  39 
  Smokepuff 
   
  53 
  Whistle 
  12 
  Dampen 
   
  26 
  Invisible Librarian 
  40 
  Sneeze 
   
  54 
  Wink 
  13 
  Distract 
   
  27 
  Moan 
   
  41 
  Spice 
   
  55 
  Wrap 
  14 
  Dry 
   
  28 
  Mouse 
   
  42 
  Spider 
   
  56 
  Yawn 
   
  TABLE 246: MAGE SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  Fourth Level 
  1 
  Affect Normal Fires 
  Acid Arrow 
  Amnesia 
  Ball Lightning 
  2 
  Alarm 
  Audible Glamer 
  Blink 
  Black Tentacles 
  3 
  Armor 
  Bind 
  Clairaudience 
  Charm Monster 
  4 
  Burning Hands 
  Continual Light 
  Clairvoyance 
  Confusion 
  5 
  Charm Person 
  Darkness 15’ Radius 
  Cloudburst 
  Dig 
  6 
  Comprehend Languages 
  Deeppockets 
  Detect Illusion 
  Dimension Door 
  7 
  Dancing Lights 
  Detect Evil 
  Dispel Magic 
  Dispel Illusion 
  8 
  Detect Magic 
  Detect Invisibility 
  Explosive Runes 
  Enchanted Weapon 
  9 
  Enlarge 
  ESP 
  Feign Death 
  Extension I 
  10 
  Erase 
  Flaming Sphere 
  Fireball 
  Fear 
  11 
  Feather Fall 
  Fools Gold 
  Flame Arrow 
  Fire Charm 
  12 
  Find Familiar 
  Forget 
  Fly 
  Fire Shield 
  13 
  Firewater 
  Hideous Laughter 
  Gust of Wind 
  Fire Trap 
  14 
  Floating Disc 
  Illusionary Trap 
  Haste 
  Fumble 
  15 
  Friends 
  Invisibility 
  Hold Person 
  Hallucinatory Terrain 
  16 
  Grease 
  Irritation 
  Infravision 
  Ice Storm 
  17 
  Hold Portal 
  Knock 
  Invisibility, 10’ Radius 
  Magic Mirror 
  18 
  Identify 
  Know Alignment 
  Item 
  Massmorph 
  19 
  Jump 
  Levitate 
  Lightning Bolt 
  Minor Globe of Invulnerability 
  20 
  Light 
  Locate Object 
  Material 
  Mnemonic Enhancer 
  21 
  Magic Aura 
  Magic Mouth 
  Minute Meteors 
  Monster Summoning II 
  22 
  Magic Missile 
  Mirror Image 
  Monster Summoning I 
  Plant Growth 
  23 
  Melt 
  Preserve 
  Phantasmal Force 
  Polymorph Other 
  24 
  Mending 
  Protection From Cantrips 
  Protection from Evil, 10’ Radius 
  Polymorph Self 
  25 
  Message 
  Pyrotechnics 
  Protection from Normal Missiles 
  Remove Curse 
  26 
  Mount 
  Ray of Enfeeblement 
  Secret Page 
  Resilient Sphere 
  27 
  Precipitation 
  Rope Trick 
  Sepia Snake Sigil 
  Secure Shelter 
  28 
  Protection from Evil 
  Scare 
  Slow 
  Shout 
  29 
  Push 
  Shatter 
  Suggestion 
  Stoneskin 
  30 
  Read Magic 
  Spark Shower 
  Tiny Hut 
  Ultravision 
  31 
  Run 
  Stinking Cloud 
  Tongues 
  Wall of Fire 
  32 
  Shield 
  Strength 
  Water Breathing 
  Wall of Ice 
  33 
  Shocking Grasp 
  Tracking Mark 
  Wind Wall 
  Wizard Eye 
  34 
  Sleep 
  Vocalize 
   
   
  35 
  Spider Climb 
  Web 
   
   
  36 
  Taunt 
  Whip 
   
   
  37 
  Unseen Servant 
  Wizard Lock 
   
   
  38 
  Ventriloquism 
  Zephyr 
   
   
  39 
  Wizard Mark 
   
   
   
  40 
  Write 
   
   
   
   
   
  
  Magic 
  118 
   
  Fifth Level 
  Sixth Level 
  Seventh Level 
  Eighth Level 
  Ninth Level 
  1 
  Airy Water 
  Anti-Magic Shell 
  Banishment 
  Antipathy/Sympathy 
  Astral Spell 
  2 
  Animal Growth 
  Chain Lightning 
  Cacodaemon 
  Binding 
  Crushing Hand 
  3 
  Animate Dead 
  Contingency 
  Charm Plants 
  Charm Immunity 
  Crystalbrittle 
  4 
  Animate Object 
  Control Weather 
  Delayed Blast Fireball 
  Clenched Fist 
  Energy Drain 
  5 
  Avoidance 
  Death Spell 
  Duo-Dimensions 
  Clone 
  Gate 
  6 
  Cloudkill 
  Disintegrate 
  Forcecage 
  Demand 
  Imprisonment 
  7 
  Cone of Cold 
  Enchant an Item 
  Grasping Hand 
  Glassteel 
  Magical Disjunction 
  8 
  Conjure Elemental 
  Ensnarement 
  Instant Summons 
  Incendiary Cloud 
  Meteor Swarm 
  9 
  Contact Other Plane 
  Extension III 
  Limited Wish 
  Irresistible dance 
  Monster Summoning VII 
  10 
  Dismissal 
  Eyebite 
  Mage Sword 
  Mass Charm 
  Power Word, Kill 
  11 
  Distance Distortion 
  Forceful Hand 
  Magnificent Mansion 
  Maze 
  Prismatic Sphere 
  12 
  Dolor 
  Freezing Sphere 
  Mass Invisibility 
  Mind Blank 
  Shape Change 
  13 
  Extension II 
  Geis 
  Monster Summoning V 
  Monster Summoning VI 
  Succor 
  14 
  Fabricate 
  Glassee 
  Phantom Stalker 
  Permanency 
  Temporal Stasis 
  15 
  Faithful Hound 
  Globe of Invulnerability 
  Phase Door 
  Polymorph Any Object 
  Time Stop 
  16 
  Feeblemind 
  Guards and Wards 
  Power Word, Stun 
  Power Word, Blind 
  Wish 
  17 
  Hold Monster 
  Hold Elemental 
  Reverse Gravity 
  Sink 
   
  18 
  Interposing Hand 
  Invisible Stalker 
  Sequester 
  Symbol 
   
  19 
  Lamentable Distraction 
  Legend Lore 
  Simulacrum 
  Telekinetic Sphere 
   
  20 
  Magic Jar 
  Lower Water 
  Statue 
  Trap the Soul 
   
  21 
  Monster Summoning III 
  Monster Summoning IV 
  Teleport without Error 
   
   
  22 
  Passwall 
  Move Earth 
  Torment 
   
   
  23 
  Secret Chest 
  Part Water 
  Truename 
   
   
  24 
  Sending 
  Project Image 
  Vanish 
   
   
  25 
  Shooting Stars 
  Recall 
  Volley 
   
   
  26 
  Stone Shape 
  Reincarnate 
   
   
   
  27 
  Telekinesis 
  Repulsion 
   
   
   
  28 
  Teleport 
  Sand Stalker 
   
   
   
  29 
  Transmute Rock To Mud 
  Spiritwrack 
   
   
   
  30 
  Wall of Force 
  Stone to Flesh 
   
   
   
  31 
  Wall of Iron 
  Terrible Transformation 
   
   
   
  32 
  Wall of Stone 
  Transmute Water to Dust 
   
   
   
   
  TABLE 247: ILLUSIONIST SPELLS BY LEVEL 
   
  Minor Illusion Cantrips 
  First Level 
  Second Level 
  Third Level 
  1 
  Colored Lights 
  Audible Glamer 
  Alter Self 
  Continual Darkness 
  2 
  Dim 
  Change Self 
  Backstab 
  Continual Light 
  3 
  Haze 
  Chromatic Orb 
  Blindness 
  Delude 
  4 
  Mask 
  Color Spray 
  Blur 
  Dispel Illusion 
  5 
  Mirage 
  Dancing Lights 
  Cause Shadows 
  Fear 
  6 
  Noise 
  Darkness 15’ Radius 
  Deafness 
  Hallucinatory Terrain 
  7 
  Pastel Rainbow 
  Detect Illusion 
  Detect Magic 
  Illusionary Script 
  8 
  Two-d’lusion 
  Detect Invisibility 
  Fascinate 
  Improved Ventriloquism 
  9 
   
  Dim Lights 
  Fog Cloud 
  Invisibility 10’ Radius 
  10 
   
  Gaze Reflection 
  Hypnotic Pattern 
  Non-detection 
  11 
   
  Hypnotism 
  Improved Phantasmal Force 
  Paralyzation 
  12 
   
  Light 
  Invisibility 
  Pass without Trace 
  13 
   
  Phantasmal Force 
  Magic Mouth 
  Phantom Steed 
  14 
   
  Phantom Armor 
  Mirror Image 
  Phantom Wind 
  15 
   
  Read Illusionist Magic 
  Misdirection 
  Rope Trick 
  16 
   
  Spook 
  Ultravision 
  Spectral Force 
  17 
   
  Wall of Fog 
  Ventriloquism 
  Suggestion 
  18 
   
  Write 
  Whispering Wind 
  Wraithform 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   119
   
  Fourth Level 
  Fifth Level 
  Sixth Level 
  Seventh Level 
  1 
  Confusion 
  Advanced Illusion 
  Conjure Animals 
  Alter Reality 
  2 
  Dispel Exhaustion 
  Chaos 
  Death Fog 
  Astral Spell 
  3 
  Dispel Magic 
  Demi-shadow Monsters 
  Demi-shadow Magic 
  Magery 
  4 
  Emotion 
  Dream 
  Mass Suggestion 
  Prismatic Spray 
  5 
  Improved Invisibility 
  Magic Mirror 
  Mirage Arcane 
  Prismatic Wall 
  6 
  Massmorph 
  Major Creation 
  Mislead 
  Shadow Walk 
  7 
  Minor Creation 
  Maze 
  Permanent Illusion 
  Vision 
  8 
  Phantasmal Killer 
  Projected Image 
  Phantasmagoria 
  Weird 
  9 
  Rainbow Pattern 
  Shadow Door 
  Programmed Illusion 
   
  10 
  Shadow Monsters 
  Shadow Magic 
  Shades 
   
  11 
  Solid Fog 
  Summon Shadow 
  True Seeing 
   
  12 
  Vacancy 
  Tempus Fugit 
  Veil 
   
   
  TABLE 248: SAVANT SPELLS BY LEVEL 
   
  Scholarly Cantrips 
  First Level 
  Second Level 
  Third Level 
  Fourth Level 
  1 
  Blank Book 
  Affect Normal Fires 
  Alter Writing 
  Answer 
  Commune 
  2 
  Calligraphy 
  Alarm 
  Charm Person 
  Blink 
  Contact Other Plane 
  3 
  Cram 
  Augury 
  Detect Charm 
  Clairaudience 
  Dismiss Creature I 
  4 
  Detect Plane 
  Comprehend Languages 
  Detect Invisibility 
  Clairvoyance 
  Dispel Illusion 
  5 
  Dictation 
  Detect Evil 
  Detect Possession 
  Detect Lie 
  Exorcise 
  6 
  Illumination 
  Detect Illusion 
  Erase 
  Dispel Magic 
  Explosive Runes 
  7 
  Quantify 
  Detect Life 
  Hypnotic Pattern 
  Divination 
  Hold Elemental 
  8 
  Volume 
  Detect Magic 
  Invisibility 
  Infravision 
  Lamentable Distraction 
  9 
   
  Detect Poison 
  Know Alignment 
  Negative Plane Protection 
  Magic Mirror 
  10 
   
  Detect Snares and Pits 
  Language of Birds 
  Non-Detection 
  Mnemonic Enhancer 
  11 
   
  ESP 
  Levitate 
  Paralyzation 
  Plane Shift 
  12 
   
  Identify 
  Locate Object 
  Planar Stability 
  Prophecy 
  13 
   
  Invisibility to Animals 
  Locate Plants 
  Protection from Evil 10’ Radius 
  Ultravision 
  14 
   
  Invisibility to Undead 
  Penetrate Disguise 
  Read Illusionist Magic 
   
  15 
   
  Light 
  Prediction 
  Reflecting Pool 
   
  16 
   
  Locate Animals 
  Read Magic 
  Tongues 
   
  17 
   
  Message 
  Whispering Wind 
   
   
  18 
   
  Predict Weather 
   
   
   
  19 
   
  Protection from Evil 
   
   
   
  20 
   
  Read Savant Magic 
   
   
   
  21 
   
  Spider Climb 
   
   
   
  22 
   
  Ventriloquism 
   
   
   
  23 
   
  Wall of Fog 
   
   
   
  24 
   
  Write 
   
   
   
   
   
  Fifth Level 
  Sixth Level 
  Seventh Level 
  Eighth Level 
  Ninth Level 
  1 
  Command Word 
  Animate Object 
  Banishment 
  Demand 
  Astral Spell 
  2 
  Conjure Elemental 
  Anti-Magic Shell 
  Cacodaemon 
  Detect Curse 
  Gate 
  3 
  Dismiss Creature II 
  Cloudkill 
  Detect Power  
  Devil’s Advocate 
  Light of Truth 
  4 
  Dismissal 
  Dismiss Creature III 
  Dismiss Creature IV 
  Dismiss Creature V 
  Reverse Transmutation 
  5 
  Distance Distortion 
  Ensnarement 
  Enchant an Item 
  Elemental Transformation 
  Shadow Walk 
  6 
  Dolor 
  Exaction 
  Invisible Stalker 
  Inanimate Object 
  Word of Knowledge 
  7 
  Find the Path 
  Legend Lore 
  Know Name 
  Limited Wish 
   
  8 
  Minor Creation 
  Repulsion 
  Measure 
  Mind Blank 
   
  9 
  Sending 
  Sequester 
  Phantom Stalker 
  Permanency 
   
  10 
  Shadow Magic 
  Shadow Door 
  Sand Stalker 
  Vision 
   
  11 
  Spell Immunity 
  Spiritwrack 
  Torment 
   
   
  12 
  Stone Tell 
  True Seeing 
  Truename 
   
   
  13 
  Wall of Force 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Spell Descriptions - Abjure (Implore) 
  120 
  Spell Descriptions 
   
  Abjure (Implore) 
   
  Level 4 cleric spell (abjuration) 
  Requires: incantation, gestures, holy symbol, holy water, other (see spell 
  description) 
  Casting time: 1 minute 
   
  This spell allows the caster to attempt to send a creature from some other plane 
  of existence back to its home plane. The spell requires that the caster know the 
  name of the creature to be sent back (if any) or the specific type of creature 
  (for instance, most lesser demons and devils don’t have proper names). The 
  creature to be abjured must be touched by the caster, and is entitled to a 
  special saving throw; the base chance of success is 50%, adjusted by 1% for 
  every difference in levels/hit dice between the caster and the target (example: 
  an 11th level cleric casting this spell on a succubus (6 hit dice) would have a 
  55% chance of successfully abjuring the creature). The spell requires the 
  caster’s holy symbol (which is not consumed by the casting of the spell), as 
  well as holy water and some other substance which is inimical to the target 
  creature (iron to a demon, silver to a devil, etc.). 
   
  The reverse of the spell, implore, allows the caster to summon some being from 
  another plane with a similar alignment, with the same percent chance of 
  success as described above for abjuring an extra-planar creature. Deities of 
  any sort are immune to the spell’s effects, although their servants are not, 
  however in any case there is no telling whether the being that answers the 
  caster’s imploring will indeed be friendly. This spell has the same components 
  as abjure, except that some substance desired by the targeted being must be 
  provided.  
   
  This spell should be compared to the spell dismissal (p. 152). 
   
  Acid Arrow 
   
  Level 2 mage spell (evocation) 
  Requires: incantation, gestures, dart, powdered rhubarb leaf, adder stomach 
  Casting time: 24 seconds (4 segments) 
   
  This spell calls forth an enchanted arrow made of pure green acid, which flies 
  forth at the designated target as if it were an arrow +1 fired from a longbow 
  by a fighter of the same level as the caster. When it hits, the arrow itself does 
  2-5 h.p. of damage. The target is also splashed with the acid of the arrow 
  (and thus creatures that would not normally be damaged by such an arrow 
  may still be harmed by the acid, and vice versa). The acid itself causes 2d4 
  h.p. of damage per minute in a 1’ diameter area, and those items vulnerable 
  to acid damage must make saving throws. The number of minutes the acid 
  persists depends on the level of the caster: 1 minute for every three levels. Thus 
  a 4th level caster would evoke an arrow whose acid would remain for 2 
  minutes, doing 2d4 h.p. per minute, a 7th level caster’s arrow would last 3 
  minutes, etc. The spell requires a normal dart, powdered rhubarb, and the 
  stomach of an adder. All are lost in the casting.  
   
  If cast underwater, the arrow will last only a single round before being 
  dissipated by the water.  
   
   
   
  Advanced Illusion 
   
  Level 5 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, fleece, sand 
  Casting time: 30 seconds (5 segments) 
   
  This spell is a yet more potent version of the spectral force spell (see p. 216). 
  This spell creates an illusion that contains visual, audible, olfactory, and 
  thermal elements; it is thus so convincing that creatures believing it to be real 
  will suffer actual damage from it, if appropriate. Any image desired by the 
  caster can be created, and the image can move and react and make sounds 
  including actual speech. The caster needs concentrate only minimally to sustain 
  the illusion (so movement is possible, but not spellcasting) for 30 seconds (5 
  segments), after which time the illusion will run on its own for 1 minute per 
  level of the caster. The image can cover an area of 160 square feet plus 10 
  square feet per level of the caster, centered on a point up to 60’ plus 10’ per 
  level of the caster distant.  
   
  Creatures who actively attempt to disbelieve the image gain a saving throw 
  vs. spells, and if they are successful, they will see the illusion for what it is and 
  will be immune to any further damage from it. Companions of those who 
  disbelieve, and who can be told of the true nature of the illusion, get a saving 
  throw with a +4 bonus. The illusion lasts as long as the caster continues to 
  concentrate, or until the illusion fails to react realistically (i.e., an illusion of an 
  orc which does not react when it is hit by an axe). The spell requires a small 
  bit of fleece and a bit of sand, which are destroyed as the spell is cast.  
   
  Aerial Servant 
   
  Level 6 cleric spell (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 54 seconds (9 segments) 
   
  This spell summons an aerial servant from the elemental plane of air (see the 
  ADVENTURES DARK AND DEEP™ Bestiary for more details on the creature). The 
  aerial servant will be immediately hostile towards the one who summoned it, 
  and the caster must have previously inscribed a magic circle of some sort for 
  protection, or else hold his holy symbol forth prominently to fend off the 
  creature. The servant can then be given a single task involving the location 
  and retrieval of some object or person. The servant will remain on the material 
  plane until either its mission is completed, it is destroyed or dispelled, the one 
  who summoned it releases it or is slain, or a number of days have elapsed 
  equal to the level of the caster. Bear in mind that the aerial servant will go 
  berserk and attack the one who summoned it, if it is somehow frustrated in its 
  attempt to retrieve that which it is tasked to retrieve.  
   
  This spell cannot be cast underwater.  
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   121
  Affect Normal Fires 
   
  Level 1 mage/savant/mountebank spell, level 6 bard spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to alter the size and light (but not heat) of a non-
  magical fire. Range is 5’ per level of the caster. Fires as large as 3’ in diameter 
  can be affected, changing brightness from as dim as a match to as bright as 
  sunlight. Naturally, any such change in size will affect the consumption of fuel 
  (wood, torch, oil, candle wick) accordingly. Since heat is not affected, it is 
  entirely possible to have a flame with the brightness of a candle but the heat 
  of a campfire, etc. 
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Aid 
   
  Level 2 cleric spell (invocation) 
  Requires: incantation, gestures, bandage, holy symbol 
  Casting time: 24 seconds (4 segments) 
   
  This spell has a twofold effect. First, it gives one person touched a bonus of +1 
  on all rolls “to hit” and for morale checks, if applicable. Second, it adds 1d8 
  hit points to that person for the duration of the spell. Any damage taken will 
  be taken from those added hit points before any of the character’s “real” hit 
  points, though these temporary hit points cannot themselves healed by any sort 
  of healing magic. The spell lasts for 1 minute plus 1 minute per level of the 
  caster, and requires both his holy symbol and a bandage.  
   
  Air Walk 
   
  Level 5 cleric spell (alteration) 
  Requires: incantation, gestures, holy symbol, thistledown 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster or some creature he touches (up to giant size) to 
  walk on air. The beneficiary of the spell can walk “up” as if walking up a steep 
  hill (the steeper the incline, the slower the movement rate, up to a maximum of 
  1/8th of normal when traveling straight up), and naturally one can travel down 
  similarly. The beneficiary can never crash as long as the spell is in effect (1 
  hour plus 10 minutes per level of the caster); he is always in control of his rate 
  of movement. The spell requires the caster’s holy symbol and a small piece of 
  thistledown.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see below for details). 
   
  Airy Water 
   
  Level 5 mage spell (alteration) 
  Requires: incantation, gestures, special salts 
  Casting time: 30 seconds (5 segments) 
   
  This spell will create a zone underwater that is breathable by air-breathers, but 
  not by creatures that breathe only water. This zone can take the form of either 
  a 20’ diameter sphere or a 40’ diameter hemisphere, which moves with the 
  caster as he moves around (the hemisphere being useful when walking on the 
  bottom of a lake or ocean) that lasts for 10 minutes per level of the caster. The 
  zone appears as a globe of bubbling water, but allows complete freedom of 
  movement, speech, etc., as if it were air. The component for this spell is a few 
  ounces of alkaline or bromine salts.  
   
  Alarm 
   
  Level 1 mage/savant spell (evocation) 
  Requires: incantation, gestures, bell, silver wire 
  Casting time: 1 minute 
   
  This spell causes an area 20 square feet per level of the caster to be magically 
  protected, so that any living creature more than 6 cubic inches in volume, or 
  more than 3 lbs. in weight, will set off loud ringing (as a bell). The ringing will 
  sound for 6 seconds (1 segment), and can be heard up to 60’ away (doors 
  subtract 10’ from the distance the ringing can be heard, and walls subtract 
  20’). Undead, ethereal, or astral creatures will not set off the alarm, but 
  invisible, flying, etc. creatures will. The spell can be cast on any sort of area 
  where creatures might walk or fly over: a floor, staircase, window, door, etc., 
  but the area must be within 10’ of the caster. The alarm will remain in place 
  for 20-80 minutes plus 10 minutes per level of the caster. The spell requires a 
  small bell and a tiny piece of silver wire, which are destroyed as the spell is 
  cast.  
   
  Alter Animal 
   
  Level 1 bard, druid spell (alteration) 
  Requires: incantation 
  Casting time: varies (see spell description) 
   
  This spell allows the caster to temporarily change one or more aspects of some 
  animal. The target creature must be within 60’ of the caster, and can only be 
  a “natural” animal (pig, horse, hawk, salmon, etc.). Magical creatures, or 
  monsters, are not affected.  
   
  Superficial changes can be affected by any caster in but the space of 1 minute. 
  Such changes include changing color, adding fangs to a duck, or antlers to a 
  jackrabbit, etc. As a rule, such changes will not add any attacks or other 
  abilities to the animal; they are merely cosmetic (but nonetheless quite amazing 
  to witness).  
   
  More substantive changes can be affected by this spell, but the extent of the 
  change that can be affected is dependent on the level of the caster. With more 
  time spent, and greater knowledge, a given animal can be fully transformed 
  into another sort. Each such change will take 10 minutes to accomplish.  
   
  TABLE 249: ALTER ANIMAL 
  Minimum Level 
  Change Possible 
  Example 
  2 
  carnivore/herbivore 
  fox → rabbit 
  3 
  larger/smaller/lighter/heavier 
  rabbit → horse 
  4 
  faster/slower 
  horse → cow 
  5 
  quadruped/biped 
  cow → monkey 
  6 
  mammal/avian/reptile/fish 
  monkey → lizard 
  7 
  chordate/arachnid/mollusk 
  lizard →octopus 
   
  The casting times are cumulative, and the changes will occur as the particular 
  casting time has elapsed. Thus, after ten minutes, the fox would become a 
  rabbit, and ten minutes later a horse, then a monkey, etc. The spell’s effect will 
  last for ten times as long as the spell took to cast, plus one hour per level of the 
  caster.  
   
  Alter Plant 
   
  Level 1 bard, druid spell (alteration) 
  Requires: incantation 
  Casting time: varies (see spell description) 
   
  This spell allows the caster to temporarily change one or more aspects of some 
  plant. The target plant must be within 60’ of the caster, and can only be a 
  
  Spell Descriptions - Alter Reality 
  122 
  “natural” plant (oak tree, rose bush, strawberry plant, etc.). Magical plants, or 
  monstrous plants, are not affected.  
   
  Superficial changes can be affected by any caster in but the space of 1 minute. 
  Such changes include changing color, texture, adding thorns, etc. Size can be 
  changed up to 10% per level of the caster. As a rule, such changes will not 
  add any attacks or other abilities to the plant; they are merely cosmetic (but 
  nonetheless quite amazing to witness).  
   
  More substantive changes can be affected by this spell, but the extent of the 
  change that can be affected is dependent on the level of the caster. With more 
  time spent, and greater knowledge, a given plant can be fully transformed into 
  another sort. Each such change will take 10 minutes to accomplish.  
   
  TABLE 250: ALTER PLANT 
  Minimum Level 
  Change Possible 
  Example 
  2 
  small/large 
  tulip → rose 
  3 
  low/medium/tall 
  rose → willow 
  4 
  soft/hard 
  willow → oak 
  5 
  edible/non-edible 
  dandelion → potato 
  6 
  fruiting/non-fruiting 
  oak → apple 
  7 
  non-poisonous/poisonous 
  tomato → 
  nightshade 
   
  The casting times are cumulative, and the changes will occur as the particular 
  casting time has elapsed. Thus, after ten minutes, the tulip would become a 
  rose, and ten minutes later a willow, then an oak, etc. Poison will cause a 
  maximum of 1d6 h.p. of damage (save for no damage). The spell’s effect will 
  last for ten times as long as the spell took to cast, plus one hour per level of the 
  caster. 
   
  Alter Reality 
   
  Level 7 illusionist spell (alteration) 
  Requires: incantation 
  Casting time: special (see spell description) 
   
  This spell is similar to the spell limited wish (see p. 182 for details). It differs in 
  that it requires that the caster must first create an illusion of some sort 
  (phantasmal force, hallucinatory terrain, etc.) that depicts the desired outcome, 
  prior to the casting of the alter reality spell. Casting this spell will age the caster 
  by 3 years. 
   
  Alter Self 
   
  Level 2 illusionist/bard/mountebank spell (alteration, illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to effect a semi-real change to his appearance. Not 
  only can features be changed, but size as well (up to 50% smaller or larger). 
  The caster can also choose the form of some animal or other creature, and 
  take on the actual physical characteristics of that creature; wings allow flight 
  (albeit two maneuverability classes below a “normal” creature of the type), 
  gills and fins allow movement underwater, etc. No special or additional attacks 
  can be created through this spell, however, unless the caster has taken the time 
  to become intimately familiar with a particular form. The spell lasts for 3d4 
  minutes plus 2 minutes per level of the caster, but the caster will not know 
  beforehand exactly how long the spell will last.  
   
  Alter Writing 
   
  Level 2 savant spell (alteration) 
  Requires: incantation, gestures, squid ink 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to alter the contents of any non-magical writing, up 
  to 10 pages per experience level, making them appear to say whatever he 
  wants them to say. He must be able to write the language in which the work 
  is to appear, and must be able to handle the actual item (book, scroll, etc.) in 
  order to effect the change. Magical writings, such as spell books and scrolls, 
  cannot be effected, but maps and other non-script writings can be. The effect 
  will last for one hour per level of the caster.  
   
  Amnesia 
   
  Level 3 mage spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell wipes the short-term memory from the target creature(s). Up to 1 hour 
  of memories per level of the caster can be so erased. The target(s) must be 
  within 30’ of the caster, and must all be within a 20’ x 20’ area; up to 4 
  targets may be so affected. The targets do get a saving throw vs. spells; if there 
  is only 1 target, he gets a -2 penalty on his save; if there are 2 targets, they 
  get -1 penalties; 3 or 4 targets make their saving throws normally. Note that 
  this spell won’t negate the effects of other mind-altering spells cast on the target 
  during the time erased from memory, but it might make the target forget who 
  cast those spells in the first place! The spell can be negated by means of a 
  heal, restoration, or wish spell.  
   
  Animal Fear 
   
  Level 2 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to create a zone some 60’ in radius centered 
  around himself. Any non-magical animals (horses, dogs, birds, snakes, etc.) 
  within that zone will flee from the caster in panic, stopping some 1d3 minutes 
  after they have left the zone. Magical creatures (basilisks, mimics, etc.) are not 
  affected by the spell, and neither are creatures with an intelligence of 5 or 
  higher.  
   
  Animal Friendship 
   
  Level 1 druid/jester, level 3 bard spell (enchantment/charm) 
  Requires: incantation, gestures, mistletoe, food 
  Casting time: 1 hour 
   
  This spell allows the caster to convince one ordinary animal that he is a friend. 
  The animal in question must be within 10’ of the caster when the spell is begun, 
  at which point it rolls a saving throw vs. spells. If the save fails, the animal will 
  remain for the full casting time, after which it will follow the caster. Befriended 
  animals can be taught three simple tricks per point of intelligence (see the 
  ADVENTURES DARK AND DEEP™ Bestiary for specifics), such as might be taught 
  to a dog. Each trick will take a week to teach the animal, and no new tricks 
  can be taught after three months. If the creature is abandoned for more than 
  three days, the effects of the spell will wear off. Only neutral “ordinary” 
  animals (i.e., no monsters, giant animals, etc.) can be affected. Although the 
  effect is permanent (except as noted above), the caster can only have a 
  maximum number of befriended animals whose hit dice are equal to or less 
  than twice his own level. Example: a 4th level druid could have 8 HD worth of 
  animal friends. The spell requires a piece of mistletoe and some sort of food 
  the animal would like, both of which are used up as the spell is cast.  
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   123
   
  Animal Growth (Animal Shrinking) 
   
  Level 5 druid, level 5 mage spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to cause up to 8 animals to double in size, as long 
  as they are all within a 20’ radius of a point up to 80’ away from the caster. 
  This doubling in size also doubles the hit dice of and damage caused by the 
  animals. The reverse of the spell, animal shrinking, will cause the animals to 
  shrink to half their normal size, which will halve their hit dice and damage 
  done. When cast by a druid, the spell requires a holy symbol and will last 2 
  minutes per experience level of the caster. When cast by a mage, it requires 
  a bit of powdered bone (which is destroyed in the casting), and will last but 1 
  minute per level.  
   
  Animal Summoning I 
   
  Level 3 jester, level 4 druid, level 7 bard spell (conjuration/summoning) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds (6 segments) 
   
  This spell enables the caster to call to service up to eight non-magical creatures 
  that are within 120’ per level of the caster. Thus, the spell could call wild dogs, 
  eagles, etc., but not manticores or unicorns. The animals summoned cannot 
  have more than 4 hit dice each. If none of the specified type of creature is 
  within the spell’s range, the caster may try up to two more times. They will stay 
  and aid the caster any way they can, but will leave once the specific situation 
  has been resolved (the caster is safe, the fight is over, the mission is 
  accomplished, etc.). Typical animals that can be summoned by means of this 
  spell include apes, badgers (inc. giant), bears, giant beavers, wild boars, 
  bulls, camels, cattle, crocodiles, dogs, eagles, goats (inc. giant), herd animals, 
  horses, hyenas, jackals, jaguars, leopards, giant lizards, lynxes (inc. giant), 
  owls (inc. giant), snakes, giant weasels, wolves, and wolverines, but this is not 
  a comprehensive list.  
   
  This spell cannot be cast underwater.  
   
  Animal Summoning II 
   
  Level 5 druid spell (conjuration/summoning) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 42 seconds (7 segments) 
   
  This spell enables the caster to call to service up to six non-magical creatures 
  that are within 120’ per level of the caster. Thus, the spell could call stags, 
  wolves, etc., but not pseudo-dragons or gelatinous cubes. The animals 
  summoned cannot have more than 8 hit dice. (At the caster’s discretion, 12 
  animals of 4 hit dice or less can be summoned instead.) If none of the specified 
  type of creature is within the spell’s range, the caster may try up to two more 
  times. They will stay and aid the caster any way they can, but will leave once 
  the specific situation has been resolved (the caster is safe, the fight is over, the 
  mission is accomplished, etc.).  
   
  This spell cannot be cast underwater.  
   
  Animal Summoning III 
   
  Level 6 druid spell (conjuration summoning) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 48 seconds (8 segments) 
   
  This spell enables the caster to call to service up to four non-magical creatures 
  that are within 120’ per level of the caster. Thus, the spell could call elephants, 
  cave bears, etc., but not dragons or purple worms. The animals summoned 
  cannot have more than 16 hit dice. (At the caster’s discretion, 16 animals of 
  4 hit dice or less can be summoned instead.) If none of the specified type of 
  creature is within the spell’s range, the caster may try up to two more times. 
  They will stay and aid the caster any way they can, but will leave once the 
  specific situation has been resolved (the caster is safe, the fight is over, the 
  mission is accomplished, etc.).  
   
  This spell cannot be cast underwater.  
   
  Animal Telepathy 
   
  Level 2 druid spell (divination) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to communicate with any ordinary, non-magical 
  animal within 10’ plus 5’ per level of the caster. The creature must be within 
  line of sight at all times, and the communication cannot last more than 1 
  minute. The spell grants limited powers of mutual understanding; the 
  transmission of complex abstract ideas is not allowed, but simple concepts like 
  “so-and-so is an enemy”, or “where is there water nearby” can be. The spell 
  does not grant any sort of coercive powers, but some animals can be 
  persuaded to assist the caster, according to circumstances.  
   
  Animate Dead 
   
  Level 3 cleric, level 5 mage spell (necromantic) 
  Requires: incantation, gestures, blood, flesh, bone 
  Casting time: 2 minutes 
   
  This spell allows the caster to create animated skeletons or zombies from 
  skeletal remains or corpses. These undead creatures will then obey the simple 
  commands of the caster, and will remain animated until they are destroyed by 
  some means. The number of undead created depends on the type: 
   
  TABLE 251: ANIMATE DEAD 
  Undead Type 
  Number Created 
  Animal skeleton 
  2 per level of the caster 
  Skeleton 
  1 per level of the caster 
  Zombie 
  1 per level of the caster 
  Giant zombie 
  1 per 3 levels of the caster 
  Giant skeleton 
  1 per 4 levels of the caster 
    
  See the ADVENTURES DARK AND DEEP™ Bestiary for more details on the specific 
  undead creatures mentioned. The corpses can be up to 10’ away from the 
  caster when animated, if needed. If they are still in the grave, it will take 1d6 
  rounds for them to dig themselves out from the earth, on average (and if 
  possible!).  
   
  Animate Object 
   
  Level 5 mage, level 6 cleric/savant spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 54 seconds (9 segments) 
   
  This spell allows the caster to bring to a parody of life one or more inanimate 
  objects within 30’. A maximum of one cubic foot of material per level of the 
  caster can be so animated; a large statue might be 12 cubic feet, a large rug 
  might be 7, a chair 5, etc. While common sense should prevail, the game 
  master is the final arbiter of just what and how many objects can be so 
  animated. The objects remain animated for one minute per level of the caster.  
   
  The speed of and damage caused by the objects animated by this spell depend 
  on the nature of the objects themselves. A large table could “gallop” on its legs 
  
  Spell Descriptions - Animate Rock 
  124 
  at 120’/min. A rug would scoot along the floor at a relatively sedate 
  20’/minute. Other objects might roll (60’/minute), while even the clunkiest 
  objects could rock or shuffle forward at a speed of 10’/minute. Actual statues 
  can be animated, of course; one of stone might move 40’/minute, while one 
  of wood, being more supple, could move at twice that speed.  
   
  Certain objects (curtains, rope, chains, etc.) could be used to bind, trip, or 
  even strangle. Other objects might cause actual damage. A light but hard 
  object could do 1-2 h.p. of damage (say, a falling flower pot), but one of 
  medium weight (a chair) would do 2-8. Heavy and large objects could do as 
  much as 5-20 h.p. of damage, or anything in between.  
   
  The amount of damage that animated objects can absorb before being 
  destroyed is a function of their size and composition. The effective armor class 
  of such objects is likewise to be determined by the game master. Finally, some 
  objects will be more susceptible to different sorts of weapons (a dagger would 
  be more effective slicing an animated tapestry than it would be hacking at a 
  charging oaken table). The game master will adjudicate all such factors.  
   
  See also the entries “statue, animated” and “furniture, animated” in the 
  ADVENTURES DARK AND DEEP™ Bestiary. 
   
   
   
  Animate Rock 
   
  Level 7 druid/mystic spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 54 seconds (9 segments) 
   
  This spell allows the caster to bring to a semblance of life a free-standing stone 
  no greater than 2 cubic feet in size per level of the caster. The stone so 
  animated can be up to 40’ distant. It will obey the simplest of commands (up 
  to 12 words) but has no intelligence of its own. It can be ordered to attack, 
  break, batter, etc. It will remain animate for 1 minute per level of the caster. 
  Depending on the size of the rock animated by the spell, it could do anything 
  from 2-8 to 5-20 h.p. of damage when attacking.  
   
  Animate Tree 
   
  Level 5 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to cause any one tree within 10’ per level of the 
  caster to become animate and obey his commands. The tree must remain 
  within that same range at all times or it will automatically root itself and become 
  immobile. It will do so at the end of the duration of the spell in any case, 1 
  minute per level of the caster. The size of the tree, and its concomitant abilities, 
  should be determined randomly.  
   
  TABLE 252: ANIMATE TREE 
  Die roll (d12) 
  Size 
  Hit Dice 
  Damage 
  1-3 
  12’ 
  7d10 
  2d8/2d8 
  4-6 
  14’ 
  8d10 
  2d8/2d8 
  7-8 
  16’ 
  9d10 
  3d6/3d6 
  9-10 
  18’ 
  10d12 
  3d6/3d6 
  11 
  20’ 
  11d12 
  4d6/4d6 
  12 
  22’ or more 
  12d12 
  4d6/4d6 
    
  Fire-based attacks against such an animated tree get a +4 bonus “to hit” and 
  +1 bonus to damage done. They also save against fire with a penalty of -4. 
   
  Answer 
   
  Level 3 savant spell (invocation) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to cause a book to open to the desired answer to 
  a question, should it be able to be found in the book in the first place. The 
  caster states the question (up to 36 words) and waves his hand over the book 
  (which must lie flat, and not be impeded by any sort of device such as a lock, 
  or a weight upon its cover). The book will then open and the pages riff to the 
  correct page wherein the answer may be found. If the answer cannot be found 
  within the book, the book will flip all the way through its pages and the back 
  cover will close upon it. The spell does not impart any understanding of the 
  language in which the book is written, and if the answer is obscure, will not 
  yield any clues to is nature, save that it is to be found on one of the two pages 
  to which the book has opened itself.  
   
  Antipathy (Sympathy) 
   
  Level 8 mage spell (alteration) 
  Requires: incantation, gestures, vinegar-soaked alum (pearls and honey) 
  Casting time: 1 hour 
   
  This spell allows the caster to create a profound sense of unease among a 
  specific type of intelligent creature or alignment of human/demi-human type 
  characters; the type of creature to be affected must be explicitly stated by the 
  caster during the casting of the spell. The spell can be cast either on an area 
  equal to 100 cubic feet per level of the caster or on a single inanimate object, 
  with a range of 30’ from the caster. Any creatures of the appropriate type must 
  make a saving throw vs. spells; failure indicates that they will not enter the 
  area or approach the item in question under any circumstances. Success 
  indicates the creature can approach or hold the object, but will lose 1 point of 
  dexterity per minute, up to a maximum of 4 points lost. If the spell is cast on 
  an object rather than an area, the indicated creatures make their saving throws 
  at a penalty of -2. Lost points of dexterity are regained once the item is dropped 
  or the area vacated, at a rate of 1 point per minute.  
   
  The reverse of the spell, sympathy, creates a feeling of attraction and longing 
  in an area or on a single inanimate object. It works similarly to the antipathy 
  spell, but generates an intense desire to possess the object or remain in the 
  area affected by the spell. A saving throw indicates that the subject can let go 
  of the item or leave the location, but another saving throw must be made 10-
  60 minutes later; failure indicates that the subject will return. The sympathy 
  spell requires 1,000 g.p. worth of crushed pearls in addition to honey for the 
  casting of the spell. As with antipathy, if sympathy is cast on an object rather 
  than an area, the indicated creatures make their saving throws at a penalty of 
  -2. 
   
  
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   125
  Anti-Animal Shell 
   
  Level 6 druid spell (abjuration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 minute 
   
  This spell creates a bubble of magical force that is proof against any living 
  animal tissue. The shell will last for 10 minutes per level of the caster, and is in 
  the form of a hemisphere 20’ in diameter. It is useless against plants, the 
  undead, or extra-planar creatures.  
   
  Anti-Magic Shell 
   
  Level 6 mage/savant spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell creates an invisible sphere, 1’ in diameter per level of the caster, 
  through which no magic can pass. It is proof against spells, magic items, 
  breath weapons, gaze attacks, audible magic effects, etc. The shell moves with 
  the caster, and lasts for 10 minutes per experience level. The shell will also 
  stop any summoned or conjured creatures from entering. No spells or magic 
  items will function within the anti-magic shell, but non-magical missiles will 
  penetrate it effortlessly, and magical weapons will simply function as normal 
  weapons.  
   
  Anti-Plant Shell 10’ Radius 
   
  Level 5 druid spell (abjuration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 42 seconds (7 segments) 
   
  This spell creates a magical barrier in a sphere 10’ from the caster which is 
  completely impenetrable by any sort of plant or vegetable-based creature or 
  weapon. It is proof against creatures such as tree men and vegepygmies, as 
  well as plants that may shoot their thorns as missile weapons, etc. Non-living 
  plant matter (such as javelins, arrows, etc.) is not affected.  
   
  Armor 
   
  Level 1 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, blessed leather 
  Casting time: 1 minute 
   
  This spell creates a magical aura around an individual touched by the caster 
  (or the caster himself) which gives the target an effective armor class of 8. If 
  the target is already wearing real armor, the spell has no effect (including non-
  armor protective magical items, with the exception of a ring of protection, 
  which will operate in conjunction with the spell). If the target has an armor 
  class of 9 or better, the spell will improve their armor class by 1. The armor 
  does not weigh anything, will not hinder movement, and spellcasters can still 
  cast spells while the spell is in effect. The armor will remain in effect until the 
  wearer takes damage equal to 8 h.p. plus 1 h.p. per level of the caster.  
   
  Astral Spell 
   
  Level 6 mystic, level 7 cleric/illusionist, level 9 mage/savant spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 15 minutes 
   
  This spell allows the caster to separate his spirit/soul, and possibly those of 
  others, into an “astral body” and travel the Astral Plane, which touches on a 
  number of other planes of existence. While the astral body is traveling, the 
  physical body will remain in an unbreakable trance, connected to the astral 
  body by an invisible silver cord which, if broken, means the death of both the 
  astral and physical self. No material possessions, with the exception of certain 
  magical items whose very nature is multi-planar, travel with the astral body.  
   
  The astral plane can be used to travel to the outer planes (Heaven, Hell, etc.). 
  Once the astral body has reached one of the other planes of existence, a new 
  body is automatically created, which is still connected to the material body by 
  the silver cord. If the second body is killed, the silver cord snaps back to the 
  material body, bringing it out of its trance with a start.  
   
  Up to five other creatures, linked together in a circle with the caster, can also 
  be taken into the astral plane by means of this spell.  
   
  Atonement 
   
  Level 5 cleric spell (abjuration) 
  Requires: incantation, gestures, holy symbol, incense, prayer beads 
  Casting time: 10 minutes 
   
  This spell allows the caster to allow a single individual to atone for actions 
  contrary to his alignment with a touch. This spell is used only when the 
  beneficiary was not in command of his senses (i.e., under the effects of some 
  alignment-altering magic, possessed, etc.) and is well and truly regretful; it 
  cannot be used to make amends for deliberate actions.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Audible Glamer 
   
  Level 1 illusionist/jester, level 2 mage spell (illusion/phantasm) 
  Requires: incantation, wool or wax 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to create an audible illusion designed to give the 
  impression of a body of people or animals. The glamer may be centered on a 
  spot up to 60’ from the caster, plus 10’ per experience level, and will last 3 
  minutes per level of the caster. The noise that can be created is dependent on 
  the level of the caster: 
   
  TABLE 253: AUDIBLE GLAMER 
  Level of Caster 
  Noise Created is Equal to… 
  2 
  4 men 
  3 
  8 men, horde of rats 
  4 
  12 men 
  5 
  16 men, lion roaring 
  6 
  20 men 
  7 
  24 men, dragon roaring 
  Etc. 
  If someone hearing the glamer explicitly states that they do not believe it to be 
  real, they are entitled to a saving throw vs. spells; making the save means they 
  hear nothing.  
   
  The spell requires a bit of wool or small piece of wax, which is destroyed by 
  the casting of the spell.  
   
  Augury 
   
  Level 1 mystic/savant, level 2 cleric spell (divination) 
  Requires: incantation, gestures, divination tool 
  Casting time: 2 minutes 
   
  The augury spell allows the caster to divine the immediate future, specifically 
  as to whether a proposed action will be harmful or helpful. The base chance 
  for success is 70% plus 1% per level of the caster (naturally, the caster will not 
  know whether or not the augury is accurate or not). Note that the spell cannot 
  
  Spell Descriptions - Avalanche 
  126 
  predict the future more than 30 minutes distant, so that if an action may have 
  a deleterious effect days or weeks after the fact, the spell will not be able to so 
  inform the caster. The spell requires special divinatory tools, such as rune 
  staves, special coins, dragon bones, etc., which are not destroyed by the 
  casting of the spell. 
   
  Avalanche 
   
  Level 6 bard spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  The effect of this spell is different depending on the surroundings, but the 
  general effect is to create a sonic resonance that causes stone to crumble and 
  tumble. Underground, it will cause the ceiling to collapse in an area 1 square 
  foot per level of the caster, centered on a spot 10’ distant per level of the 
  caster. This will last for 1d3 rounds, doing 1d6 h.p. of damage to all creatures 
  in the area of effect on the first round, 2d6 h.p. on the second round (if 
  applicable), and 1d6 on the third round.  
   
  Outdoors, the spell will cause a small avalanche (in snow and ice conditions) 
  or landslide (otherwise) as long as there are hills, cliffs, mountains, etc. in the 
  vicinity (see the ADVENTURES DARK AND DEEP™ Game Masters Toolkit for full 
  details on avalanches and landslides). Outdoors, the range is 10 yards per 
  level of the caster, to a maximum of 100 yards.  
   
  Avoidance (Attraction) 
   
  Level 5 mage spell (abjuration) 
  Requires: incantation, gestures, magnetized needle 
  Casting time: 18 seconds (3 segments) 
   
  This spell creates an almost magnetic repulsion between a particular inanimate 
  object and all living things. The object can be no more than 3’ on a side, and 
  must be within 10’ of the caster at the time the spell is cast. The exact effect 
  depends on the relative mass between the object upon which the spell was 
  cast, and the mass of the creature approaching it. Thus, a gnome approaching 
  a solid gold statue would find himself pushed back, unable to approach closer 
  than 1’. A hill giant approaching the same statue would find it scraping across 
  the floor away from him, again not coming within 1’. The spell can be cast on 
  non-living items held or worn by living creatures; doing so, however, requires 
  that the creature in question fail a saving throw vs. spells.  
   
  The reverse of this spell, attraction, causes the opposite effect. The object upon 
  which the spell is cast will be dragged towards whatever living creature comes 
  within 1’, and if it touches, will require a successful bend bars/lift gates roll to 
  be removed. Neither version of the spell will affect the undead or created 
  creatures such as golems, and the spell will remain in effect until released by 
  the caster, or until a dispel magic spell is cast upon it. 
   
  Awaken 1st Chakra 
   
  Level 1 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 10 minutes 
   
  By means of this intense meditation, the caster is able to activate the first of 
  seven energy centers of the body (known as the seven chakras) located at the 
  base of the spine. It requires that the subject be touched (it can be the caster 
  himself, of course), and will last for two hours per level of the caster (exception: 
  if other chakras are awakened after this one, the effects of all the awaken 
  chakra spells will end when the highest-level one ends). Once the spell is 
  completed, the recipient will enjoy the following effects: 
   
   
  The recipient will radiate an intense ultraviolet light. All those with 
  ultravision must make a saving throw vs. paralyzation or be blinded 
  if they are within 60’ of the recipient; however, all those beyond 
  that radius, up to 360’, will see him clearly lit up like a bonfire 
   
  When falling, damage taken is reduced by -1 per die of falling 
  damage 
   
  A bonus of +1 to any ability checks made vs. dexterity (does not 
  apply if the 1st and 2nd chakras are awakened) 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  Awaken 2nd Chakra 
   
  Level 2 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 20 minutes (minus the casting time of any other Awaken Chakra 
  spells that have been cast on the same recipient) 
   
  By means of this intense meditation, the caster is able to activate the second 
  of seven energy centers of the body (known as the seven chakras) located at 
  the abdomen. It requires that the subject be touched (it can be the caster 
  himself, of course), and will last for two hours per level of the caster (exception: 
  if other chakras are awakened after this one, the effects of all the awaken 
  chakra spells will end when the highest-level one ends). Once the spell is 
  completed, the recipient will enjoy the following effects: 
   
   
  The recipient will have a 50% immunity to all disease (including 
  such illnesses as are caused by the bite of giant ticks, etc.) 
   
  A +10% bonus to any system shock rolls 
   
  A bonus of +1 to any ability checks made vs. constitution (does not 
  apply if the 3rd chakra is awakened) 
   
  If the 1st chakra has been awakened prior to the 2nd, the recipient gains 1 
  point of dexterity for as long as both spells remain in effect, subject to racial 
  maximums. Ability score bonuses due to chakra arousal are cumulative. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  Awaken 3rd Chakra 
   
  Level 3 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 minutes (minus the casting time of any other Awaken Chakra 
  spells that have been cast on the same recipient) 
   
  By means of this intense meditation, the caster is able to activate the third of 
  seven energy centers of the body (known as the seven chakras) located at the 
  solar plexus. It requires that the subject be touched (it can be the caster himself, 
  of course), and will last for two hours per level of the caster (exception: if other 
  chakras are awakened after this one, the effects of all the awaken chakra spells 
  will end when the highest-level one ends). Once the spell is completed, the 
  recipient will enjoy the following effects: 
   
   
  A bonus of +1 “to hit” and +1 to any damage, when in melee 
  combat 
   
  A +2 bonus to any saving throws vs. fear (if no saving throw is 
  normally allowed, the recipient gets a saving throw with no bonus) 
   
  A bonus of +1 to any ability checks made vs. strength (does not 
  apply if the 1st through 4th chakras are awakened) 
   
  If the 1st and 2nd chakras have been awakened prior to the 3rd, the recipient 
  gains 1 point of constitution for as long as all three spells remain in effect, 
  subject to racial maximums. Ability score bonuses due to chakra arousal are 
  cumulative. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   127
  This spell can only be in effect upon the same person once at any given time. 
   
   
   
  Awaken 4th Chakra 
   
  Level 4 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 40 minutes (minus the casting time of any other Awaken Chakra 
  spells that have been cast on the same recipient) 
   
  By means of this intense meditation, the caster is able to activate the fourth of 
  seven energy centers of the body (known as the seven chakras) located in the 
  heart. It requires that the subject be touched (it can be the caster himself, of 
  course), and will last for two hours per level of the caster (exception: if other 
  chakras are awakened after this one, the effects of all the awaken chakra spells 
  will end when the highest-level one ends). Once the spell is completed, the 
  recipient will enjoy the following effects: 
   
   
  The ability to detect ethereal objects (as per the spell; see p. 149 
  for details) 
   
  A +2 bonus to any saving throws vs. charm, suggestion, etc. (if no 
  saving throw is normally allowed, the recipient gets a saving throw 
  with no bonus) 
   
  A bonus of +1 to any ability checks made vs. wisdom (does not 
  apply if the 1st through 5th chakras are awakened) 
   
  If the 1st through 3rd chakras have been awakened prior to the 4th, the 
  recipient gains 1 point of strength for as long as all four spells remain in effect, 
  subject to racial maximums. Ability score bonuses due to chakra arousal are 
  cumulative. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  Awaken 5th Chakra 
   
  Level 5 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 50 minutes (minus the casting time of any other Awaken Chakra 
  spells that have been cast on the same recipient) 
   
  By means of this intense meditation, the caster is able to activate the fifth of 
  seven energy centers of the body (known as the seven chakras) located in the 
  throat. It requires that the subject be touched (it can be the caster himself, of 
  course), and will last for two hours per level of the caster (exception: if other 
  chakras are awakened after this one, the effects of all the awaken chakra spells 
  will end when the highest-level one ends). Once the spell is completed, the 
  recipient will enjoy the following effects: 
   
   
  Immunity to magical fire 
   
  The ability to shout once per day (as per the spell, but only does 
  1d8 h.p. of damage; see p. 212 for details) 
   
  A bonus of +1 to any ability checks made vs. charisma (does not 
  apply if the 1st through 6th chakras are awakened) 
   
  If the 1st through 4th chakras have been awakened prior to the 5th, the 
  recipient gains 1 point of wisdom for as long as all five spells remain in effect, 
  subject to racial maximums. Ability score bonuses due to chakra arousal are 
  cumulative. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  Awaken 6th Chakra 
   
  Level 6 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 60 minutes (minus the casting time of any other Awaken Chakra 
  spells that have been cast on the same recipient) 
   
  By means of this intense meditation, the caster is able to activate the sixth of 
  seven energy centers of the body (known as the seven chakras) located at the 
  brow. It requires that the subject be touched (it can be the caster himself, of 
  course), and will last for two hours per level of the caster (exception: if other 
  chakras are awakened after this one, the effects of all the awaken chakra spells 
  will end when the highest-level one ends). Once the spell is completed, the 
  recipient will enjoy the following effects: 
   
   
  Immunity to all charm, suggestion, etc., spells 
   
  Ability to see with ultravision with a 120’ range (see p. 108 for 
  details), note that the effect of the awaken 1st chakra spell does not 
  impair this ability 
   
  Take half damage from non-blunt weapons 
   
  A bonus of +1 to any ability checks made vs. intelligence (does not 
  apply if the 1st through 7th chakras are awakened) 
   
  +1 bonus to all saving throws 
   
  If the 1st through 5th chakras have been awakened prior to the 6th, the 
  recipient gains 1 point of charisma for as long as all six spells remain in effect, 
  subject to racial maximums. Ability score bonuses due to chakra arousal are 
  cumulative. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  Awaken 7th Chakra 
   
  Level 7 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 70 minutes (minus the casting time of any other Awaken Chakra 
  spells that have been cast on the same recipient) 
   
  By means of this intense meditation, the caster is able to activate the last of 
  seven energy centers of the body (known as the seven chakras) located at the 
  crown of the head. It requires that the subject be touched (it can be the caster 
  himself, of course), and will last for two hours per level of the caster (exception: 
  if other chakras are awakened after this one, the effects of all the awaken 
  chakra spells will end when the highest-level one ends). Once the spell is 
  completed, the recipient will enjoy the following effects: 
   
   
  Immunity to all fire, magical and non-magical 
   
  An additional +1 bonus “to hit” and damage when in melee 
  combat 
   
  Ability to see with infravision and ultravision with a 120’ range (see 
  p. 108 for details) 
   
  Immunity to possession of any sort (demonic, magic jar spell, etc.) 
  
  Spell Descriptions - Awareness 
  128 
   
  +1 bonus to all saving throws (cumulative with bonus from the 6th 
  chakra being aroused, if applicable) 
   
  If the 1st through 6th chakras have been awakened prior to the 7th, the 
  recipient gains 1 point of intelligence for as long as all six spells remain in 
  effect, subject to racial maximums. Ability score bonuses due to chakra arousal 
  are cumulative; thus, all ability scores would have a bonus of +1 if this 
  condition is met. 
   
  This spell can only be in effect upon the same person once at any given time. 
   
  Awareness 
   
  Level 5 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster, by touch, to enhance the senses of either himself 
  or another. With such heightened awareness of his surroundings, the 
  beneficiary of the spell is able to detect secret and concealed doors as if he 
  were an elf (elves get a -1 bonus to their rolls when detecting such) and can 
  never be surprised. The spell lasts for 10 minutes per level of the caster. 
   
  Awestruck 
   
  Level 4 bard spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 4 minutes 
   
  This spell allows the caster to hold his target(s) in rapt attention. All creatures 
  within a 30’ radius of a spot centered on a point 60’ distant can be affected. 
  Each must make a saving throw vs. spells. Failure means they hold the caster 
  in rapt attention for as long as he maintains the spell by playing his instrument 
  and singing. Subjects so awestruck cannot speak or move, but suffering 
  damage will break the spell.  
   
  Backstab 
   
  Level 2 illusionist spell (enchantment/charm) 
  Requires: incantation, gestures, small knife 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to grant the ability to himself or some other person 
  touched to perform a back stab attack as if the recipient were a thief of an 
  experience level equal to that of the spellcaster. It does not grant the ability to 
  hide in shadows, move silently, or any other thiefly ability other than the back 
  stab. The recipient can choose any single attack to perform within 8 hours per 
  level of the caster in which to exercise his back stab attack. If he does not do 
  so within that time limit, the spell fades and is wasted. The spell requires a 
  small ceremonial knife which is not destroyed as the spell is cast. A regular 
  dagger can be used for the component. 
   
  Balance 
   
  Level 5 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 5 minutes 
   
  This spell allows the caster to “even out” the relative differences between two 
  living, non-magical creatures. Specifically, the hit dice, hit points, strength, and 
  natural armor class will each be totaled and divided by two, and then the new 
  value used by both creatures, until the spell duration is over. If one or both of 
  the creatures are unwilling, they are entitled to saving throws vs. magic. Each 
  must be within 60’ of the caster for the entire casting time of the spell. The spell 
  will last for 10 minutes plus 1 minute per level of the spell.  
   
  Example: The spell is cast upon a 7th level fighter with 35 h.p. and a STR of 
  17 and an African elephant with 66 h.p. Once the spell has been completed, 
  each would have 9 hit dice (the fighter 9d10 and the elephant 9d12), the 
  fighter would find his AC improved by 2 and the elephant’s worsened by 2 
  (because the elephant has a natural AC of 6, and the fighter has a natural AC 
  of 10, averaged becomes 8). Since there is no set STR for an elephant, the 
  game master makes a judgment that it is equivalent to a score of 23. Thus, the 
  fighter’s strength then becomes 20, and the elephant’s is lowered to 20. 
  Because of this, the game master decides that the elephant will suffer -2 to all 
  damage inflicted by each of its attacks.  
   
  Ball Lightning 
   
  Level 4 mage spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to create from 1 to 4 glowing white spheres, the 
  exact number being left to his discretion. Each sphere is some 3’ across, will 
  remain for 4 rounds, and can float anywhere within the caster’s line of sight, 
  as long as they remain within 120’. If a sphere touches or comes within 1’ of 
  any creature, its electrical charge will discharge. The creature struck is entitled 
  to a saving throw vs. spells; success indicates half damage. The amount of 
  damage caused depends on the total number of spheres created. 
   
  TABLE 254: BALL LIGHTNING 
  Total number of spheres 
  Damage done by each 
  1 
  4d12 
  2 
  5d4 
  3 
  2d6 
  4 
  2d4 
   
  Banishment 
   
  Level 7 mage/savant spell (abjuration) 
  Requires: incantation, gestures, special (see spell description) 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to instantly hurl one or more creatures from some 
  other plane of existence back to their home plane. The creature’s magic 
  resistance, if any, applies, and the creature is also entitled to a saving throw. 
  The caster must know the proper name of the creature(s) to be banished (if 
  any) and/or the exact type of creature it is. Deities and other powers inimical 
  to the creature being banished are also called upon during the casting of the 
  spell (at the game master’s discretion, they may add a -1 to -6 penalty to the 
  creature’s saving throw). The spell has a range of 20’. 
   
  The creature is entitled to a saving throw vs. spells, with a penalty of between 
  -1 to -3 for each substance or item the caster is able to include as a material 
  component that is particularly hateful or harmful to the creature (game master’s 
  discretion as to just how much of a penalty each item gives to any given 
  creature). For instance, holy water or the feather of an angel’s wing might be 
  used to force a demon back to its home plane, while incense made of dung 
  and the blood of a virgin might be used to force an arch-angel back to the 
  upper planes.  
   
  Barkskin 
   
  Level 2 druid spell (alteration) 
  Requires: incantation, gestures, mistletoe, handful of oak bark 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to turn the hide or skin of any one creature touched 
  as hard and tough as tree bark, effectively giving the target a +1 bonus to his 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   129
  armor class. The spell also gives a +1 bonus to all saving throws except those 
  made against magic. The sprig of mistletoe and handful of oak bark are used 
  up in the casting of the spell.  
   
  Bee 
   
  Mage/illusionist/savant cantrip (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip summons a bee that appears and lands on a target creature within 
  10’. There is a 90% chance that the bee will sting whatever creature it finds 
  itself on.  
   
  This spell cannot be cast underwater.  
   
  Belch 
   
  Mage/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip forces the subject, who can be no more than 10’ distant, to belch. 
  The target is entitled to a saving throw vs. spells; failure indicates the burp is 
  loud, while success indicates it is soft and muted. Note that, like all cantrips, 
  this cannot be used to interrupt the casting of a spell.  
   
  Bind 
   
  Level 2 bard/mage spell (alteration) 
  Requires: incantation, gestures, rope or similar object 
  Casting time: 12 seconds (2 segments) 
   
  This spell enables the caster to command a length of rope (ribbon, cable, cord, 
  string, twine, etc.) for up to 1 minute per level of the caster, as long as the rope 
  is within 30’. The rope thus ensorcelled can perform the following actions: coil 
  (coil into a neat roll), coil & knot, loop, loop & knot, tie & knot; and uncoil, 
  uncoil & unknot, etc. The rope can only move a maximum of 1’, so it must 
  usually be tossed next to some item or creature in order to tie itself around it, 
  etc. The rope is never stronger than a creature’s hold upon it, and most ropes 
  will take 2 h.p. of slashing damage before being cut. The rope cannot be used 
  to strangle a creature, but can be used to trip or slow the passage of other 
  creatures (similar to the druid spell entangle; see p. 158 for details).  
  Binding 
   
  Level 8 mage spell (evocation) 
  Requires: incantation, gestures, other (see spell description) 
  Casting time: varies (see spell description) 
   
  This spell allows the caster to imprison some creature from another plane of 
  existence in one of six different fashions. The creature must already be 
  restricted by a pentacle (see p. 110 for details).  
   
  The target of the spell is allowed a saving throw only if the level of the caster 
  is less than double the number of hit dice (or levels) of the target. However, the 
  caster can be aided by other spell-casters of the same class: 1/3rd the level of 
  any caster of 9th level or higher, and 1 additional level for each caster of 4th 
  through 8th level, to a maximum of 6 assistants. If the target has been 
  weakened by prior application of spells such as dolor or torment, it will have 
  a -1 or -2 penalty on its saving throw, respectively (-4 if both spells have been 
  applied one right after the other). If the creature is successful in its saving throw, 
  it has escaped its bonds entirely.  
   
  There are six different forms of binding from which the caster can choose: 
   
  Chaining will set up antipathy (as per the spell; see p. 124 for details) on the 
  subject being, who must remain within the pentacle for a number of years 
  equal to the level of the caster. This form of the spell requires a set of miniature 
  chains of a type of metal specifically inimical to the type of creature to be 
  chained (iron for demons, silver for devils, etc.). This form of the spell takes 10 
  minutes to cast. The spell can be renewed, but if more than a year has passed, 
  the subject is entitled to a saving throw vs. spells. Success indicates it can 
  escape. 
   
  Slumber will cause the creature to fall into a deep unbreakable sleep for a 
  number of years equal to the caster’s level. It requires special herbs costing no 
  less than 100 g.p. The creature gets a +1 bonus to its saving throw vs. this 
  effect. This form of the spell takes 20 minutes to cast. The spell can be renewed, 
  but if more than a year has passed, the subject is entitled to a saving throw vs. 
  spells. Success indicates it can escape. 
   
  Bound slumber is simply a combination of chaining and slumber. It lasts for 1 
  month per level of the caster, and the creature gets a +2 bonus to its saving 
  throw. This form of the spell takes 30 minutes to cast, and requires the same 
  chains and herbs as the first two forms of the spell described above. The spell 
  can be renewed, but if more than a year has passed, the subject is entitled to 
  a saving throw vs. spells. Success indicates it can escape. 
   
  Warded prison is a means to define a particular area as one which the 
  creature cannot leave without a particular ward being broken. Often, this is in 
  the form of some seal on a portal leading into the area. It requires the 
  construction of the aforementioned seal, usually costing 1,000 g.p. per hit die 
  of the creature to be bound. The target gets a +3 to its saving throw. This 
  imprisonment will last until the seal is broken. The seal itself will faintly radiate 
  magic. This form of the spell takes 40 minutes to cast. 
   
  Metamorphosis will change the subject creature into some other object (that 
  faintly radiates magic), except for its head and/or face. The target will get a 
  +4 to its saving throw, but if it fails the metamorphosis will remain in effect until 
  some specific set of conditions (which will be known to the creature) is met. 
  This form of the spell takes 50 minutes to cast, and requires an image of the 
  thing into which the creature is to be transformed, on vellum. 
   
  Minimus will shrink the creature to an inch or less, contained within a gemstone 
  worth no less than 1,000 g.p. per hit die of the creature (the caster must supply 
  the gem as the material component of the spell). This form of the spell takes an 
  hour to cast, and the creature will get a +5 bonus on its saving throw.  
   
  Birdsong 
   
  Level 2 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to enchant all normal (non-magical and non-giant) 
  birds within a 12’ radius, causing them to flock to him in a friendly fashion, 
  perch on and around him, etc. Once the birds have responded to the birdsong, 
  the caster can ask one of the following services of them: 
   
   
  Messenger. The birds will fly up to 1 mile per level of the caster, 
  bearing a small message either tied to their leg or in their beak, 
  which they will deliver to a specific person named. The general 
  description of the desired recipient’s location is required. Up to 6 
  separate messages can be so dispatched to different recipients. The 
  caster must supply the notes himself. 
   
  Guardian. The birds will perch nearby for 1 hour per level of the 
  caster. If danger approaches visibly within 240’, the birds will 
  begin a cacophonous noise that will act as a warning. The birds, 
  however, will regard the approach of any sort of predator, 
  particularly one that feeds on birds, as such a threat. 
  
  Spell Descriptions - Black Tentacles 
  130 
   
  Defender. The birds will actively defend the caster against attack 
  for 1 minute per level of the caster. Unless a larger, predatory bird 
  is included in those answering the birdsong (2% chance unless 
  otherwise noted), a flock of smaller birds will swarm around a 
  single enemy, rendering him effectively blind, unable to cast spells, 
  and with a -4 penalty “to hit.” No dexterity bonus is allowed in such 
  a circumstance. If the target of the flock of birds has no such bonus, 
  he will receive a penalty of 1 on his armor class. 
   
  Black Tentacles 
   
  Level 4 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, piece of giant octopus/squid tentacle 
  Casting time: 48 seconds (8 segments) 
   
  This spell brings into being a number of tough stringy black tentacles, erupting 
  from whatever surface happens to be in the area (even water). There will be 
  one tentacle for every experience level of the caster, and they will all appear 
  in an area 30 square feet per level of the caster, centered on a point 30’ 
  distant. Each tentacle has a number of hit points equal to the level of the caster, 
  is AC 4, and is 10’ long. They will attack anything in range, including non-
  living objects such as stalagmites, stationary objects such as trees, etc., and 
  will last a maximum of 1 minute per level of the caster. Any creature within the 
  area of effect is subject to attack by one or more of the tentacles; determine 
  targets randomly if appropriate. Each creature attacked by a tentacle is entitled 
  to a saving throw vs. spells. Success indicates that the target takes 1d4 hit 
  points of damage, and then the tentacle disappears. Failure indicates that the 
  target takes 2d4 h.p. of damage on the first round, and 3d4 h.p. on the next 
  and all subsequent rounds.  
   
  Blade Barrier 
   
  Level 6 cleric spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 54 seconds (9 segments) 
   
  This spell brings into being a whirling wall of magical blades that continually 
  orbit in a seemingly-chaotic dance around a particular point in space. That 
  point can be up to 30’ away from the caster, and the barrier formed by the 
  blades can be anything from a 5’x5’ square up to a 20’x20’ square. Any 
  creature passing through the whirling blades will suffer 8d8 hit points of 
  damage. The barrier lasts for three minutes per level of the caster.  
   
  Blank Book 
   
  Savant cantrip (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell creates the illusion that a (non-magical) book or scroll is, in fact, 
  comprised completely of blank pages. All creatures with an intelligence of 8 
  or greater are automatically entitled to a saving throw vs. spells. Those who 
  deliberately attempt to disbelieve are entitled to a separate check. The book 
  must be within 10’ of the caster, and within line of sight.  
   
  Bless (Curse) 
   
   
  Level 1 bard/cleric/mystic spell (conjuration) 
  Requires: incantation, gestures, holy/unholy water 
   
  Casting time: 1 minute 
   
  The bless spell allows the caster to grant his allies a +1 on their rolls "to hit" in 
  combat and +1 on their morale rolls. The area of effect is a 50' diameter circle 
  centered on a point up to 60' distant from the caster, and the effect of the spell 
  lasts for 6 minutes. Those already engaged in combat do not receive the effects 
  of a bless spell. When the reverse of the spell (curse) is used, enemies in the 
  area of effect receive a -1 "to hit" and -1 on their morale rolls. The reverse of 
  the spell uses unholy water as its material component, rather than holy water. 
  There is no saving throw.  
   
   
   
  Blindness 
   
  Level 2 illusionist spell (illusion/phantasm) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates the illusion in a given creature that it is blind. There is no real 
  damage to the eyes, which are, in fact, able to see perfectly well. The brain, 
  however, is convinced that nothing but a soft gray blur is being seen. For this 
  reason, healing spells of all sorts, including remove blindness, are ineffective. 
  Only a dispel magic or dispel illusion spell, or the mercy of the caster, can 
  remove the malady. The target must be within 30’ of the caster at the time the 
  spell is cast, and is entitled to a saving throw vs. spells; success indicates the 
  spell has no effect.  
   
  Blink (cantrip) 
   
  Mage/savant cantrip (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to force a subject within 10’ to blink its eyes. A 
  successful saving throw indicates that only one eye winks. For creatures that 
  only have one eye, such as a cyclops or yocharach, a successful saving throw 
  indicates the spell has no effect.  
   
  Blink (spell) 
   
  Level 3 mage/savant spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell causes the caster to “blink” randomly out of existence once per 
  minute, returning in an instant to a random place nearby. This “blinking” will 
  last for one minute per experience level of the caster. To determine when in a 
  given minute the caster will blink, roll 2d4 and multiply by 6; that is the second 
  at which the blink will take place (the caster does not know when it will happen 
  himself, and it will take place at a different point in each minute while the spell 
  is in effect).  
   
  When coming back into existence from a blink, the caster will appear 2’ from 
  his starting position. Roll 1d8 to determine the direction randomly: 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   131
  1 
  2 
  3 
  8 
   FACING 
  4 
  7 
  6 
  5 
   
  If the space indicated is not empty, he will appear anywhere up to 12’ distant 
  in the direction indicated. If he still is unable to materialize, a different direction 
  will be chosen. If the caster simply has nowhere within a 12’ radius that he 
  can appear without doing so in the middle of some other creature or object, 
  he will be trapped on the ethereal plane.  
   
  The caster cannot be attacked in the remaining seconds in a minute after a 
  blink has taken place, only in the portion of the minute prior to blinking. Area 
  effect spells such as fireball will inflict damage, however. He himself has a 
  25% chance that any magic item use, spellcasting, or anything more complex 
  than stabbing with a weapon will go awry; missed, done in the wrong 
  direction, wrong effect called forth, etc.  
   
  Bluelight 
   
  Mage/illusionist/savant cantrip (conjuration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip creates a small glowing orb of blue in his hand some 3” in 
  diameter. The light from the sphere will only light an area 5’ in radius, and 
  will not radiate beyond that area. The light from the bluelight has no impact 
  on infravision or ultravision. It will remain until the caster stops concentrating.  
   
  Blur 
   
  Level 2 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes the caster’s outline to become blurry and indistinct, making it 
  difficult to pinpoint exactly where he is. This has the effect that opponents’ 
  attacks are made at a -4 penalty the first time, and -2 on all subsequent attacks 
  by the same individual, and that all saving throws vs. direct magical attacks 
  are made at a +1 bonus. The effect lasts 3 minutes plus 1 minute per level of 
  the caster.  
   
  Bonhomie 
   
  Level 6 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 72 seconds 
   
  This spell allows the caster to create a welling-up of good will and warm 
  feelings in a crowd. All those within 120’ of the caster can be affected; each 
  is entitled to a saving throw vs. spells. Success indicates that the spell has no 
  effect, but only another bard will recognize the fact that a spell has been cast 
  at all. Naturally, to be effected, the listeners must be able to understand the 
  caster. Those who fail their saving throw will be effected as follows: 
   
   
  Be well-disposed towards the caster and his companions. This will 
  be reflected in a +20% reaction adjustment, and similar bonuses to 
  other social interaction rolls (or +4, where applicable). Such 
  bonuses do not apply to the other effects of this spell, however. 
   
  If called upon to join some enterprise, or contribute to some cause, 
  they will do so. They will join for a number of hours equal to the 
  level of the caster. Calls to join undertakings which will likely result 
  in loss of life or liberty, exhortations for relatively large amounts of 
  cash or other contributions, etc. will result in those listening getting 
  a +4 bonus to their saving throws. Obviously suicidal or penurious 
  requests will result in automatic failure; the game master should 
  exercise his judgment. 
   
  Those under the kindly influence of the caster will receive a +2 
  bonus to all saving throws vs. fear, despair, catatonia, etc. Those 
  already under the influence of such effects are entitled to a new 
  saving throw, if they had one to begin with.  
   
  Boundary 
   
  Level 3 cleric spell (evocation) 
  Requires: incantation 
  Casting time: 18 seconds 
   
  This spell allows the caster to create a circular boundary 10’ in diameter, 
  centered on a point no more than 30’ distant plus 5’ per level of the caster. 
  Any creature in the boundary when the spell is cast will be unable to leave it 
  for the duration of the spell (1 round per level of the caster). No melee combat 
  is possible unless an enemy enters the boundary. The spell does not prohibit 
  spellcasting by the creature(s) imprisoned within the boundary. A creature 
  trapped within may attempt to force its way out by making a saving throw vs. 
  spells. Success indicates it has forced its way through the boundary. Creatures 
  with magic resistance may attempt to use it to force their way through the 
  boundary. Only one such attempt is allowed in either case. Only creatures in 
  the boundary when it is first created are so trapped; others may pass into and 
  out of the boundary without limitation. Non-corporeal undead or other 
  creatures are not affected by the spell, and creatures capable of becoming 
  astral or ethereal, blinking, teleporting, etc. can escape that way without 
  needing a saving throw.  
   
  Bridge 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell calls into being a physical bridge some 5 yards in width. Its length 
  will be 1 yard per level of the caster. Note that the bridge must have secure 
  points on either side upon which it can rest. Any difference in height between 
  the two ends of the bridge cannot exceed 10% of its length; thus a bridge 14 
  yards long could go up/down no more than a total of 4’ or so, lest the bridge 
  itself be unstable and collapse when any weight was placed upon it. The 
  bridge will be able to hold 100 lbs. per level of the caster. The bridge will 
  remain for as long as the caster continues the spell; once he ceases, it will 
  begin to dissolve, losing 100 lbs. of capacity per minute (i.e., a number of 
  minutes equal to the level of the caster). When the entire capacity is lost, the 
  bridge will crumble into nothingness.  
   
  Bug 
   
  Mage/illusionist/savant cantrip (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip will cause an insect such as a beetle, mantis, etc. to appear up to 
  10’ distant from the caster. It will bite, pinch, etc., whatever creature it happens 
  to appear on (if any).  
   
  This spell cannot be cast underwater.  
   
  
  Spell Descriptions - Burning Hands 
  132 
  Burning Hands 
   
  Level 1 mage spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell causes a sheet of flames to spring 3’ from the caster’s spread 
  fingertips. This fire will cause 1 hit point of damage per level of the caster, and 
  will ignite any flammable materials.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Cacodemon 
   
  Level 7 mage/savant spell (conjuration/summoning) 
  Requires: incantation, gestures, candles, brazier, parchment, blood 
  Casting time: 4-6 hours 
   
  This spell allows the caster to summon a demon from the lower planes and 
  compel it to service. Only those demons which possess singular personal 
  names can be so summoned (those which are referred to as “major demons” 
  in the ADVENTURES DARK AND DEEP™ Bestiary), but not those which are regarded 
  as lords or princes of their kind. The spell requires that the true personal name 
  of the demon be known to the caster prior to the spell being attempted. The 
  caster is advised to have cast a protection from evil spell prior to doing so, as 
  this will afford some protection against the summoned demonic being.  
   
  The casting time of the spell, and its chance of success, depends on the strength 
  of the demon. A demon with 6 hit dice or less will take 4 hours, one with 7 hit 
  dice will take 5 hours, and one with 8 hit dice or more will take 6 hours. If 
  there is some interruption in the spell, there is a 10% chance that the protective 
  measures taken will be of no avail, and the demon will be able to attack its 
  summoner. The summoned demon is entitled to a special saving throw; those 
  with 7 hit dice or less roll 3d6, while those with 8 hit dice or more roll 2d10. 
  If the roll is greater than or equal to the experience level of the caster, the spell 
  fails and that particular demon’s name can never be used again (either that 
  particular demon is slain or otherwise forever unavailable, or the name itself 
  is incorrect in some slight way that renders it unusable for magical purposes).  
   
  Once the spell is cast, the caster may seek to subdue or otherwise intimidate 
  the creature through the casting (or threat of casting) of some other spell such 
  as spiritwrack or trap the soul. Otherwise, the caster is able to force a period 
  of service from the demon, in one of two ways: 
   
   
  The caster can demand a single, specified service from the demon. 
  This service must have a specified and limited period of time in 
  which it can be accomplished, and must be possible for the demon 
  to undertake.  
   
  The caster can bargain for the ongoing service of the demon in 
  return for regular (weekly) human sacrifices. Doing so is an 
  inherently evil act, and will immediately and irrevocably change 
  the alignment of any good or neutral characters who even attempt 
  it.  
   
  In either case, the demon will prove a shrewd negotiator, and will only be 
  bound to observe the close letter of the agreement. The demon will also be 
  quite resentful of the caster, ready to use any loophole as an excuse to slay 
  the source of its degradation and return to the lower planes with his soul. Any 
  impossible request, or failure on the part of the caster fails to follow through 
  on his part of a bargain, will be 50% likely to automatically free the demon, 
  who will be loosed upon the material plane for a period of 666 days, during 
  which time it will undoubtedly seek retribution against the caster. 
   
  The spell requires 5 black candles, a lit brazier on which is burned a variety 
  of different herbs, salts, and other noxious substances, blood, and a parchment 
  with the true name of the demon already inscribed upon it.   
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Cacophony (Harmony) 
   
  Level 7 bard spell (abjuration) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell creates a loud and cacophonous noise that is especially harmful to 
  creatures of evil alignment and the denizens of the lower planes. All creatures 
  within 120’ must make a saving throw or be affected. All creatures within 60’ 
  of the caster are not entitled to a saving throw (magic resistance does apply). 
  Those affected suffer the following effects. Note that a lack of understanding, 
  or even a lack of hearing, does not impact this spell’s effect. 
   
   
  Creatures of evil alignment take 1d6 hit points of damage per 
  minute. 
   
  Creatures linked to the negative plane, or the undead, take 2d6 hit 
  points of damage per minute. 
   
  Creatures native to the lower planes, such as devils, demons, and 
  daemons, take 3d6 hit points of damage per minute. 
   
  The reverse of the spell, harmony, will affect creatures of good alignment, or 
  from the upper planes, in a manner similar to that indicated above.  
   
  Call Lightning 
   
  Level 3 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 round 
   
  This spell allows the caster to call down a bolt of lightning from storm-clouded 
  skies. These bolts will cause 2d8 hit points of damage plus 1d8 per experience 
  level of the caster to any creatures within 10’ of the point of impact, which can 
  be anywhere within 360’ of the caster. Creatures are allowed to make a 
  saving throw vs. spells, which if successful means only half damage is taken. 
  The caster is able to call down one lightning bolt per 10 minutes, and may call 
  down a total number of bolts equal to his level. The spell cannot be cast unless 
  there are clouds, rain, etc. (and is thus not normally cast underground), and 
  cannot be cast underwater.  
   
  Call Woodland Beings 
   
  Level 4 druid spell (conjuration/summoning) 
  Requires: incantation, gestures, pine cone, holly berries 
  Casting time: 20 minutes 
   
  This spell enables the caster to call forth one type of enchanted woodland 
  creature, if such exists within the range of the spell (360’ plus 30’ per 
  experience level of the caster). The spell can only be cast outdoors. Only one 
  of the following types of creature will respond to the call: 
   
   
  brownies (2-8) 
   
  centaurs (1-4) 
   
  dryads (1-4) 
   
  pixies (1-8) 
   
  satyrs (1-4) 
   
  sprites (1-6) 
   
  tree man (1) 
   
  unicorn (1) 
  
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  The game master will have to determine whether or not such a creature is 
  within the range of the spell. Those called must make a saving throw vs. spells 
  with a penalty of -4; if they fail, they will be compelled to obey the call and 
  render whatever aid or assistance is requested. If the caster or the caster’s 
  companions are of evil alignment, however, the woodland being(s) are entitled 
  to a second saving throw with a bonus of +4 when they are within 30’ of the 
  caster; those who make their saving throw will detect the evil aura and seek 
  immediately to escape. Either way, if combat is involved, the called creature(s) 
  will need to check morale; their enthusiastic self-immolation is not guaranteed. 
  The pinecone and holly berries are used up in the casting of the spell.  
   
  This spell cannot be cast underwater.  
   
  Calligraphy 
   
  Savant cantrip (alteration) 
  Requires: incantation, gestures, writing 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to alter the handwriting of a particular page (1 
  page maximum), making it appear as if it has been written by an expert 
  calligrapher. It will not affect magical writings of any sort. The page in question 
  must be within 10’ of the caster, and visible.  
   
  Calmness 
   
  Level 1 bard spell (abjuration) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to instantly remove any sort of magical or mundane 
  fury, rage, or anger in all creatures within a 10’ radius. Those who actively 
  rely on such feelings, such as berserkers, are entitled to a saving throw vs. 
  spells. Note that this may or may not have an effect on those in combat, 
  depending on the circumstances.  
   
  Cause Shadows 
   
  Level 2 illusionist spell (invocation) 
  Requires: incantation, gestures, gauze 
  Casting time: 12 seconds 
   
  This spell allows the caster to bring forth a region of gloomy shadow that no 
  natural light can pierce. It does not invoke total darkness, and can be seen 
  through (at half range of normal sight, including ultravision but not infravision). 
  The shadows will fill an area up to 40’ in diameter, and must be centered on 
  a point no more distant than 20’ plus 5’ per level of the caster. Thieves can 
  use their “hide in shadows” ability within such a region with a +10% bonus to 
  their chance to succeed. Missile weapons or spells cast into or through the 
  shadows will suffer a -1 penalty “to hit” (if applicable). The spell will last for 5 
  rounds plus 1 round per level of the caster. The spell requires gauze, which is 
  destroyed as the spell is cast. 
   
  Ceremony 
   
  Level 1 cleric/druid/mystic spell (invocation) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 hour 
   
  This spell actually consists of a variety of different rituals, the nature of which 
  will vary from religion to religion, but whose general pattern is universal. The 
  cost of casting the spell for each will vary, but all involve the use of the caster’s 
  holy symbol. The effect of a ceremony spell is not magical, and thus cannot be 
  dispelled with a dispel magic spell. There are ten specific applications of the 
  ceremony spell, and the caster must specify which is being learned when 
  choosing which spells he is memorizing: 
   
  Anathema: This ceremony can only be cast by a cleric of 9th level or higher, 
  and is never done for money. It creates a brand or other highly visible mark 
  (on the hand, forehead, cheek, etc.) that declares the target to be utterly cast 
  out of his former faith. If the ceremony is cast upon an unwilling recipient, he 
  is entitled to a saving throw with a -4 penalty. The mark of anathema can be 
  removed by a successfully cast atonement spell (see p. 125 for details). If the 
  change in alignment was caused by some sort of magical control, the mark of 
  anathema can be fully removed. If not, some vestige of the mark will always 
  remain.  
   
  Burial: This ceremony can be performed by a 1st level cleric or mystic, and 
  costs 5-50 g.p. When cast upon a dead body, it functions as a protection from 
  evil spell (see p. 202). In addition, anyone attempting to disinter the body must 
  make a saving throw vs. spells or flee in panic for 10 minutes.  
   
  Cast out. This ceremony may be performed by a druid of 12th level or higher 
  (but all except the Grand Druid require permission from a superior in the 
  druidical hierarchy of at least Archdruid rank). It is a special form of 
  excommunication that is inflicted on those who have committed egregious 
  harm to Nature. Unwilling targets are entitled to a saving throw vs. spells with 
  a -4 penalty. Those who are cast out will bear an unclean aura that will be 
  sensed by any non-magical animal (such as bears, pigs, birds, horses, etc.) 
  and all druids and followers of the druidical faith. A vates may reverse a 
  casting out ceremony at will. Druids who request permission to perform the 
  ceremony and are refused, or who have the ceremony reversed, may 
  themselves fall under the discipline of the hierarchy.  
   
  Coming of age: This ceremony can be performed by a 1st level cleric, druid, 
  or mystic, and costs 5-15 s.p. It is usually cast on someone entering into 
  adulthood, and affords him a bonus of +1 to any single saving throw.  
   
  Consecrate ground: This ceremony can be cast by a 7th level cleric, and 
  usually will cost 100-600 g.p., depending on the size of the area to be 
  consecrated. It is used to prepare a given area for the construction of some 
  religious temple, shrine, or other edifice. It must be cast before any work 
  whatsoever is done on the site, or else it is useless. If the ceremony is omitted 
  or improperly cast, the resulting structure will immediately begin to fall into 
  disrepair and has a 1% chance per year of collapsing. If cast upon land 
  intended as a burial ground, the area will automatically turn undead as a 3rd 
  level cleric (if cast by a good- or neutral-aligned caster), or undead in the area 
  will be treated as if a 3rd level cleric were controlling them for purposes of 
  being turned (if cast by an evil-aligned caster).  
   
  Consecrate item: This ceremony may be performed by a 3rd level cleric, and 
  does not usually bear any cost. It is through this ceremony that items for use on 
  altars, in shrines, etc. are prepared.  
   
  Dedication: This ceremony can be performed by a 3rd level cleric or druid, 
  and costs 1-10 s.p. The spell brings the (always willing) target into the ranks 
  of the sanctioned worshippers of the caster’s faith (this will almost always 
  require that the recipient’s alignment be the same as that of the caster). It can 
  be overridden only by another dedication ceremony performed by a caster of 
  higher level than the previous one.  
   
  Initiation: This ceremony grants the 7th-level druid the power to change shape 
  and be immune to the charming powers of woodland creatures (see p. 40 for 
  details). It is usually cast by another druid of 7th level or higher, but in extremis 
  can be cast by the druid on himself.  
   
  Investiture: This ceremony can be performed by a 3rd level cleric or druid, and 
  costs 1-100 g.p. This is the ceremony by which a 1st-level cleric or druid is 
  officially made a celebrant of his religion.  
  
  Spell Descriptions - Chain Lightning 
  134 
   
  Marriage: This ceremony may be performed by a 1st level cleric, druid, or 
  mystic, and costs 1-20 g.p. It does not otherwise afford any magical effects.  
   
  Ordination: This ceremony may be performed by a 3rd level cleric, and costs 
  up to 200 g.p. (but some faiths will perform the ceremony at no cost). This 
  ceremony is necessary before any cleric is able to establish a temple, have a 
  regular congregation, and gain followers. 
   
  Rest eternal: This ceremony may be performed by a 1st level druid. It is cast 
  upon the mortal remains of some creature, and foils spells such as raise dead 
  and resurrection. A wish spell, however, would be able to overcome the effects 
  of the ceremony. 
   
  Sacred grove. This ceremony may be performed by a druid of 9th level. It is 
  cast upon his regular sacred grove, thus protecting the trees of the grove from 
  disease, wind damage, flooding, etc. The effect will last for as long as the 
  druid maintains the grove.  
   
  Special vows: This ceremony can be performed by a 5th level cleric, 6th level 
  mystic, or 7th level druid, and is always cast upon a cavalier or paladin, 
  costing up to 1-100 g.p. This spell will grant the recipient immunity to the spell 
  bestow curse for its duration, but will also impose a -4 penalty to any saving 
  throws vs. spells for the spell quest when cast by a spellcaster of the same 
  alignment as the caster of the ceremony spell. The special vows will remain in 
  place until the recipient gains enough experience points to attain the next 
  experience level. Druids cannot perform the ceremony on paladins, although 
  they can on cavaliers regardless of alignment.  
   
  Vow of silence: This ceremony can only be performed by a mystic upon 
  reaching the 9th level of experience. The effects are listed under the description 
  of the mystic character class, on p. 42.  
   
  Worship. This ceremony comprises the ordinary worship of the caster’s 
  religion, and can be performed by a 1st level cleric or druid. It can be 
  performed either singularly or for a group. The exact nature of the worship 
  ceremony will vary from faith to faith. Faithful attending such a ceremony earn 
  1 x.p. for doing so, a maximum of once per day.  
   
  Chain Lightning 
   
  Level 6 mage spell (evocation) 
  Requires: incantation, gestures, fur, amber/glass/crystal rod, silver pins 
  Casting time: 36 seconds (6 segments) 
   
  This spell creates a bolt of lightning similar to that created by the lightning bolt 
  spell, but with the important difference that where lightning bolt creates a single 
  stroke of electrical force in a straight line, chain lightning arcs from target to 
  target. The initial target of the bolt must be within 40’ plus 5’ per level of the 
  caster. He (and all those hit by the chain lightning) is entitled to a saving throw 
  vs. spells; success indicates he only takes half damage. 
   
  The chain lightning will arc a number of times equal to the experience level of 
  the caster, and will do a number of d6’s worth of damage equal to the caster’s 
  level, less one per arc. Thus, a 15th level caster would do 15d6 h.p. damage 
  to the first target, 14d6 to the second one hit by the arcing lightning, etc. The 
  lightning will strike any sort of target, but trees and large pieces of conductive 
  metal will cause the bolt to “ground” and stop the arcing effect. The bolt will 
  arc to the nearest object, which is entitled to a special saving throw; success 
  indicates the bolt arcs to the next likely target, which then gets another saving 
  throw, etc. Each arc can never be longer than the range of the spell as 
  mentioned above; if it ever gets to the point where it would be, the arc fades 
  away and the spell’s effect ends. Note that it is possible for a bolt to arc back 
  to a target it has already struck, and even for it to strike the caster! If two likely 
  targets are equidistant, the bolt will first arc towards metal, then water, and 
  then randomly.  
   
  Note that each target after the first is entitled to two separate saving throws; 
  the first, to determine whether the arcing bolt strikes him at all, and the second, 
  if he is struck, to determine whether or not he takes full or half damage.  
   
  If cast underwater, this spell will form a sphere 40’ in diameter centered on 
  the original target point. All those in the area of effect will suffer 1d6 h.p. of 
  damage per level of the caster, with a successful saving throw indicating only 
  half damage. 
   
   
   
  Change 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip allows the caster to temporarily change the form of an object, as 
  long as the item is either animal or vegetable, and cannot be changed beyond 
  those boundaries under any circumstances. The change can only increase or 
  decrease the size or volume of the object by a maximum of 50%. The duration 
  of the change depends on how radical its nature is; a simple color change 
  could last a day, while changing a rabbit into a bouquet of flowers would only 
  last a minute. If the object being changed possesses anything above an animal 
  intelligence, it is entitled to a saving throw vs. spells.  
   
  Changestaff 
   
  Level 7 druid spell (evocation) 
  Requires: incantation, gestures, specially prepared staff 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to transform a specially-prepared wooden staff into 
  a tree man of largest size, with 12 hit dice (see the ADVENTURES DARK AND 
  DEEP™ Bestiary for details). The tree man will obey and defend the caster until 
  it is destroyed, or until the caster wills it to return to staff form. For every 8 
  points of damage the tree man takes, however, it will shrink in both size and 
  hit dice. Such losses are permanent; even if the tree man returns to staff form, 
  hit dice can never be recovered short of a wish spell. If reduced to 6 hit dice, 
  it will disintegrate into sawdust. The tree man will otherwise remain for 10 
  minutes per level of the caster. Although the creature is treated like a tree man 
  in all respects, true tree men will recognize it as not being one of their own.  
   
  The staff used for this spell must be very specially prepared. First, a limb from 
  an ash, oak, or yew tree that had been struck by lightning within the previous 
  24 hours must be located. It must then be cured by both sun and special smoke 
  for 28 days, then shaped, carved, smoothed, and polished for another 28 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   135
  days. During this time, the caster must attend to nothing except the preparation 
  of the staff; no adventuring or other activity is possible. A speak with plants 
  spell is then cast, as well as a special incantation to imbue the staff with the 
  necessary energies to transform to and from tree man form. The staff can be 
  transformed as long as the tree man has hit dice remaining.  
   
  Change Self 
   
  Level 1 illusionist/mountebank spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to change his appearance. He is able to appear to 
  be one foot taller or shorter, 50% thinner or heavier, and to seem to be any 
  sort of human, demi-human, or humanoid type. His clothing and possessions 
  will also change to conform to the desired form. The spell will last for 2d6 
  minutes plus 2 minutes per level of the caster.  
   
  Chant 
   
  Level 2 cleric spell (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: ten minutes 
   
  This spell allows the caster to create a special zone (in a 30’ radius around 
  him), within which those persons and creatures friendly to the caster receive 
  the following bonuses: 
   
   
  +1 on their rolls “to hit”, for damage, and to all saving throws 
   
  -1 to all ability score checks 
   
  +5% on all percentage-based class skills (verbal patter, thieving 
  skills, etc.) 
   
  Enemies of the cleric within the radius of effect, on the contrary, receive 
  equivalent penalties to their rolls. The effect lasts as long as the caster maintains 
  the chant; any interruption will break the spell. A successful attack against the 
  caster or magical silence will count as an interruption.  
   
  Chaos 
   
  Level 5 illusionist spell (enchantment/charm) 
  Requires: incantation, gestures, bronze disc, small iron rod 
  Casting time: 30 seconds (5 segments) 
   
  This spell is very similar to the confusion spell (see p. 140) in that it jangles the 
  mind of those it affects, in some cases causing them to not know friend from 
  foe, and in other cases causing them to simply stand around in puzzlement or 
  wander off entirely. The exact effect is random, and should be rolled separately 
  for each creature affected: 
   
  TABLE 255: CHAOS 
  Die Roll (d%) 
  Action 
  01-10 
  Wander off in random direction for 10 minutes, then re-
  roll 
  11-60 
  Stand in dumb puzzlement for 1 minute, then re-roll 
  61-80 
  Attack nearest creature for 1 minute, then re-roll 
  81-00 
  Attack caster and/or his allies for 1 minute, then re-roll 
   
  The spell will only affect creatures in a 40 by 40 foot area, centered on a point 
  5’ per experience level away from the caster. Only illusionists and fighters (not 
  fighter sub-classes) are entitled to a saving throw, and that is made with a -2 
  penalty. When a creature is said to “re-roll” on the above table, it gets another 
  saving throw if applicable (with the -2 penalty); failure means the game master 
  should once more roll to see its reaction to the spell. The spell lasts for 1 minute 
  per level of the caster (if creatures are “wandering” when the spell elapses, 
  they will continue to wander until their 10 minutes are up, at which time they 
  will snap back to normal without need for another saving throw). 
   
  Chariot of Flame 
   
  Level 7 druid spell (evocation) 
  Requires: incantation, gestures, holy symbol, wood, holly berries, fire 
  Casting time: 10 minutes 
   
  This spell calls into being a large chariot of living flame drawn by a pair of 
  large steeds of fire. The chariot is large enough to carry both the caster and 
  up to 8 companions, upon whom the caster can bestow a special immunity to 
  damage caused by the fires of the chariot with a touch (note that this does not 
  create any sort of immunity to other sources of magical fire; just that of the 
  chariot itself). Any creature not so protected will take damage similar to that 
  caused by the wall of fire spell (see p. 232 for details). The chariot can travel 
  up to 1,440 feet per minute when flying, and 720 feet per minute when on 
  the ground. It is controlled verbally, and will last for one hour plus ten minutes 
  per level of the caster. 
   
  The chariot itself can sustain damage, but only that caused by enchanted 
  weapons or by water, which causes 1 hit points of damage per quart. The 
  chariot and the two fiery horses are the equivalent of armor class 2, and each 
  can sustain 30 h.p. of damage before being destroyed. If one of the horses is 
  destroyed in this way, the chariot can only move at half speed. The chariot 
  requires a small piece of wood, a couple of holly berries, and fire equal in 
  size to a torch, all of which are consumed by the casting, as well as the caster’s 
  normal holy symbol. It will appear some 10’ from the caster.  
   
  This spell cannot be cast underwater.  
   
  Charm Immunity 
   
  Level 8 mage spell (abjuration) 
  Requires: incantation, gestures, diamond powder, diamond 
  Casting time: 1 minute per recipient 
   
  This spell confers a saving throw bonus to spells of the enchantment/charm 
  type upon one or more creatures touched by the caster. The caster can confer 
  this bonus on up to 1 creature for every 4 levels of experience of the caster. 
  The spell will last for 10 minutes per level of the caster, but if more than one 
  creature is to be affected, the duration of the spell will be divided between 
  them. The exact saving throw bonus conferred depends on the spell being 
  defended against: 
   
  TABLE 256: CHARM IMMUNITY 
  Spells/Magical Effects 
  Saving Throw Bonus 
  Beguiling, Charm, Forget, Hypnotism, Ray of 
  Enfeeblement, Suggestion, all person-affecting 
  cantrips 
  +9 
  Antipathy, Cloak of Fear, Command, Confusion, 
  Domination, Eyebite, Fear, Hold Person/Monster, 
  Mass Suggestion, Scare 
  +7 
  Chaos, Demand, Dolor, Feeblemind, Geis, 
  Irresistible Dance, Lamentable Distraction, Quest, 
  Torment 
  +5 
   
  For any enchantment/charm spells not listed above, the game master should 
  use those listed as a guide to determine an appropriate saving throw bonus. 
  The spell requires that at least 1,000 g.p. worth of diamond dust be sprinkled 
  on the beneficiaries of the spell, as well as requiring each such person to carry 
  a diamond of any size and value, which disappears after the spell has run its 
  course.  
   
  
  Spell Descriptions - Charm Monster 
  136 
   
   
  Charm Monster 
   
  Level 4 mage/mountebank, level 7 bard spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to convince one or more creatures that the caster is 
  a trusted friend who should be protected and well treated. The creature(s) so 
  charmed are not mindless automatons; they will act like friends, not slaves, 
  and any overtly hostile act against the target will negate the spell instantly. The 
  target(s) must be within 60’ of the caster, and the number of creatures affected 
  depends on how many hit dice/experience levels they have:  
   
  TABLE 257: CHARM PERSON NUMBER AFFECTED 
  Hit Dice/Level 
  Number Affected 
  1 
  2-8 
  2 
  1-4 
  3 
  1-2 
  4+ 
  1 
   
  Creatures targeted by this spell get a saving throw vs. spells to avoid its effects. 
  The game master should check each week (in game-time) to determine whether 
  or not the charm effect has dissipated; the chance for the spell to be broken is 
  also dependent on the number of hit dice or experience levels they possess: 
   
  TABLE 258: CHARM MONSTER WEARING OFF 
  Hit Dice 
  Level 
  % Chance of Spell 
  Wearing Off 
  1-2 
  1 
  5% 
  3 
  2 
  10% 
  4 
  3 
  15% 
  5-6 
  4 
  25% 
  7 
  5 
  35% 
  8 
  6 
  45% 
  9-10 
  7 
  60% 
  11-12 
  8 
  75% 
  13+ 
  9 
  90% 
   
  Charm Person 
   
  Level 1 mage/mountebank, level 2 savant spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to convince any one person (which includes sylvan 
  creatures such as brownies, pixies, and centaurs; demihumans such as 
  dwarves, elves, etc.; humanoids such as kobolds, orcs, etc.; as well as lizard 
  men, troglodytes, and other creatures noted as persons for purposes of this 
  spell in the ADVENTURES DARK AND DEEP™ Bestiary) that the caster is a friend 
  who should be protected and whose advice is sound. It does not turn the 
  subject into a mindless slave; a command to kill oneself would not be followed, 
  for example. The target must be within 80’ of the caster, and gets a saving 
  throw vs. magic; making the save means the spell has no effect. The target also 
  gets an additional saving throw to see if the effects of the spell have worn off. 
  The frequency of these additional saving throws is dependent on the 
  intelligence of the being under the spell: 
   
  TABLE 259: CHARM PERSON 
  Intelligence 
  Saving Throw Every… 
  3 or less 
  3 months 
  4-6 
  2 months 
  7-9 
  1 month 
  10-12 
  3 weeks 
  13-14 
  2 weeks 
  15-16 
  1 week 
  17 
  3 days 
  18 
  2 days 
  19 or greater 
  1 day 
   
  Bear in mind that the spell will be broken if the caster harms the charmed 
  person in any way, and also that the spell does not afford the target any special 
  means of understanding the caster’s language. A dispel magic spell will also 
  cancel out a charm. 
   
  Charm Person or Mammal 
   
  Level 2 druid spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to convince any one mammalian being (including 
  intelligent beings such as humans, elves, etc.) that the caster is a friend who 
  should be protected and whose advice is sound. It does not turn the subject 
  into a mindless slave; a command to kill oneself would not be followed, for 
  example. The target must be within 80’ of the caster, and gets a saving throw 
  vs. magic; making the save means the spell has no effect. Periodically, the 
  target also gets an additional saving throw to see if the effects of the spell have 
  worn off. The frequency of these additional saving throws is dependent on the 
  intelligence of the being under the spell: 
   
  TABLE 260: CHARM PERSON OR MAMMAL 
  Intelligence 
  Saving Throw Every… 
  3 or less 
  3 months 
  4-6 
  2 months 
  7-9 
  1 month 
  10-12 
  3 weeks 
  13-14 
  2 weeks 
  15-16 
  1 week 
  17 
  3 days 
  18 
  2 days 
  19 or greater 
  1 day 
   
  Bear in mind that the spell will be broken if the caster harms the charmed 
  creature in any way, and also that the spell does not afford the target any 
  special means of understanding the caster’s language. A dispel magic spell 
  will also cancel out a charm. 
   
  Charm Plants 
   
  Level 7 mage spell (enchantment/charm) 
  Requires: incantation, gestures, soil, water, twig or leaf 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to turn any vegetation or plant-based creatures into 
  friends and allies, as well as making him able to communicate with them. 
  Intelligent plant creatures (such as vegepygmies) are entitled to a saving throw 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   137
  vs. spells. The spell will affect a 30’x10’ area, up to 30’ distant from the caster. 
  The spell does not grant the plants in the area any new powers (i.e., grass 
  does not suddenly have the power to move on its own accord to trip up 
  intruders), but whatever abilities the plants do possess will be used to assist the 
  caster. The effect is permanent. 
   
  Chill 
   
  Mage cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to lower the temperature of some non-living object 
  or material to 40° F in but an instant (if the object is already colder than that, 
  the spell will not warm it to 40°). The material will then return to its normal 
  temperature slowly, as it absorbs heat from the surrounding air. The material 
  must be within 10’ of the caster, and can be as large as one cubic foot (all 
  within the radius of 1’ from a common point).  
   
  Chromatic Orb 
   
  Level 1 illusionist spell (evocation) 
  Requires: incantation, gestures, gemstone 
  Casting time: 6 seconds (1 segment) 
   
  This spell creates an enchanted orb whose color will depend on both the desire 
  of the caster and his level. Once brought into existence, the orb must be hurled 
  at some target within 30’ of the caster (if the target is 0-10’ distant, the caster 
  gets a +3 bonus “to hit”; 10-20’ yields a +2 bonus, and for 20-30’ the bonus 
  is +1). The orb will affect even creatures normally struck only by enchanted 
  weapons, but magic resistance will still apply. The effect of the orb will depend 
  on its color: 
   
  Pearl: The pearl orb will inflict 1d4 h.p. of damage if it hits, and will generate 
  a bright light (as per the spell) for 1 minute per level of the caster. The target 
  must make a saving throw or be blinded while the light persists. Any level 
  caster can create a pearl orb. 
   
  Ruby: The ruby orb will inflict 1d6 h.p. of damage if it hits, and will generate 
  heat sufficient to melt 1 cubic yard of ice or snow. Creatures struck must save 
  vs. spell or lose 1 point each of strength and dexterity (or a -1 penalty to both 
  “to hit” and armor class ratings). Only a caster 2nd level or above can create 
  a ruby orb. 
   
  Flame: The flame orb will inflict 1d8 h.p. of damage if it hits, and will set 
  flammable objects alight. Creatures struck must save vs. spells or take an 
  additional 2 h.p. of damage (does not apply to creatures resistant to fire 
  damage). The caster must be 3rd level or higher to create the flame orb. 
   
  Amber: The amber orb will cause 1d10 h.p. of damage if it hits. Creatures 
  struck must save vs. spells or be struck blind for 1d4+1 minutes. The amber 
  orb can only be created by a 4th level caster or higher. 
   
  Emerald: The emerald orb will cause 1d12 h.p. of damage if it hits. The orb 
  releases a stinking cloud in a 5’ radius; creatures in the area must save vs. 
  spells or be helpless for 1d4+1 minutes (those who successfully save can move 
  out of the area of the cloud; see p. 221 for details). The emerald orb can only 
  be cast by a 5th level caster or above.  
   
  Turquoise: The turquoise orb will cause 2d8 h.p. of damage if it hits. In 
  addition, it will magnetize any iron, steel, or other metal that can hold a 
  magnetic field for 3d4 minutes, unless the target makes a successful saving 
  throw vs. spells. Such metal will attract all other iron-based metal (including 
  swords, etc.), which must be then pulled off. The turquoise orb can only be 
  cast by a 6th level or higher caster.  
   
  Sapphire: The sapphire orb will cause 2d4 h.p. of damage if it hits. In 
  addition, the target must make a saving throw vs. petrification or be paralyzed 
  for 5d4 minutes. It can only be cast by someone 7th level or higher. 
   
  Amethyst: The amethyst orb will cause the target to be slowed (as per the spell; 
  see p. 214 for details) for 2-8 minutes if it hits. In addition, the target must 
  make a saving throw vs. petrification or be turned to stone, permanently. The 
  amethyst orb can only be cast by someone 10th level or higher. 
   
  Ashen: The ashen orb will cause the target to be paralyzed for 1d4+1 minutes 
  if it hits. In addition, the target must make a saving throw vs. death or be 
  instantly slain. The ashen orb can only be cast by someone 12th level or 
  higher. 
   
  The spell requires a small gem (50 g.p. value) of the type indicated, or else a 
  clear one (such as diamond) which will serve for all of the orbs indicated. This 
  gem is destroyed in the casting. 
   
  Clairaudience 
   
  Level 1 mystic, level 3 mage/savant/mountebank spell (divination) 
  Requires: incantation, gestures, silver horn 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to hear everything that takes place in some distant 
  locale with which he is familiar, or whose nature is very obvious and/or visible 
  (behind a door, on a hill, in a tower room, etc.). He is able to hear everything 
  in a 60’ radius from some point in that locale chosen by him. There is no limit 
  to how far the spell will reach, but the locale must be on the same plane as the 
  caster. It lasts for 1 minute per experience level of the caster, and requires a 
  small silver horn worth at least 100 g.p. The horn is destroyed by the casting 
  of the spell.  
   
  Clairvoyance 
   
  Level 1 mystic, level 3 mage/savant spell (divination) 
  Requires: incantation, gestures, powdered pineal gland 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to see everything that takes place in some distant 
  locale with which he is familiar, or whose nature is very obvious and/or visible 
  (such as behind a door, in a general’s command tent, etc.). He is able to see 
  as if he were standing at some specific point, but is limited to the light which 
  is already present; infravision and ultravision will not function through this 
  spell; darkness limits what can be seen to a 10’ radius from the selected point. 
  The spell cannot be used to see through metal or certain magical protections. 
  Distance is not a factor, but the spell cannot be used to see into other planes. 
  It lasts for 1 minute per level of the caster and requires a pinch of the powdered 
  pineal gland of a human or other humanoid being.  
   
  Clean (Dirty) 
   
  Mage/illusionist/savant cantrip (abjuration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip removes soil, dirt, grease, etc. from walls, floors, furniture, etc. Up 
  to 4 square yards may be affected. The reverse of this cantrip, dirty, will 
  smudge, muddy, and otherwise soil the indicated area.  
   
  
  Spell Descriptions - Clenched Fist 
  138 
  Clenched Fist 
   
  Level 8 mage spell (evocation) 
  Requires: incantation, gestures, glove, brass knuckles 
  Casting time: 48 seconds (8 segments) 
   
  This spell brings forth a disembodied fist that will respond to the mental 
  commands of the caster, as long as it remains within 5’ per level of the caster 
  (the caster must concentrate in order to direct the fist). The fist will have a 
  number of hit points equal to those of the caster; when those are used up, the 
  fist will disappear. The fist gets one attack per minute; while there is no chance 
  that the fist will miss, the type of blow it lands is determined randomly. 
   
  TABLE 261: CLENCHED FIST 
  Die Roll (d20) 
  Blow 
  Damage 
  1-12 
  Glancing 
  1d6 h.p. 
  13-16 
  Solid 
  2d6 h.p. 
  17-19 
  Hard 
  3d6 h.p., stunned for 
  1 minute 
  20 
  Crushing 
  4d6 h.p., stunned for 
  3 minutes 
   
  Creatures that are stunned are attacked at a +4 bonus, and are not able to 
  themselves attack or cast spells. When directed against ships and fortifications, 
  the fist will do 10 h.p. per round against wood, 5 h.p. per round against soft 
  stone or brick, and 3 h.p. per round against hard stone, but stunning has no 
  effect. 
   
  Climb 
   
  Level 1 bard spell (alteration) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to imbue one person within a 10’ radius with the 
  ability to climb walls as if he were a thief of his experience level, and/or climb 
  cliffs and trees as if he were a barbarian of the same level. The effect will last 
  for 10 minutes per level of the caster.  
   
  Cloak of Fear (Cloak of Bravery) 
   
  Level 4 cleric spell (illusion/phantasm) 
  Requires: incantation, gestures, miniature quiver, chicken feather, (alcohol, 
  brain of newt) 
  Casting time: 36 seconds (6 segments) 
   
  This spell creates an aura of fear some 3’ in radius around the caster. Any 
  creature that enters this zone must save vs. spells or flee in fear for 6 minutes 
  (the caster can specify certain creatures as immune to the effect, such as 
  comrades). Once the spell affects one creature, the effect around the caster 
  will disappear. It has no effect on those creatures immune to magical fear 
  effects such as undead and the like. If not otherwise activated, the cloak of fear 
  will last for 10 minutes per level of the caster. This spell requires a miniature 
  quiver and a chicken feather, both of which are destroyed.  
   
  The reverse of the spell, cloak of bravery, creates an effect for the caster or a 
  willing recipient; +3 to all saving throws against magical fear effects. The effect 
  will work only for a single saving throw, and will disappear whether or not the 
  saving throw is made. This spell requires a bit of alcohol and brain of newt.  
   
  Clone 
   
  Level 8 mage spell (necromantic) 
  Requires: incantation, gestures, flesh of person to be cloned 
  Casting time: 10 minutes 
   
  This spell creates a precise duplicate of some person. Once a piece of flesh 
  has been taken from an individual, and the spell cast, the clone will take 2-8 
  months to grow into an adult. At that time, the clone will have all of the 
  memories, skills, and experience (including levels, hit points, etc.) that the 
  original had at the time the flesh sample was taken (thus, if a 18th level mage 
  takes a sample of flesh for a clone, then subsequently gains three levels before 
  the clone was made, the clone would only be 18th level).  
   
  If a clone is brought to maturity before the death of the original, however, a 
  dangerous situation will occur. Both the clone and the original will become 
  aware of the existence of the other, and will be compelled to kill the other. If 
  that proves to be impossible, there is a 75% chance that the clone will go 
  insane and destroy itself, while there is a 5% chance that both the clone and 
  the original will do so.  
   
   
   
  Cloudburst 
   
  Level 3 jester/cleric/druid/mage spell (alteration) 
  Requires: incantation, gestures, powdered silver and iodine, (holy symbol) 
  Casting time: 30 seconds (5 segments) 
   
  This spell will cause an area some 30’ in diameter and 60’ high to suddenly 
  be struck by a downpour of rain. A full inch of rain will fall in but a single 
  minute, after which time the spell will have run its course. Even the largest non-
  magical fires will be extinguished by the time the spell is done, while 
  permanent magical fires will reignite themselves after a minute or two. Small 
  flame-based spells such as burning hands will be rendered ineffectual, while 
  larger area-based fire spells such as flame strike or fireball will cause an 
  immense cloud of steam some 120’ in diameter and 240’ high that does 1-3 
  hit points of damage to most creatures, and twice that to cold-based or cold-
  using creatures. The steam will last 1d4+1 minutes under normal conditions, 
  but only a minute in strong wind.  
   
  In dry conditions, the spell will only operate as a double-strength precipitation 
  spell (see p. 199 for details). In humid climates, the spell will have twice its 
  normal duration. At the freezing mark, the rain will become ice and sleet, while 
  below freezing up to 10” of snow will fall. There is no electrical component to 
  the spell, and thus it cannot be used to accommodate a call lightning spell. The 
  spell requires a pinch of powdered silver and powdered iodine crystals, which 
  are consumed as the spell is cast, and the caster’s holy symbol, which is not. 
  When cast by a mage, no holy symbol is required.  
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   139
   
  This spell cannot be cast underwater.  
   
  Cloudkill 
   
  Level 5 mage, level 6 savant spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell calls into being a cloud of yellow-green mist that is instantly fatal to 
  any creature with 4 hit dice or less. Any creatures with 5 hit dice or less will 
  get a saving throw vs. poison with a -4 penalty, and those with 6 hit dice or 
  less get a saving throw with no penalty. Those with greater than 6 hit dice are 
  unaffected. The cloud is amorphous, but approximately 40’ wide, 20’ high, 
  and 20’ deep, and will originate some 10’ from the caster. It will begin to 
  move away from the caster at 10’ per minute (subject to wind and breezes), 
  but never back towards the caster, no matter what direction or force the wind 
  takes. Strong wind will dissipate the cloud in 4 minutes, and dense vegetation 
  such as thick woods will do so in 2 minutes (i.e., 20’ of movement through 
  such terrain). The cloud is heavier than air, and will thus settle in the lowest 
  elevations, and sink down holes and wells.  
   
  Cloud of Unknowing 
   
  Level 6 mystic spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell causes the caster to become lost in the contemplation of the true 
  nature of the universe. While in such a state, he loses all conscious faculties, 
  and is essentially an automaton. He cannot cast spells, engage in combat, or 
  take any other action that requires conscious thought. Telepathy and similar 
  mind-reading enchantments will have no effect; the caster will appear to be 
  some sort of magical construct or undead of indeterminate sort. He will, 
  however, respond to simple commands from his friends, and is impervious to 
  any sort of mind-affecting magic whatsoever: illusions, enchantment/charm 
  spells, demonic possession, etc. The caster is vaguely aware of his 
  surroundings, however, and can attempt to end the spell’s effect at any time. 
  When he does so, he must roll 1d20. If the result is less than his wisdom score, 
  he is able to emerge from the trance. He may attempt to end the contemplative 
  trance once every two minutes. This spell is especially useful when confronting 
  creatures known for their ability to control the minds (or bodies) of others; by 
  returning to full consciousness after having been dismissed as a harmless 
  bystander, the mystic can often wreak havoc against such beings.  
   
  Color 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip causes up to 1 cubic yard of material to become infused with a 
  desired color. Faded colors can be thus restored, already-colored objects 
  mixed with another color, etc. It can be used to color hair or skin. The effect 
  will last for 30 days.  
   
  Color Spray 
   
  Level 1 jester/illusionist spell (alteration) 
  Requires: incantation, gestures, red/yellow/blue sand or powder 
  Casting time: 6 seconds (1 segment) 
   
  This spell creates an intense fan of color emanating from the caster’s hands, 
  some 5’ wide at the starting point, 20’ long, and 20’ long at the base. 
  Creatures with a number of hit dice greater than the caster’s level, or those 
  with more than 6 hit dice in any case, are entitled to a saving throw vs. spells; 
  success indicates the spell has no effect. Otherwise, the spell’s effect depends 
  on the difference between the caster’s level and that of the target(s): 
   
  TABLE 262: COLOR SPRAY 
  Target HD Minus Caster’s Level 
  Effect 
  0 or less 
  Unconscious for 1-4 minutes 
  1-2 
  Blind for 1-4 minutes 
  3 or greater 
  Stunned for 12-48 seconds (2d4 
  segments) 
   
  Colored Lights 
   
  Illusionist cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to create up to four glowing orbs in his choice of 
  color. The size of the orb determines how bright it is, and how many can be 
  created: 
   
  TABLE 263: COLORED LIGHTS 
  Orb Size 
  Max. Number 
  Each Illuminates 
  12” 
  1 
  5’ radius 
  6” 
  2 
  2 ½’ radius 
  4” 
  3 
  20” radius 
  3” 
  4 
  15” radius 
   
  The orbs thus created will last until the caster ceases concentrating, and can 
  be made to move in any pattern desired, as long as they all remain within 10’ 
  of the caster. Any color except pale blue or pink will spoil infravision or 
  ultravision. The lights will remain as long as the caster concentrates on 
  maintaining them.  
   
  Combine 
   
  Level 1 cleric spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows up to four clerics to combine their powers and imbue a fifth 
  with greater-than-normal powers, temporarily. All of the clerics must hold 
  hands, and each then casts the combine spell (note that each must have 
  separately memorized and then cast the spell). The highest-level cleric in the 
  circle will gain 1 level per cleric in the circle other than himself, for up to 30 
  minutes, as the other clerics continue to concentrate (if their concentration is 
  broken, as when they take damage, they must leave the circle and 1 level is 
  thus lost to the beneficiary of the spell). This does not give him any additional 
  spells, but any spells he does cast are cast as if he were at the higher level, he 
  can turn undead at the higher level, etc.  
   
  Comfortable Refuge 
   
  Level 3 bard spell (evocation) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell calls into existence a pavilion-style tent some 20’ in diameter (so up 
  to 15 persons including the caster can be within). It will remain in force up to 
  1 hour per level of the caster, and will maintain a constant temperature within 
  of 70 degrees Fahrenheit regardless of the temperature outside. The sphere 
  will also provide protection against winds up to 100 miles per hour. It will not 
  defend against spells, arrows, or other forms of attack, but vermin and other 
  animals cannot enter the tent except at the discretion of the caster. The tent will 
  remain if the caster leaves it, but only for half the normal time.  
  
  Spell Descriptions - Command 
  140 
   
  Command 
   
  Level 1 cleric spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  The command spell allows the caster to issue a single-word command that must 
  be obeyed by a single creature who must be within 10’ of the caster. The word 
  used must be completely clear and not open to interpretation. Typical 
  commands are back, halt, flee, run, stop, fall, fly, leave, etc. and all commands 
  will be obeyed for a maximum of one minute. Using the command “die” will 
  cause the target to faint for one minute but otherwise remain unharmed. The 
  target must, of course, understand the language being used. If the target has 
  an intelligence score of 13 or above, or 6 or more hit dice, it will get a saving 
  throw vs. magic to avoid the effect of the spell. 
   
  Command Word 
   
  Level 5 savant spell (divination) 
  Requires: incantation, gestures, divination device 
  Casting time: 1 hour 
   
  By means of this spell, the caster is able to discern one command word that 
  will activate a magical property of some object such as a wand or other item. 
  If it is a device that the caster is unable to use himself, there is a base 20% 
  chance that the word that will be discerned will, in fact, cause a reverse effect 
  (most often, affecting the wielder of the item in question; the game master 
  should use his discretion in determining exactly how this failure should be 
  applied). This base chance is reduced by 1% for every level of experience of 
  the caster above 10th.  
   
  Commune 
   
  Level 4 savant, level 5 cleric spell (divination) 
  Requires: incantation, gestures, holy symbol, holy water, incense 
  Casting time: 10 minutes 
   
  This spell allows the caster to make contact with his deity (or his deity’s 
  intermediaries) in order to receive answers to “yes or no” questions. As many 
  questions may be asked as the caster has levels of experience. While the 
  answers will be correct, they will also apply to literal readings of the questions 
  asked, and will only come in the form of “yes or no” answers. To prevent abuse 
  of this spell, the game master may determine that its use is limited, to prevent 
  the gods from being pestered too often for petty mortal concerns.   
   
  Commune with the Multiverse 
   
  Level 5 mystic spell (divination) 
  Requires: incantation, gestures 
  Casting time: 10 minutes 
   
  This spell allows the caster to come into close attunement with the multiverse 
  itself. By doing so, he is able to discern the answers to three questions, whose 
  answers will be in the form of a single word. The answers will always be 
  truthful, but could be ambiguous within the limits of the spell. The spell can only 
  be cast once per week per mystic. If more than one mystic inquires about the 
  same issue, they will receive the same answer. 
   
  Commune with Nature 
   
  Level 5 druid spell (divination) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 10 minutes 
   
  By means of this spell, the caster is able to become so “in tune” with his natural 
  surroundings that he will have specific knowledge about them. One such fact 
  per level of the caster will be known; what sort of water lies ahead or to either 
  side, if a given type of animal dwells here, what sort of metals are in the 
  ground, what buildings and their inhabitants, etc. The spell will only work out 
  of doors, and the knowledge so gained is limited to a radius of half a mile per 
  level of the caster.  
   
  Comprehend Languages (Confuse Languages) 
   
  Level 1 mystic/mage/savant spell (alteration) 
  Requires: incantation, gestures, soot, salt 
  Casting time: 1 minute 
   
  This spell allows the caster to understand both spoken and written languages. 
  It does not, however, allow the caster to speak or compose in those languages. 
  It will not work on magical writings, although the caster will recognize their 
  magical nature. The spell requires a pinch of soot and some grains of salt, 
  which are lost when the spell is cast. It lasts for 5 minutes per level of the caster, 
  and can only be cast upon a single creature or object bearing writing, which 
  must be touched. The reverse of the spell, confuse languages, prevents any sort 
  of comprehension, and can be used to counteract a comprehend languages 
  spell. 
   
  Cone of Cold 
   
  Level 5 mage spell (evocation) 
  Requires: incantation, gestures, crystal/glass cone 
  Casting time: 30 seconds (5 segments) 
   
  This spell calls into being a beam of intense cold from the caster’s hand, 
  extending 5’ per level of the caster. This beam will cause 1d4+1 hit points of 
  damage per experience level of the caster; creatures struck by the beam are 
  entitled to a saving throw vs. spells. Those who successfully make their saving 
  throw take half damage. The spell requires a tiny cone-shaped piece of crystal 
  or glass, which is destroyed as the spell is cast. 
   
  Confusion 
   
  Level 4 mage/illusionist, level 7 druid spell (enchantment/charm) 
  Requires: incantation, gestures, holy symbol or 3 nut shells 
  Casting time: 30 seconds (5 segments) 
   
  This spell casts a cloud upon the mind of those it affects, in some cases causing 
  them to not know friend from foe, and in other cases causes them to simply 
  stand around in puzzlement or wander off entirely. The exact effect is random, 
  and should be rolled separately for each creature affected: 
   
  TABLE 264: CONFUSION 
  Die Roll 
  (d%) 
  Action 
  01-10 
  Wander off in random direction for 10 minutes, then re-roll 
  11-60 
  Stand in dumb puzzlement for 1 minute, then re-roll 
  61-80 
  Attack nearest creature for 1 minute, then re-roll 
  81-00 
  Attack caster and/or his allies for 1 minute, then re-roll 
   
  The spell will only affect creatures in a 40 by 40 foot area. The number of 
  creatures affected is 2-12. Added to that are a number of creatures equal to 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   141
  the level of the caster minus the hit dice or level of the strongest creature in the 
  area (ignore negative results). For example, if a 15th level druid casts this spell, 
  and there is a 13th level mage in the area of effect, the spell would affect 2-
  8+2 creatures, as long as they were all in the 40’x40’ area, centered on a 
  point up to 80’ away from the caster. Every creature gets a saving throw 
  against spells; these saves are made with a -2 penalty. When a creature is 
  said to “re-roll” on the above table, it gets another saving throw (with the -2 
  penalty); failure means the game master should once more roll to see its 
  reaction to the spell. The spell lasts for 1 minute per level of the caster (if 
  creatures are “wandering” when the spell elapses, they will continue to wander 
  until their 10 minutes are up, at which time they will snap back to normal 
  without the need for another saving throw). If the spell is cast by a druid, it 
  requires his holy symbol. If cast by a mage or subclass of mage, it requires 3 
  nut shells.  
   
  Conjure Animals 
   
  Level 6 cleric/illusionist spell (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to magically summon a mammal or group of 
  mammals to attack his enemies. The conjured creatures will show up anywhere 
  within 30’ of the caster, and will remain for 2 minutes per level of the caster.  
   
  The total number of hit dice worth of animals that can be conjured depends on 
  the level of the caster. Each d4 hit die counts as ¼ of a level, each d6 hit die 
  counts as ½ a level, a d8 hit die counts as 1 level, a d10 hit die counts as 1¼ 
  level, and a d12 hit die counts as 1½ a level. 
   
  Thus, a 14th level cleric could conjure a single 14d8 HD animal, two 7 d8HD 
  animals, one 9d12 HD and one 1d6 HD animal, etc.  
   
  Conjure Earth Elemental (Dismiss Earth Elemental) 
   
  Level 7 druid spell (conjuration/summoning) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 10 minutes 
   
  This spell allows the caster to open a gateway to the elemental plane of earth, 
  through which an earth elemental (with 16 hit dice) will come to serve the 
  caster for up to 10 minutes per experience level of the caster, and will serve 
  the caster’s wishes, including fighting his enemies (if called upon to do so). A 
  dispel magic spell will send the conjured elemental back to its home plane. 
  The reverse of the spell, dismiss earth elemental, will enable the caster to 
  instantly send such an elemental creature back to the plane of earth. 
   
  If cast underwater, the elemental will not be able to leave the seabed, riverbed, 
  lakebed, etc. It will be able to attack only those creatures close enough to the 
  bottom to be in range.  
   
  Conjure Elemental 
   
  Level 5 mage/savant spell (conjuration/summoning) 
  Requires: incantation, gestures, incense/clay/sulfur & phosphorus/water & 
  sand 
  Casting time: 10 minutes 
   
  This spell allows the caster to conjure one of the four major types of elementals 
  from their respective planes: air, earth, fire, or water (see the ADVENTURES DARK 
  AND DEEP™ Bestiary for details). Such conjured elementals will have 16 hit 
  dice. The type of elemental to be conjured must be chosen before the spell is 
  memorized. The type of elemental will determine the components necessary: 
   
  TABLE 265: CONJURE ELEMENTAL 
  Elemental Type 
  Requires 
  Air 
  Burning incense 
  Earth 
  Soft clay 
  Fire 
  Sulfur and phosphorus, large source of fire 
  Water 
  Water and sand, large body of water 
   
  The elemental thus summoned can be controlled by the caster 95% of the time 
  (check at the beginning of the third, and each following minute) as long as he 
  maintains his concentration. Control can be exercised at a range of 30’. 
  Failure to concentrate, such as is caused by being successfully attacked, will 
  mean that the elemental will turn on the caster. An uncontrolled elemental will 
  seek to attack the one who summoned it as soon as it finishes any combat it is 
  in at the moment. Note that uncontrolled elementals can be thwarted by 
  thaumaturgic triangles. The elemental will remain on this plane until it is 
  destroyed, but note that water elementals cannot survive more than 60’ 
  removed from a suitably large source of water such as a river, well, or large 
  pool.  
   
  If cast underwater, air and fire elementals cannot be summoned at all by means 
  of this spell. An earth elemental will not be able to leave the seabed, riverbed, 
  lakebed, etc. It will be able to attack only those creatures close enough to the 
  bottom to be in range. There are no restrictions on the conjuring of water 
  elementals.  
   
  Conjure Fire Elemental (Dismiss Fire Elemental) 
   
  Level 6 druid, level 7 bard spell (conjuration/summoning) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 6 minutes 
   
  This spell opens up a conduit to the elemental plane of fire, summoning forth 
  some inhabitant of that fiery realm, which will appear up to 80’ away from 
  the caster: 
   
  TABLE 266: CONJURE FIRE ELEMENTAL 
  Die Roll (d%) 
  Elemental Conjured 
  01-85 
  Fire elemental (16 hit dice) 
  86-94 
  2-4 salamanders 
  95-98 
  Efreeti 
  99-00 
  Fire elemental (21-24 hit dice) 
   
  The conjured elemental being will remain for 10 minutes per level of the caster, 
  and will serve the caster’s wishes, including fighting his enemies (if called upon 
  to do so). A dispel magic spell will send the conjured elemental back to its 
  home plane. The reverse of the spell, dismiss fire elemental, will enable the 
  caster to instantly send such an elemental creature back to the plane of fire. 
  See the ADVENTURES DARK AND DEEP™ Bestiary for details on these creatures.  
   
  This spell cannot be cast underwater.  
   
  Contact Other Plane 
   
  Level 4 savant, level 5 mage spell (divination) 
  Requires: incantation 
  Casting time: 10 minutes 
   
  This potentially dangerous spell allows the caster to set his mind forth to other 
  planes of existence in order to seek specific knowledge. It is possible that the 
  caster will become insane, or even die, and there is no guarantee that the 
  information gleaned from the spell will be accurate. The caster can ask one 
  question per 2 points of intelligence. The caster chooses how bizarre and 
  removed from “normal” reality a plane of existence he wishes to consult, and 
  the game master then rolls to determine the result. The nature of the spell is 
  
  Spell Descriptions - Contingency 
  142 
  such, however, that increasing one’s odds of getting a truthful answer increase 
  proportionally with those of going insane. 
   
  TABLE 267: CONTACT OTHER PLANE 
  Plane 
  Insanity 
  Truthful 
  Answer 
  False Answer 
  Answer 
  Unknown 
  Elemental 
  20% 
  01-68 
  69-93 
  94-00 
  1 removed 
  5% 
  01-39 
  40-74 
  75-00 
  2 removed 
  10% 
  01-44 
  45-77 
  78-00 
  3 removed 
  15% 
  01-49 
  50-79 
  80-00 
  4 removed 
  20% 
  01-55 
  56-82 
  83-00 
  5 removed 
  25% 
  01-60 
  61-85 
  86-00 
  6 removed 
  30% 
  01-66 
  67-88 
  89-00 
  7 removed 
  35% 
  01-73 
  74-92 
  93-00 
  8 removed 
  40% 
  01-81 
  82-96 
  97-00 
  9 or more 
  50% 
  01-88 
  89-98 
  99-00 
   
  Unfortunately, the elemental planes can only be consulted on questions that 
  directly pertain to them, so their utility is somewhat limited. The chance of the 
  caster going insane is reduced by 5% for each point of intelligence above 15.  
   
  If the caster does go insane, he does so immediately, and the malady will last 
  for 1 week per number of planes removed from “normal” reality he has sent 
  his mind (if the elemental planes, the insanity will last but 1 week). For each 
  week so afflicted, there is a 1% chance that the caster will die, unless a remove 
  curse spell is cast upon him (the insanity will linger, but the chance of dying 
  will be removed).  
   
  Contingency 
   
  Level 6 mage spell (evocation) 
  Requires: incantation, gestures, quicksilver, ivory statuette, magic-using 
  monster eyelash 
  Casting time: 10 minutes 
   
  This spell allows the caster to place another spell “on hold”, to be triggered 
  when a specific named set of conditions are met. The spell must be one that 
  affects the caster personally, will remain in place for 1 day per level of the 
  caster, and can be of no greater level than 1/3rd the experience level of the 
  caster. Only one such spell can be in place at a time. 
   
  The conditions for triggering the contingency spell must be clear; a feather fall 
  spell could be set to trigger whenever the caster fell more than 3’, for example, 
  or a water breathing spell could go off when the caster’s head was immersed 
  in water for more than 30 seconds (5 segments). Of course, the spell to be 
  triggered must be known to the caster; it is cast at the same time as the 
  contingency spell. When it is triggered, however, there is no delay for casting 
  time; it takes effect instantly once the condition is met (and bear in mind that 
  the spell will go into effect when the condition is triggered regardless of the 
  desire of the caster; it is not discretionary). 
   
  The spell requires 100 g.p. worth of quicksilver, a statuette of the caster made 
  of elephant ivory, and the eyelash of some magic-using monster such as a 
  storm giant or leprechaun. 
   
  Continual Darkness 
   
  Level 3 illusionist spell (alteration) 
  Requires: incantation, bat fur, coal/pitch 
  Casting time: 18 seconds (3 segments) 
   
  This spell creates an area of complete and total darkness in a globe some 15’ 
  in radius. The globe can be centered on any point within 60’, and will last 
  until dispelled. No sort of vision, magical or natural, will function within the 
  globe, but a continual light spell will cancel out a continual darkness spell, and 
  vice versa. The spell requires a bit of the fur of a bat and a small piece of 
  either pitch or coal.  
   
  Continual Light (Continual Darkness) 
   
  Level 2 mage, level 3 cleric/illusionist spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to create a ball of very bright light (equal to sunlight) 
  90’ in diameter, centered on a point up to 90’ away from the caster. The spell 
  can be cast either on a point in space, on an object, or on a living creature. If 
  it is cast upon a living creature, the target will get a saving throw vs. spells. If 
  it makes the saving throw, the spell will be targeted approximately a foot 
  behind the creature. Unlike the light spell (q.v.), the continual light spell is bright 
  enough to blind most creatures upon which it is cast. It will not fade on its own, 
  but can be dispelled. The reverse of the spell, continual darkness, functions 
  similarly, but creates a zone of pitch blackness through which no light can 
  penetrate. Only clerics have the ability to memorize and cast the reverse of the 
  spell; illusionists have a separate spell, continual darkness, with much the same 
  effect, but there is no equivalent spell in the mage’s repertoire.  
   
  Control Temperature, 10’ Radius 
   
  Level 4 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds (6 segments) 
   
  This spell enables the caster to either raise or lower the ambient temperature 
  within 10’ of his body in all directions, up to 9 degrees (Fahrenheit) per 
  experience level of the caster. It lasts 40 minutes plus 10 minutes per 
  experience level of the caster.  
   
   
   
   
  Control Weather 
   
  Level 6 mage, level 7 bard/cleric/druid spell (alteration) 
  Requires: incantation, gestures, holy symbol, incense, prayer beads, wood, 
  earth, and water 
  Casting time: 10 minutes 
   
  This spell allows the caster to effect changes in the weather. For purposes of 
  this spell, the weather is measured along three different axes: cloud cover and 
  precipitation, temperature, and wind: 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   143
  TABLE 268: CONTROL WEATHER (AXES OF CONTROL) 
  Cloud Cover & 
  Precipitation 
  Temperature 
  Wind 
  Very clear 
  Sweltering 
  Dead calm 
  Clear 
  Hot 
  Calm 
  Light clouds / hazy 
  Warm 
  Light breeze 
  Partly cloudy 
  Cool 
  Light wind 
  Heavy clouds 
  Cold 
  Strong wind 
  Fog 
  Bitter cold 
  High wind 
  Mist / light rain or 
  snow / small hail 
   
  Gale 
  Heavy rain or snow / 
  large hail / driving 
  sleet 
   
  Storm 
   
   
  Hurricane 
   
  By means of this spell, a caster is able to move the weather one “level” along 
  each of the three measures. Thus, a clear day can be made hazy, a cold day 
  cool, and a high wind turned into a gale. More dramatic effects can, of course, 
  be engendered by simply casting the spell several times in succession. If the 
  caster is a druid, however, he is able to move the weather up to two “levels”, 
  due to his closer ties to nature itself, as long as he has greater mistletoe to use 
  as his holy symbol (a druid would also not need the prayer beads and incense, 
  which are used by a cleric in casting the spell). If the spell is cast by a mage, 
  he will need burning incense, plus bits of wood and earth in water (all of which 
  are destroyed as the spell is cast).  
   
  Unlike most other spells, the duration and area of effect of this spell are 
  determined randomly: 
   
  TABLE 269: CONTROL WEATHER (AREA AND DURATION) 
  Caster Is a… 
  Area of Effect 
  Duration of Effect 
  Cleric 
  4d4 square miles 
  4d12 hours 
  Druid 
  4d8 square miles 
  8d12 hours 
  Mage 
  4d4 square miles 
  4d6 hours 
   
  Note that contradictions are not possible, even by means of this spell; you 
  can’t have snow on a sweltering day, or fog with a strong wind.  
   
  This spell cannot be cast underwater.  
   
  Control Winds 
   
  Level 5 druid, level 6 bard spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to either increase or decrease the speed of any 
  winds or breezes within 120’ per experience level (the area will move with the 
  caster). Wind speeds may be altered by up to 3 miles per hour per level of the 
  caster. The spell will remain in effect for 10 minutes per level of the caster. 
  Some effects of high winds include: 
   
  TABLE 270: CONTROL WINDS 
  Speed 
  Effect 
  30+ mph 
  Small flying creatures cannot fly, missile weapons near-
  impossible to use, sailing difficult 
  45+ mph 
  Medium flying creatures cannot fly, some ship damage 
  60+ mph 
  Nothing can fly, small trees uprooted, roofs destroyed, 
  could capsize or sink ships, etc. 
  75+ mph 
  Hurricane; destroys all but the strongest stone buildings, 
  ships are sunk 
   
  Changes in wind speed are not immediate; every 3 mph change takes one 
  minute to complete; thus changing the winds from 5 mph to 35 would take 10 
  minutes. The area immediately around the caster (in a 40’ radius) will be calm, 
  but if the spell is used underground, this calm “eye” will be proportionately 
  smaller, depending on the maximum area of effect of the spell compared to 
  the available space underground.  
   
  This spell cannot be cast underwater.  
   
  Conversion 
   
  Level 7 cleric spell (alteration) 
  Requires: incantation, gestures, holy symbol, holy water 
  Casting time: 1 minute 
   
  This spell allows the caster to temporarily change the alignment of the target 
  creature(s). The number of creatures converted, the duration, and the degree 
  to which their conversion will change their ethos depends on the specific 
  creatures involved. All target creatures must be within a 30’ radius, centered 
  on a point 10’ distant per level of the caster.  
   
  Each “step” from the target’s natural alignment to that of the caster will act as 
  a multiplier to its hit dice or experience level. Law-neutrality is one “step”, and 
  neutrality-chaos is another, as are good-neutrality and neutrality-evil. Thus, a 1 
  HD creature converting from chaotic evil to lawful good would be treated as a 
  5 HD creature for purposes of the spell. A total number of levels of creatures 
  can be converted equal to the experience level of the caster. Thus, an 18th 
  level caster could convert three chaotic evil creatures to the lawful good 
  alignment through this spell.  
   
  The duration of the spell is normally 1 day per level of the caster. However, if 
  the caster chooses, he can opt to only have the spell last for 1 hour per level. 
  In such a circumstance, twice as many levels of target creatures can be 
  affected.  
   
  The spell requires that the target creatures be sprinkled with holy water (if the 
  alignment is being moved away from evil) or unholy water (if the alignment is 
  being moved towards evil). Oil is used if neither good nor evil is being affected 
  (for instance, a creature being converted from chaotic neutral to lawful neutral).  
   
  Cough 
   
  Mage/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This spell causes the target, who must be within 10’ of the caster, to 
  involuntarily cough. The target is entitled to a saving throw; success indicates 
  the cough is a single brief event. Failure indicates a longer coughing fit, lasting 
  1-3 seconds. As with other cantrips, this cannot be used to interrupt 
  spellcasting.  
   
  Cram 
   
  Savant cantrip (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to commit a particular bit of knowledge to memory. 
  The knowledge in question is limited to that which can be contained on a single 
  page of paper, vellum, or papyrus, which must be held by the caster as the 
  spell is cast. From that point on, the caster will have a perfect memory of the 
  writing on the page for the next number of days equal to his experience level 
  (minimum 1 day for apprentices).  
   
  
  Spell Descriptions - Creak 
  144 
  Creak 
   
  Mage/illusionist cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 second (1/6 segment) 
   
  This cantrip will either produce a noise similar to a squeaky door-hinge 
  opening (lasting 2 seconds) or a sound like that of someone walking over a 
  creaky floorboard (lasting 10 seconds and seeming to travel up to 10’).  
   
  Create Food and Water 
   
  Level 3 cleric spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 10 minutes 
   
  This spell allows the caster to create enough wholesome and nutritious food to 
  sustain three humans (or one horse) for a day per level of the caster. The caster 
  has the option to create a cubic foot of water per level, or any combination of 
  food and water, as long as the maximum is not exceeded.  
   
  Create Water (Destroy Water) 
   
  Level 1 cleric spell, level 2 druid spell (alteration) 
  Requires: incantation, gestures, drop of water/pinch of dust 
  Casting time: 1 minute 
   
  The create water spell allows the caster to create a volume of pure, drinkable 
  water equal to four gallons per level of experience, up to 10’ away from the 
  caster. Neither the spell nor its reverse can be cast upon or within any living 
  thing. The reverse of the spell, destroy water, does not leave any trace (such 
  as mist or steam). The effect is permanent.  
   
  Creeping Doom 
   
  Level 7 druid spell (conjuration/summoning) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 54 seconds (9 segments) 
   
  This spell calls into being a swarm of 1d6+4x100 stinging, poisonous, biting, 
  insects and arachnids. The swarm will be roughly 20’ on a side, and will move 
  forward 10’ per minute towards some victim(s) within 80’. Each individual 
  member of the swarm will inflict a single hit point of damage, and die in so 
  doing, but the sheer numbers of the swarm make it most fearsome. If the swarm 
  goes farther than 80’ from the caster, it will begin to lose its cohesion and will 
  lose 50 members for every 10’ beyond 80’ it travels. Thus, if the creeping 
  doom goes 100’ away from the caster as it advances on its prey, it will lose a 
  total of 100 of its members.  
   
  This spell cannot be cast underwater.  
   
  Crushing Hand 
   
  Level 9 mage spell (evocation) 
  Requires: incantation, gestures, snakeskin glove, eggshell 
  Casting time: 54 seconds (9 segments) 
   
  This spell calls into being a great disembodied hand. The hand itself is under 
  the mental control of the caster (maximum range 5’ per experience level of the 
  caster), and can be used to grab any single opponent, automatically. Once 
  grabbed, the hand can be used to squeeze the captive, with damage inflicted 
  increasing as time goes on: 
   
  TABLE 271: CRUSHING HAND 
  Time 
  Damage per Minute 
  1st minute 
  1d10 hit points 
  2nd - 3rd minute 
  2d10 hit points 
  4th minute + 
  4d10 hit points 
   
  If attacked, the hand can sustain damage equal to the number of hit points its 
  creator possesses.  
   
  Crystal Magic I 
   
  Level 1 mystic spell (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 1 hour 
   
  This spell allows the caster, by concentrating on an attuned crystal, to call forth 
  its power for a specific purpose. The caster may choose between the following: 
   
   
  Self-improvement. The caster increases one of his ability scores by 
  1 point for 6 hours, subject to racial maximums. 
   
  Self-healing. The caster is able to heal 1d6 h.p. of damage on 
  himself at some point in the next 6 hours. 
   
  The spell requires a crystal of at least 10 g.p. value, which is not destroyed by 
  the casting. Note that the same crystal cannot be used to power different 
  versions of this spell at the same time, and the same version of the spell cannot 
  be active more than once (even if a different specific effect is chosen). The 
  caster must therefore choose which of the above effects he will benefit from for 
  the next six hours. 
   
  Crystal Magic II 
   
  Level 2 mystic spell (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 1 hour 
   
  This spell allows the caster, by concentrating on an attuned crystal, to call forth 
  its power for a specific purpose. The caster may choose between the following: 
   
   
  Self-defense. The caster’s armor class is improved by 1 for 6 hours. 
   
  Reflect negativity. The caster may, at some point in the next 6 hours, 
  touch someone. If they fail a saving throw vs. spells, they will have 
  a -1 penalty on all saving throws and “to hit” rolls for 6 hours after 
  being touched. The caster may have to roll a “to hit” roll himself in 
  order to successfully touch the target. 
   
  The spell requires a crystal of at least 50 g.p. value, which is not destroyed by 
  the casting. Note that the same crystal cannot be used to power different 
  versions of this spell at the same time, and the same version of the spell cannot 
  be active more than once (even if a different specific effect is chosen). The 
  caster must therefore choose which of the above effects he will benefit from for 
  the next six hours. 
   
  Crystal Magic III 
   
  Level 3 mystic spell (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 1 hour 
   
  This spell allows the caster, by concentrating on an attuned crystal, to call forth 
  its power for a specific purpose. The caster may choose between the following: 
   
   
  Maximize effort. One spell cast by the caster in the next six hours 
  will function at maximum effectiveness (caster chooses at the time 
  the other spell is cast). 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   145
   
  Magical reservoir. The caster may store the energy of two spells of 
  3rd level or less in the crystal. They must be cast within the next six 
  hours or they will be lost. Note that these spells are “bonus” spells 
  and do not need to be previously memorized to be stored within 
  the crystal.  
   
  The spell requires a crystal of at least 100 g.p. value, which is not destroyed 
  by the casting. Note that the same crystal cannot be used to power different 
  versions of this spell at the same time, and the same version of the spell cannot 
  be active more than once (even if a different specific effect is chosen). The 
  caster must therefore choose which of the above effects he will benefit from for 
  the next six hours. 
   
  Crystal Magic IV 
   
  Level 4 mystic spell (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 1 hour 
   
  This spell allows the caster, by concentrating on an attuned crystal, to call forth 
  its power for a specific purpose. The caster may choose between the following: 
   
   
  Scrying. The crystal will function as a crystal ball for 1 minute per 
  level of the caster. The crystal cannot then be used for the next 6 
  hours. 
   
  Detection. When looked through, the crystal will function as a gem 
  of seeing for the next 6 hours. 
   
  The spell requires a crystal of at least 1,000 g.p. value, which is not destroyed 
  by the casting. Note that the same crystal cannot be used to power different 
  versions of this spell at the same time, and the same version of the spell cannot 
  be active more than once (even if a different specific effect is chosen). The 
  caster must therefore choose which of the above effects he will benefit from for 
  the next six hours. 
   
  Crystalbrittle 
   
  Level 9 mage spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 54 seconds (9 segments) 
   
  This spell will allow the caster to convert any sort of metal--gold, iron, steel, 
  mithril, etc.--into a fragile crystalline form that will shatter on receiving a 
  smashing blow. Up to 2 cubic feet of metal can be so converted per level of 
  the caster, but the caster must touch the metal in order to effect the 
  transformation; only a single item (such as a suit of armor, but not armor plus 
  a sword may be converted). The effect cannot be undone by anything other 
  than a wish spell. If magical items are to be transformed, they get a 5% chance 
  per magical “plus” to resist (thus, a +3 shield gets a 15% chance to not be 
  transformed, an iron golem--which can only be struck by +3 or better weapons-
  - gets 15%, etc.). Artifacts and relics have an automatic 95% chance to resist 
  the spell’s effect.  
   
  Cure Animal Wounds 
   
  Level 1 bard/druid spell (necromantic) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to cure 1d6 h.p. of damage on any single non-
  magical or non-giant animal within 10’. The creature cured can never receive 
  more hit points than its normal total by means of this spell. The spell will not 
  cure diseases or other maladies, only physical damage such as that caused by 
  weapons, falls, etc. People (humans, elves, orcs, dwarves, goblins, etc.) and 
  magical creatures (unicorns, medusas, manticores, etc.) are not affected.  
   
  Cure Blindness (Cause Blindness) 
   
  Level 3 cleric, level 4 mystic spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to cure most sorts of blindness by touch. The reverse 
  of the spell, cause blindness, affords the target a saving throw vs. spells (and 
  the caster must make a successful attack roll “to hit” as well). In both cases, the 
  effect is permanent.  
   
  Cure Critical Wounds (Cause Critical Wounds) 
   
  Level 5 cleric, level 6 druid/mystic spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 48 seconds (8 segments) 
   
  When the caster touches the target of this spell, that target is magically healed 
  of 6-27 (3d8+3) hit points of damage. Note that the target must be physically 
  touched for the spell to be effective; a non-material creature, one that is 
  ethereal, etc., will not be affected. Similarly, those creatures that can only be 
  damaged by magical, iron, or silver weapons cannot be cured using this spell. 
  The spell can never grant the recipient more hit points than his maximum; only 
  wounds can be healed. The reverse of the spell, cause critical wounds, causes 
  6-27 h.p. of damage and has similar restrictions regarding touch (note that in 
  combat, the caster will probably have to roll “to hit” in order to cast the spell 
  against an opponent).  
   
  Cure Disease (Cause Disease) 
   
  Level 3 cleric/druid, level 4 mystic spell (abjuration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 5 minutes 
   
  This spell allows the caster to cure almost any sort of disease by the laying on 
  of hands. Depending on the severity and nature of the disease in question, the 
  symptoms will be totally gone in anything from ten minutes to a week. The spell 
  can also be used to destroy certain monsters such as green slime. It should be 
  noted that this spell is ineffective against leprosy (leprosy-like afflictions, on the 
  other hand, such as the rot inflicted by the touch of a mummy, may or may not 
  be cured by the spell, as indicated in the specific description). It is for this 
  reason that leprosy is still a greatly feared disease. 
   
  The reverse of the spell, cause disease, also requires the target be touched 
  (most likely requiring a roll “to hit”), but also affords it a saving throw vs. spells. 
  If the saving throw fails, the target is afflicted with a wasting disease that will 
  begin to afflict it in 10-60 minutes. Every ten minutes thereafter, the victim will 
  lose 1 hit point, while every hour it will lose 1 point of strength. When it 
  reaches 10% of its original hit point total or strength score, it will be weak and 
  nearly completely helpless.  
   
  Cure Insanity (Cause Insanity) 
   
  Level 6 cleric spell (necromantic) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 minute 
   
  This spell allows the caster to cure all forms of insanity. The target must be 
  physically touched for the spell to be effective; a non-material creature, one 
  that is ethereal, etc., will not be affected. Similarly, those creatures that can 
  only be damaged by magical, iron, or silver weapons cannot be cured using 
  this spell. If a creature is afflicted with multiple forms of insanity, all will be 
  cured with a single application of the spell.  
   
  
  Spell Descriptions - Cure Light Wounds (Cause Light Wounds) 
  146 
  The reverse of the spell, cause insanity, causes the creature touched to 
  immediately suffer from 1 form of insanity for every 5 levels of the caster above 
  10th (thus, a 15th level caster will inflict 2 forms of insanity, a 20th level caster 
  will inflict 3, etc.). The target is entitled to a saving throw vs. spells, and must 
  be touched, probably requiring a successful “to hit” roll on the part of the 
  caster. The exact form of insanity should be determined randomly using the 
  chart in the ADVENTURES DARK AND DEEP™ Game Masters Toolkit, which also 
  gives details as to the effects of each type.  
   
  Cure Light Wounds (Cause Light Wounds) 
   
  Level 1 cleric, level 2 druid/mystic spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  When the caster touches the target of this spell, that target is magically healed 
  of 1d8 hit points of damage. Note that the target must be physically touched 
  for the spell to be effective; a non-material creature, one that is ethereal, etc., 
  will not be affected. Similarly, those creatures that can only be damaged by 
  magical, iron, or silver weapons cannot be cured using this spell. The spell can 
  never grant the recipient more hit points than his maximum; only wounds can 
  be healed. The reverse of the spell, cause light wounds, causes 1d8 h.p. of 
  damage and has similar restrictions regarding touch (note that in combat, the 
  caster will probably have to roll “to hit” in order to cast the spell against an 
  opponent).  
   
  Cure Serious Wounds (Cause Serious Wounds) 
   
  Level 4 cleric/druid, level 5 mystic spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 42 seconds (7 segments) 
   
  When the caster touches the target of this spell, that target is magically healed 
  of 3-17 (2d8+1) hit points of damage. Note that the target must be physically 
  touched for the spell to be effective; a non-material creature, one that is 
  ethereal, etc., will not be affected. Similarly, those creatures that can only be 
  damaged by magical, iron, or silver weapons cannot be cured using this spell. 
  The spell can never grant the recipient more hit points than his maximum; only 
  wounds can be healed. The reverse of the spell, cause serious wounds, causes 
  3-17 h.p. of damage and has similar restrictions regarding touch (note that in 
  combat, the caster will probably have to roll “to hit” in order to cast the spell 
  against an opponent).  
   
  Dampen 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip causes 1 cubic yard of space to be covered with a thick layer of 
  moisture. This foggy zone will last only a moment, but will leave everything in 
  its wake damp to the touch, making fire-making difficult if not impossible, 
  parchment or paper will tend to tear at a touch, etc.  
   
  This spell can be cast underwater, but has no discernable effect. 
   
  Dancing Lights 
   
  Level 1 jester/mage/illusionist/mountebank spell (alteration) 
  Requires: incantation, gestures, phosphorus/wytchwood/glowworm 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to create a pattern of lights that can take one of 
  three forms. First, a group of up to four lights resembling torches or lanterns; 
  second, up to four luminescent spheres; or third, a glowing light roughly in the 
  shape of a human being. These lights will remain for 2 minutes per level of the 
  caster, and can move as the caster wishes, without his needing to concentrate 
  on doing so. The lights will disappear if they move further away than 40’ plus 
  10’ per level of the caster. The spell requires a pinch of phosphorus, 
  wytchwood, or a glowworm, any of which are destroyed by the casting.  
   
  Dancing Weapon 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell allows the caster to cause weapons to “dance”, that is, fight as if 
  they were being wielded by a person, when in fact they are simply moving 
  about in mid-air. Only melee-type weapons can be so animated; missile 
  weapons such as bows cannot be, nor can weapons such as daggers be 
  hurled in the conventional sense. One weapon can be so animated per 4 levels 
  of experience of the caster; if an enchanted weapon is to be animated, it 
  counts as two weapons. The spell can be used to animate an enemy’s weapon; 
  if so, the enemy is entitled to a saving throw vs. spells. Once the casting time 
  is complete, the weapon(s) will animate, and will remain so and under the 
  direction of the caster until the magic is dispelled or the caster stops his casting. 
  The weapons in question must be within a 30’ radius of the caster and remain 
  within that radius.  
   
   
   
  Darkness, 15’ Radius 
   
  Level 1 jester/illusionist, level 2 mage spell (alteration) 
  Requires: gestures, bat fur, pitch or coal 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates an area of complete and total darkness in a globe some 15’ 
  in radius. The globe can be centered on any point within 10’ per experience 
  level of the caster, and will last for 10 minutes plus 1 minute per level. No sort 
  of vision, magical or natural, will function within the globe, but a light spell 
  will cancel out a darkness spell, and vice versa, so that normal light sources 
  will function. Continual light will overwhelm the darkness spell, and light the 
  area without the need for conventional light sources. The spell requires a bit of 
  the fur of a bat and a small piece of either pitch or coal.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   147
  Deafness 
   
  Level 2 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, beeswax 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes the target creature to believe that it is deaf. The spell does not 
  cause any actual harm to the ears or auditory nerves, so healing spells of all 
  types are ineffective. Only a dispel magic or dispel illusion spell or the will of 
  the caster can remove the effect. The victim must be within 60’ of the caster 
  when the spell is cast, and is entitled to a saving throw vs. spells. Success 
  indicates the spell has no effect.  
   
  Death Fog 
   
  Level 6 illusionist spell (evocation) 
  Requires: incantation, gestures, powdered peas, powdered hoof, acid 
  Casting time: 36 seconds (6 segments) 
   
  This spell summons a dense bank of mist that obscures all vision, including 
  infravision, beyond 2’. The fog will occupy one cube 20’ on a side per 
  experience level of the caster (thus a 12th level caster would create an area of 
  fog twelve 20’ cubes in size), and will remain for 1-4 minutes plus 1 minute 
  per level. The fog can be made to appear up to 30’ away from the caster. It 
  can only be blown away by the strongest of winds, and those entering the 
  area will only be able to move at 1/10th of their normal movement rate, and 
  gust of wind will not affect death fog. The fog is also highly acidic; the fog will 
  kill grass and flowers in but 2 minutes, bushes in 4 minutes, saplings in 8 
  minutes, and large trees in 16 minutes. Animals and other creatures will take 
  increasing amounts of damage each minute they are exposed to its mists: 1 
  h.p. in the first minute, 2 h.p. in the second, 4 h.p. in the 3rd, and 8 h.p. per 
  minute for every minute thereafter. This spell requires a pinch of powdered 
  peas, powdered animal hoof, and a drop of strong acid.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Death Spell 
   
  Level 6 mage spell (necromantic) 
  Requires: incantation, gestures, crushed black pearl 
  Casting time: 36 seconds (6 segments) 
   
  This spell will kill a number of creatures in the area of effect, which is 25 square 
  feet per level of the caster, centered on a point up to 10’ away from the caster 
  per level. The number of creatures that can be slain depends on their hit dice. 
  The game master should roll 4d20. That indicates the number of hit dice worth 
  of creatures that are slain; creatures with fewer hit dice are killed first, and 
  remainders that are not large enough to cover all of the hit dice of a creature 
  are ignored. EXAMPLE: A mage casts the death spell on a group of 41 orcs 
  led by a 7th-level fighter. He rolls a 46 to determine how many hit dice the 
  spell affects. All 41 orcs are killed, leaving 5 hit dice remaining. However, 
  since the fighter has 7 hit dice, he is not affected by the spell, as it does not 
  have sufficient killing power left to do him in.  
   
  Creatures with more than 8 hit dice are not affected, and creatures with 8 hit 
  dice or less do not get a saving throw against the spell. It will not affect the 
  undead, lycanthropes, or creatures from other planes of existence. The spell 
  requires a crushed black pearl of not less than 1,000 g.p. value.  
   
  Deeppockets 
   
  Level 2 mage spell (alteration) 
  Requires: incantation, gestures, golden needle, twisted cloth 
  Casting time: 10 minutes 
   
  This spell allows the caster to alter a robe, gown, etc., to enable it to hold 
  much more than it would otherwise, by opening up a small gateway into an 
  extra-dimensional space. The amount the pockets can hold depends on the 
  number sewn into the garment prior to the spell being cast: 
   
  TABLE 272: DEEPPOCKETS 
  Pockets 
  Min. Garment 
  Cost 
  Max. Weight/ 
  Pocket 
  Max. Size/ 
  Pocket 
  1 
  300 g.p. 
  100 lbs. 
  5 cu. ft. 
  10 
  300 g.p. 
  10 lbs. 
  ½ cu. ft. 
  100 
  1,000 g.p. 
  1 lb. 
  1/6 cu. ft. 
   
  In all cases, the hand-sized pockets will not visibly bulge, no matter how much 
  is put into them. The spell lasts for 4 hours plus 1 hour per level of the caster. 
  At the end of that time, all items placed in the pockets must be removed, or the 
  wearer must make a saving throw vs. spells. Success indicates all of the items 
  in the pockets suddenly appear around the wearer and fall to the ground 
  (normal saving throws vs. crushing blow may apply, for instance in the case 
  of potion or oil flasks). Failure indicates that all the items in the pockets are 
  transported to the astral plane and are thus lost forever. Living creatures put 
  into the pockets will die soon thereafter, as there is no air within. The spell can 
  be re-cast onto the garment before the spell expires, and thus the tedious 
  removal and replacement of items can be avoided.  
   
  In addition to the specially-prepared garment, the spell requires a golden 
  needle and a piece of cloth twisted and fastened together into a Möbius strip. 
  While the garment itself can be re-used, the needle and cloth are lost in the 
  casting.  
   
  Delayed Blast Fireball 
   
  Level 7 mage spell (evocation) 
  Requires: incantation, gestures, bat guano and sulfur 
  Casting time: 42 seconds (7 segments) 
   
  This spell calls into being a fiery explosion covering a sphere 40’ in diameter. 
  The caster is able to specify the distance and height at which the explosion will 
  take place, as long as it is within 100’ plus 10’ per experience level (if 
  something intervenes between the caster and the intended blast site, the fireball 
  can and will prematurely detonate upon it). The blast will cause 1d6+1 h.p. of 
  damage for every level of the caster; everyone in the blast area is entitled to a 
  saving throw vs. spells. Success indicates they take half damage, although the 
  game master should remember that combustible materials such as scrolls and 
  spell books will burst into flames, and other items vulnerable to extremely high 
  heat must make saving throws as well (coins will melt, for example, glass will 
  shatter or melt, etc.).  
   
  Aside from the changes noted above, this spell differs from the spell fireball in 
  that the delayed blast fireball can be set to go off any time up to 5 minutes 
  after the spell is cast. The precise time must be specified at the time of casting.  
   
  The fireball explosion will always be roughly the same size, no matter where 
  it is detonated: some 33,000 cubic feet (33 10’x10’x10’ blocks). Care should 
  be therefore taken when casting the spell in an enclosed space; in a small 
  enough space, it is quite possible that the blast will double back and 
  encompass the caster or his allies! The spell requires a small ball of bat guano 
  mixed with sulfur, which is destroyed by the casting.  
   
  This spell cannot be cast underwater.  
  
  Spell Descriptions - Delude 
  148 
   
  Delude 
   
  Level 3 illusionist/mountebank spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to mask his own alignment with that of some other 
  creature within 30’. The creature whose alignment is being used to mask that 
  of the caster must have an intelligence of 2 or greater, and is entitled to a 
  saving throw vs. spells; success indicates that its alignment aura cannot be 
  used, and the spell fails. The effect will last for 10 minutes per level of the 
  caster, and will perfectly fool magic such as detect evil, know alignment, etc. 
  Detect magic will only indicate that the target creature radiates magic, but the 
  caster himself will only do so if the detect magic is cast by the creature whose 
  alignment is being borrowed.  
   
  Demand 
   
  Level 8 mage/savant spell (enchantment/charm) 
  Requires: incantation, gestures, cylinders and wire, hair/nail/etc. of target 
  Casting time: 10 minutes 
   
  This spell enables the caster to send a brief communication to any single 
  creature with whom he is familiar; the target must be known by name (and 
  appearance, as necessary), and the caster must have a bit of hair, fingernail, 
  etc., belonging to the target. The message sent can consist of 1 word per level 
  of the caster (articles such as “a”, “an”, and “the” don’t count). The listener 
  gets a saving throw vs. spells to resist the demand, but if it is a particularly 
  reasonable-sounding proposition, the save is made at a penalty of -1 or even 
  -2 (at the game master’s discretion). The demand can never be obviously 
  harmful, deadly, or against the interests of the hearer (see suggestion on p. 
  223 for examples). There is no range limit on the demand, but if the target is 
  on another plane of existence, there is a 5% chance per plane removed that 
  the demand will fail (thus, if the target is on the ethereal plane there is a 5% 
  chance of failure, one of the elemental planes 10%, etc.). The recipient must 
  have an intelligence of at least 1. The spell also requires a pair of small 
  cylinders connected by a length of copper wire.  
   
  Demi-Shadow Magic 
   
  Level 6 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to simulate the casting of his choice of the following 
  spells: cloudkill, cone of cold, fireball, lightning bolt, magic missile, wall of 
  fire, or wall of ice. The simulated spell will function as if it is real in all respects 
  save one-if the target(s) make a saving throw vs. spells, they will recognize it 
  for mere illusion and will only receive the following effects: cloudkill will only 
  kill those creatures with less than 2 hit dice, the wall spells will cause 1d4 h.p. 
  per level of the caster, and the others will cause 2 h.p. per level. This saving 
  throw is in place of any saving throw that the illusionary spell would normally 
  require.  
   
  Demi-Shadow Monsters 
   
  Level 5 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to create quasi-real illusions of some monster or 
  other creature. The total hit dice of the illusory creature(s) cannot exceed the 
  level of the caster, and they will have 40% of the normal hit points of the type 
  of creature that is created. The demi-shadow monsters will endure for 1 minute 
  per level of the caster, and must all be in a 20’x20’ area centered on a point 
  up to 30’ away from the caster. Unlike other forms of illusion/phantasm, with 
  this spell, all viewers are automatically entitled to a saving throw vs. spells. If 
  they fail, they will believe the demi-shadow monsters to be real and the 
  monsters will fight as if they had the normal armor class and damage of their 
  type. If the saving throw is made, however, the demi-shadow monsters will 
  have an effective armor class of 8 and will inflict 40% of normal damage.  
   
  Depression 
   
  Level 4 bard spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 48 seconds (8 segments) 
   
  This spell will cause all those within its area of effect who fail a saving throw 
  vs. magic to fall into a deep and profound depression. Any course of action 
  will seem hopeless, the odds against them too terrible to ever be overcome, 
  etc. They will cease fighting (or not start fighting), not continue any journey, 
  complete any task, etc. Even spellcasting will be disrupted (or, if applicable, 
  spells requiring concentration will be abandoned in the general sense of 
  hopelessness. The spell will continue for as long as the caster concentrates, 
  plus 1 minute per level of the caster.  
   
  Detect Astral 
   
  Level 4 mystic spell 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to see into the astral plane. A “beam” is created 
  some 10’ wide and 90’ in length. Any creature or object that exists in the 
  astral plane, but is coextant with the locale on the material plane, will be seen 
  as a shadowy gray outline. Thus, the specific identity of an astral traveler could 
  not be discerned, but a chest could be so identified, and the presence of the 
  traveler would be known. Note that the spell does not allow for actual travel 
  to the astral plane, or manipulation of the astral objects thus detected. It will 
  last for ten minutes plus one minute per level of the caster. 
   
  Detect Balance 
   
  Level 1 druid spell (divination) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to sense whether the ethics or morality of an object 
  or creature strays from the neutral path into law, chaos, evil, or good. The 
  caster can sense one creature per minute, up to 60’ away. A partially neutral 
  alignment such as neutral evil will show up as a weak aura of neutrality, but 
  the nature of the non-neutral elements will not be revealed (thus, a caster would 
  know that the target could be either neutral good, neutral evil, lawful neutral, 
  or chaotic neutral, but wouldn’t know which of the four it is). Note that most 
  non-magical items don’t have any sort of alignment (such as a dagger or a 
  poisoned cup of wine), but some magical items (such as intelligent swords) 
  will. The effect will last for one minute per level of the caster. 
   
  Detect Charm (Obscure Charm) 
   
  Level 2 cleric/mountebank spell (divination) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to determine if a given person or creature is under 
  the effects of a charm-type spell (charm person, charm monster, etc.). Up to ten 
  creatures can be thus checked, as long as they are examined within ten minutes 
  of the spell being cast. The reverse of the spell, obscure charm, works as a 
  
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   149
  shield against such detection for a ten-minute span, but only works on a single 
  individual.  
   
  Detect Curse 
   
  Level 8 savant spell (divination) 
  Requires: incantation, gestures, diamond 
  Casting time: 3 minutes 
   
  This spell allows the caster to detect the presence of a curse on any object or 
  individual within 60’. The spell can only be directed at a specific suspect object 
  or individual; it cannot be used to “scan” an area for curses. The spell will 
  reveal the presence of a curse on an object (such as a cursed scroll, cursed 
  sword, etc.), as well as whether or not a particular individual is beset by a 
  curse. It will do nothing to remove the curse, of course; merely indicate whether 
  or not it is present. The spell requires a diamond of not less than 1,000 g.p. 
  value; if the curse is indeed present, the diamond will shatter. If not, the 
  diamond may be re-used.  
   
  Detect Ethereal 
   
  Level 2 mystic spell 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to see into the ethereal plane. A “beam” is created 
  some 10’ wide and 90’ in length. Any creature or object that exists in the 
  ethereal plane, but is coextant with the locale on the material plane, will be 
  seen as a shadowy gray outline. Thus, the specific identity of an ethereal 
  traveler could not be discerned, but a chest could be so identified, and the 
  presence of the traveler would be known. Note that the spell does not allow 
  for actual travel to the ethereal plane, or manipulation of the ethereal objects 
  thus detected. It will last for ten minutes plus one minute per level of the caster. 
   
  Detect Evil (Detect Good) 
   
  Level 1 cleric/mystic/savant, level 2 mage spell (divination) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to detect strong sources of evil from individuals, 
  enchanted objects, etc. The caster creates a “beam” of detection 10’ wide and 
  90’ long, which functions in whatever direction he is facing. The spell lasts for 
  ten minutes plus five minutes per level of the caster, and requires concentration 
  such that the caster can only cover a 60° arc in one minute (i.e., it would take 
  a full 6 minutes for the caster to turn around completely while actively detecting 
  evil). Neutral items such as traps or animals cannot be detected, unless they 
  have some actively evil magical component (such as a trap which releases a 
  demon; the spell would enable detection of the demon, but not of the trap 
  itself). The degree of the evil at hand can, generally, be determined via this 
  spell: slight, average, great, enormous. If the latter category (only), there is a 
  10% chance per level of the caster that the type of evil (lawful, neutral, or 
  chaotic) will also be detectable. 
   
  The reverse of the spell, detect good, functions in just the same manner as 
  described above. Both spells require the prominent display of the caster’s holy 
  (or unholy, in the case of an evil cleric) symbol, which is not consumed when 
  the spell has run its course. If the spell is cast by a mage, a holy symbol is, 
  obviously, not required.  
   
  Detect Illusion 
   
  Level 1 illusionist/savant, level 3 mage spell (divination) 
  Requires: incantation, gestures, yellow crystal/ glass/ mica 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates a beam of detection 10’ long per level of the caster and 10’ 
  wide, within which the caster is able to discern any illusion for what it is. By 
  touching some other creature with both hands while it is looking at the illusion, 
  the caster can make that creature realize the illusion as well. The spell will last 
  5 minutes per level of the caster.  
   
  Detect Invisibility 
   
  Level 1 illusionist, level 2 mage/savant, level 4 bard spell (divination) 
  Requires: incantation, gestures, talc, powdered silver 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to see any object which is invisible, hidden, astral, 
  phased, ethereal, concealed, etc. This detection is done in a “beam” in front 
  of the caster 10’ long per level of the caster and 10’ wide. The spell lasts for 
  5 minutes per level of the caster, and requires a pinch of talc and powdered 
  silver, both of which are used up in the casting.  
   
  Detect Lie (Undetectable Lie) 
   
  Level 3 savant, level 4 cleric spell (divination) 
  Requires: incantation, gestures, gold dust (brass dust) 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to determine the truthfulness of any spoken 
  statement. This ability lasts for one minute per level of the caster. The spell 
  requires a pinch of gold dust, which is blown into the air and thus lost.  
   
  The reverse of the spell, undetectable lie, allows the caster to spin the most 
  outrageous whoppers with perfect confidence that they will be accepted as 
  truthful. It can also be used to nullify the effects of the detect lie spell. The 
  reverse of the spell requires brass dust, rather than gold dust. 
   
  Detect Life 
   
  Level 1 savant, level 2 cleric/mystic spell (divination) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell will detect even the faintest signs of life in any creature, either of 
  animal or vegetable nature. Only a single “corpse” can be targeted by the 
  spell, and it must be within 10’ per level of the caster, with an inch of wood 
  or stone, or 2’ of earth, each counting as 10’ of open space, for range 
  determination. This spell will reveal life in those affected by spells such as feign 
  death, as well as more ordinary coma, paralysis, suspended animation, those 
  who are traveling on the astral or ethereal planes, etc. The spell will last for 5 
  minutes.  
   
  Detect Magic 
   
  Level 1 cleric/druid/mystic/mage/savant, level 2 illusionist/mountebank 
  spell (divination) 
  Requires: incantation, gestures, holy symbol (if cleric/druid) 
  Casting time: 1 minute (cleric/druid), 6 seconds (1 segment) (mage) 
   
  This spell allows the caster to detect magical emanations in a beam 10’ wide 
  and 30’ long in the direction he is facing (60’ long if the caster is a mage or 
  mage sub-class). The spell lasts for ten minutes, and requires concentration 
  such that the caster can only cover a 60° arc in one minute (i.e., it would take 
  
  Spell Descriptions - Detect Plane 
  150 
  a full 6 minutes for the caster to turn around completely while actively detecting 
  magic). The spell is blocked by one foot of solid stone, three feet of solid wood, 
  or but a single inch of metal. The caster’s holy symbol, used only if the caster 
  is a cleric or druid, is held before the caster, but is not destroyed once the spell 
  is complete.  
   
  Detect Plane 
   
  Savant cantrip (divination) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to determine whether a particular object originated 
  on a plane other than the material. It will not function on living beings, nor will 
  it give the name of the originating plane, merely the fact that it was a plane 
  other than the material. The object in question must be held by the caster at 
  the time the spell is cast.  
   
  Detect Poison 
   
  Level 1 druid/savant spell (divination) 
  Requires: incantation, gestures, holy symbol, yew leaves 
  Casting time: 1 minute 
   
  This spell allows the caster to detect any sort of venom or poison in an area 1 
  cubic yard in volume. The spell lasts for 1 minute per level of the caster, but is 
  only effective within a 5’ radius. There is a 5% chance that the type of poison 
  can also be detected (contact poison, ingested poison, gaseous poison, etc.), 
  but if the caster fails once in detecting the type, no further attempts may be 
  made for the duration of the spell. The spell requires the caster’s holy symbol, 
  as well as 1 yew leaf for each minute that poison is detected (the leaves 
  themselves turn brown as a signal that poison is present).  
   
  Detect Possession 
   
  Level 2 savant spell (divination) 
  Requires: incantation, gestures, mirror 
  Casting time: 1 minute 
   
  This spell allows the caster to determine whether an individual (or object) is 
  possessed by some other being, such as a demon. It will also detect the 
  operation of a spell such as magic jar (see p. 183 for details). The object or 
  person to be scanned must be within 5’ of the caster, who must be able to hold 
  a mirror before the subject’s eyes (or simply hold the mirror to reflect the 
  object). If the subject is indeed possessed, the reflection will betray the 
  possessor’s presence and give a rough approximation of its nature (it will be 
  revealed to be a lesser demon, greater demon, spell-caster using a spell, etc.). 
  The mirror is not destroyed during the casting.  
   
  Detect Power (Veiled Power) 
   
  Level 7 savant spell (divination) 
  Requires: incantation, gestures, silver bars 
  Casting time: 1 hour 
   
  This spell allows the caster to create a field some 1 mile in diameter per level 
  of experience, which will last for 1 day per level. During that time, he will 
  know whenever a potent magical item has entered or left the area. The spell 
  will not detect the movement of minor magical items such as swords +1, but 
  anything bearing an enchantment of +4 or greater will be detected. Artifacts 
  and relics will likewise trigger the spell. In no case will the type or location of 
  the object be revealed, merely the fact that it has entered or left the zone of 
  effect. The area of effect does not move with the caster, and if the caster moves 
  outside of the area, the spell will immediately be terminated. Magical items 
  other than weapons will be detected depending on their relative power; a 
  wand of magic missiles would not be, but a staff of power would. The precise 
  cut-off is left to the discretion of the game master, but one suggestion is that 
  magical items worth 5,000 or more experience points will be detected by 
  means of the spell. Note that this is not cumulative; a character bringing a 
  number of minor magics into the area would not trigger the spell’s effect.  
   
  The reverse of the spell, veiled power, will conceal a single item from the effects 
  of a detect power spell for 1 day per level of the caster. Both versions of the 
  spell require a series of silver bars wrought into precise shapes and graven 
  with mystic symbols. The creation of these bars will usually cost no less than 
  500 g.p. 
   
  Detect Snares and Pits 
   
  Level 1 druid/savant spell (divination) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to detect natural snares and concealed pits in a 
  beam 10’ wide and 40’ long in the direction he is facing. Outdoors, this beam 
  will detect all forms of traps: missiles, snares, deadfalls, etc. Indoors or 
  underground, the spell will only detect pits. The beam will last for 4 minutes 
  per level of the caster.  
   
  Devil’s Advocate 
   
  Level 8 savant spell (conjuration/summoning) 
  Requires: incantation, gestures, writing materials, ruby 
  Casting time: 6 hours 
   
  This spell allows the caster to conjure forth a diabolic spirit to carry out a very 
  specific task. The caster must have prepared the relevant pentacle, and the 
  presence of other spells to protect oneself from such beings is often used as a 
  backup. By means of the spell, the caster undertakes a very dangerous game; 
  he pretends to offer his own soul to the conjured devil in exchange for the 
  precise wording necessary to cast a wish with the least possible chance of 
  backfiring and unintended consequences. At the last minute, once the desired 
  wording has been provided by the devil, the caster reneges on the deal and 
  dismisses the spirit. It is, obviously, a very dangerous conjuration. 
   
  A ruby of at least 5,000 g.p. must be crushed into powder and used to create 
  the ink on virgin vellum with the contract for the Infernal Pact. Failure or success 
  with the spell can come in two ways. First, the obtaining of the desired wish 
  wording without the devil realizing what is going on, and second, the dismissal 
  of the devil before the pact is finalized. The spell thus requires two separate 
  saving throws of special nature.  
   
  The first requires that the caster roll a d20. If his roll is equal to or less than his 
  intelligence, he has successfully tricked the devil into providing the desired 
  wording. There is a +2 penalty if the caster is of good alignment, as the devil’s 
  suspicions will be heightened. If this spell has been successfully cast by the 
  caster previously, the penalty is +4.  
   
  The second requires that the caster roll another d20. If his roll is equal to or 
  less than his wisdom, he has successfully stymied the devil, canceling the pact 
  before the contract has been formally signed. There is a +2 penalty if the 
  character is of chaotic alignment, as it is more difficult for those whose ethos 
  is not attuned to them, to counteract diabolic legalisms.  
   
  If successful, the caster will emerge from the contest with a wording for a single 
  wish that will be free of unintended consequences. Note that it will not provide 
  the wish itself; it is assumed that this spell will be used prior to the subsequent 
  use of a ring of wishes, a wish granted by an efreeti, etc. If unsuccessful, the 
  caster will have sold his soul to the forces of Hell, and will be unable to be 
  raised, resurrected, etc., by any means short of divine intervention once he 
  
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  dies. See “Infernal Pact” under the Devil entry in the ADVENTURES DARK AND 
  DEEP™ Bestiary for more information. 
   
  Dictation 
   
  Savant cantrip (evocation) 
  Requires: incantation, gestures, quill, ink, paper/vellum/papyrus 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to cause to be recorded all speech within a 10’ 
  radius of a quill, an ink pot, and a piece of paper, vellum, or papyrus that 
  have all been set up on a level, stable surface for that purpose. What will result 
  is a perfect annotation of the words spoken within the radius of effect. Once 
  the writing surface has been filled, or the ink supply has been exhausted, the 
  magical writing will stop and the spell will end. It will end in a maximum of 30 
  minutes in any case.  
   
   
   
  Dig 
   
  Level 4 mage, level 5 bard spell (alteration) 
  Requires: incantation, gestures, miniature bucket and shovel 
  Casting time: 24 seconds (4 segments) 
   
  This spell creates a cube-shaped hole some 5’ on a side (125 cubic feet) each 
  minute, in dirt, sand, or mud (it will not function against rock). The material 
  from the hole is evenly spread around the rim of the hole. Anyone or anything 
  at the edge of the pit must roll his dexterity score or less on 1d20 to avoid 
  falling in; anyone under whom the pit was dug will automatically fall in. The 
  caster has a choice to either dig a new hole or continue digging in an already-
  begun hole; if the latter, there is a chance that the walls will collapse, 
  depending on the type of ground it is dug in:  
   
  TABLE 273: DIG 
  Soil Type 
  Chance of Collapse per Additional 
  5’ Depth 
  Dirt 
  15% 
  Sand 
  35% 
  Mud 
  55% 
   
  When directed against earthworks and similar fortifications dug into or made 
  from earth, the spell will also cause 100 h.p. of damage. 
   
  One such hole can be dug each minute, and the spell will last for 1 minute per 
  experience level of the caster. It requires a miniature shovel and bucket, which 
  must be held while the holes are dug, and which disappear after the spell is 
  complete.  
   
  Dim 
   
  Illusionist cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to lessen the light put out by any source within 
  10’. Torches appear as candles, campfires as torches, light and continual light 
  spells will be at half brightness, etc. Up to 6 torches, 72 candles, or a medium-
  sized fire will be affected. The effect lasts for 1 minute. 
   
  Dim Lights 
   
  Level 1 illusionist spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to lessen the light put out by any source within 10’ 
  plus 5’ per level of the caster. Torches appear as candles, campfires as torches, 
  light and continual light spells will be at half brightness, etc. Up to 6 torches, 
  72 candles, or a medium-sized fire will be affected. The effect lasts for 1 minute 
  plus 1 minute per level of the caster.  
   
  Dimension Door 
   
  Level 4 mage spell (alteration) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell is a specialized form of teleportation, allowing the caster to move a 
  maximum of 30’ per experience level in any desired direction (the destination 
  need not be familiar nor even visible; it is entirely acceptable to simply say 
  “fifty feet downwards and to the left at a thirty degree angle” or some such). 
  If the caster ends up in mid-air, he will fall and take normal damage unless 
  some means of escape is at hand. There is no chance of error, but if the 
  intended destination is occupied by some other solid object (stone, a tree, 
  another person, etc.), the caster will be stranded on the astral plane, stunned, 
  until a dispel magic spell is cast upon him by some other creature wandering 
  the astral. The caster may transfer a maximum of 500 pounds of non-living 
  material, or half that amount of living material, along with himself. The caster 
  will require a full 42 seconds (7 segments) to recover once the spell is cast, as 
  it causes a certain level of disorientation.  
   
  Disintegrate 
   
  Level 6 mage spell (alteration) 
  Requires: incantation, gestures, lodestone, dust 
  Casting time: 36 seconds (6 segments) 
   
  This spell will cause matter to be utterly destroyed. Both living and inanimate 
  matter will both be affected (including undead creatures and objects of a 
  magical nature). Living (and undead) creatures are entitled to a saving throw 
  vs. spells, as is matter of a magical nature. Only a single object can be 
  disintegrated, and it must be within 5’ per level of the caster. When directed 
  against a ship or fortification (of any type, from wood to soil to hard stone), 
  the spell will cause 200 h.p. of damage. The spells forceful hand and anti-
  magic shell are proof against the disintegrate spell. The spell requires a 
  lodestone and a pinch of dust, both of which are destroyed as the spell is cast.  
   
  
  Spell Descriptions - Disgust 
  152 
  Disgust 
   
  Level 1 bard spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell will cause all creatures within 10’ plus 1’ per level of the caster to 
  appear disgusting and revolting to outside observers. This will have the effect, 
  in most circumstances, of making such observers actively avoid looking at those 
  affected. Note that this will not be the case in all circumstances; guards would 
  not let such disgusting creatures into the king’s throne room, for instance; nor 
  are those affected truly invisible. They are merely severely unpleasant to behold 
  and will thus be unnoticed. The spell will last for as long as the caster is 
  concentrating, plus 1 round per level of the caster.  
   
  Dismiss Creature I 
   
  Level 4 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 24 seconds (4 segments) 
   
  This spell will cause any creature summoned by the various summoning, 
  conjuring, calling, etc., spells of 1st - 3rd level to be instantly sent back whence 
  they came. If the spellcaster who cast the original summoning/conjuring/etc. 
  spell is within 300’ when the dismiss creature spell is cast, he is entitled to a 
  saving throw vs. spells. If his experience level is greater than that of the caster 
  of the dismiss spell, he gets a +1 bonus per level difference. If he is of a lower 
  level, he gets a -1 penalty per level difference. The spell requires a brass candle 
  snuffer, which is destroyed as the spell is cast. It has no effect on conjured 
  elementals or other creatures summoned from other planes of existence.  
   
  Dismiss Creature II 
   
  Level 5 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 30 seconds (5 segments) 
   
  This spell will cause any creature summoned the various summoning, conjuring, 
  calling, etc., spells of 1st - 4th level to be instantly sent back whence they came. 
  If the spellcaster who cast the original summoning/conjuring/etc. spell is within 
  300’ when the dismiss creature spell is cast, he is entitled to a saving throw 
  vs. spells. If his experience level is greater than that of the caster of the dismiss 
  spell, he gets a +1 bonus per level difference. If he is of a lower level, he gets 
  a -1 penalty per level difference. The spell requires a brass candle snuffer, 
  which is destroyed as the spell is cast. It has no effect on conjured elementals 
  or other creatures summoned from other planes of existence. 
   
  Dismiss Creature III 
   
  Level 6 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 36 seconds (6 segments) 
   
  This spell will cause any creature summoned by the various summoning, 
  conjuring, calling, etc., spells of 1st - 5th level to be instantly sent back whence 
  they came. If the spellcaster who cast the original summoning/conjuring/etc. 
  spell is within 300’ when the dismiss creature spell is cast, he is entitled to a 
  saving throw vs. spells. If his experience level is greater than that of the caster 
  of the dismiss spell, he gets a +1 bonus per level difference. If he is of a lower 
  level, he gets a -1 penalty per level difference. The spell requires a brass candle 
  snuffer, which is destroyed as the spell is cast. It has no effect on conjured 
  elementals or other creatures summoned from other planes of existence. 
   
  Dismiss Creature IV 
   
  Level 7 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 42 seconds (7 segments) 
   
  This spell will cause any creature summoned the various summoning, conjuring, 
  calling, etc., spells of 1st - 6th level (including such spells as invisible stalker, 
  etc.) to be instantly sent back whence they came. If the spellcaster who cast 
  the original summoning/conjuring/etc. spell is within 300’ when the dismiss 
  creature spell is cast, he is entitled to a saving throw vs. spells. If his experience 
  level is greater than that of the caster of the dismiss spell, he gets a +1 bonus 
  per level difference. If he is of a lower level, he gets a -1 penalty per level 
  difference. The spell requires a brass candle snuffer, which is destroyed as the 
  spell is cast. It has no effect on conjured elementals or other creatures 
  summoned from other planes of existence. 
   
  Dismiss Creature V 
   
  Level 8 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 48 seconds (8 segments) 
   
  This spell will cause any creature summoned by the various summoning, 
  conjuring, calling, etc., spells of 1st - 7th level (including such spells as invisible 
  stalker, etc.) to be instantly sent back whence they came. If the spellcaster who 
  cast the original summoning/conjuring/etc. spell is within 300’ when the 
  dismiss creature spell is cast, he is entitled to a saving throw vs. spells. If his 
  experience level is greater than that of the caster of the dismiss spell, he gets 
  a +1 bonus per level difference. If he is of a lower level, he gets a -1 penalty 
  per level difference. The spell requires a brass candle snuffer, which is 
  destroyed as the spell is cast. It has no effect on conjured elementals or other 
  creatures summoned from other planes of existence. 
   
  Dismissal (Beckon) 
   
  Level 5 mage/savant spell (abjuration, conjuration/summoning) 
  Requires: incantation, gestures, other (see spell description) 
  Casting time: 1 minute 
   
  This spell allows the caster to attempt to force a denizen of some other plane 
  of existence to return to its plane of origin. The caster must know the name of 
  the general type of creature (i.e., mediodaemon, pit fiend, etc.), and its specific 
  proper name if applicable, and creatures native to the material plane are 
  unaffected. The creature’s magic resistance (if any) must first be overcome for 
  the spell to have a chance of success. The target creature must then make a 
  saving throw vs. spells, with the difference between its hit dice and the level of 
  the caster being used as a bonus (if the caster has a higher level than the 
  creature’s hit dice, there is no bonus or penalty). If the creature wishes to be 
  dismissed, then no bonus applies. There is a 20% chance that the spell will 
  misfire and send the target creature to a plane other than its own. The spell 
  requires some substance or object that is offensive or otherwise specifically 
  harmful to the target creature: silver for a devil, iron for a demon, etc. The 
  creature must be within 10’ of the caster when the spell is cast.  
   
  The reverse of the spell, beckon, calls forth an inhabitant of some other plane, 
  bringing it to the material plane before the caster. Beckon requires the same 
  knowledge of the creature’s name as dismissal. Magic resistance only applies 
  if the target creature has no proper name; otherwise, only a normal saving 
  throw vs. spells (with the same bonuses as for the dismissal spell) applies. Note 
  that nothing guarantees the good nature of the beckoned creature, and casters 
  are advised to have some sort of protective magic in place, as well as some 
  means of coercing a possibly recalcitrant creature to obey. The spell requires 
  some object or item that the beckoned creature will find appealing: a soul 
  worm for denizens of the lower planes, etc.   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   153
   
  This spell should be compared to the spell abjure (p. 120).  
   
  Dispel Evil (Dispel Good) 
   
  Level 4 mystic, level 5 cleric spell (abjuration) 
  Requires: incantation, gestures, holy symbol, holy water 
  Casting time: 48 seconds (8 segments) 
   
  This spell allows the caster to send enchanted and extra-planar beings of evil 
  nature (daemons, demons, devils, etc.) or those who are commanded to 
  perform evil deeds (elementals, invisible stalkers, etc.) to return to their home 
  plane of origin by touch. Such beings are allowed a saving throw vs. magic 
  which, if the roll is made, means they are able to resist its effect and stay on 
  the material plane.  
   
  In addition, the spell will create a shell of protection around the caster which 
  causes the same sorts of beings who would otherwise be affected by it to attack 
  with a -7 penalty “to hit” against the caster. This effect lasts for one minute per 
  level of the caster. The spell requires the caster have his holy symbol to hand, 
  as well as a vial of holy water, which is consumed in the casting. No separate 
  saving throw is allowed against this effect. 
   
  The reverse of the spell, dispel good, has the same effect as described above, 
  except it affects those extra-planar and enchanted beings of good alignment 
  (angels, devas, etc.) and those compelled to perform good deeds to be sent 
  back to their plane of origin. The reverse of the spell uses unholy water instead 
  of holy water, naturally.  
   
   
   
  Dispel Exhaustion 
   
  Level 4 illusionist/mountebank spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell creates the illusion that the targets of the spell are renewed in health 
  and vigor. Up to four creatures may be affected, but must be touched by the 
  caster. The spell creates the illusion in the target that 50% of his hit points are 
  restored (but in reality they are not, and he will fall to unconsciousness or death 
  when his real hit point total equals 0). Stamina and vigor will seem to be 
  restored, and the recipients can move and attack at twice normal speed for 1 
  minute out of every 10. The spell will last for 30 minutes per level of the caster.  
   
  Dispel Illusion 
   
  Level 3 illusionist, level 4 mage/savant spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell will eradicate any single illusion/phantasm type spell within 10’ per 
  level of the caster. When applied to the spells phantasmal force or audible 
  glamer, it will always work if the original spell was cast by a non-illusionist. 
  Otherwise, there is a 50% chance that dispel illusion will work on a given 
  illusion spell. This chance increases by 5% for every experience level the caster 
  is above the level of the caster whose spell is being dispelled. If the caster is 
  of a lower level, then the chance decreases by 2% per difference in levels. It 
  is always automatically successful when it is used to dispel magic cast by the 
  same caster. Example: A 9th level illusionist is using the spell to dispel a mirror 
  image spell cast by a 5th level mage. The illusionist’s effort will have a 70% 
  chance of success (base 50% + 5% per level difference). If that same illusionist 
  was attempting to dispel the work of a 12th level mage, he would have a 44% 
  chance of success (base 50% - 2% per level difference). Note that a mage 
  attempting to dispel an illusion cast by an illusionist is treated as if he were 2 
  levels below his actual experience level. 
   
  Dispel Magic 
   
  Level 3 cleric/mage/savant, level 4 druid/illusionist spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell will cancel out most sorts of magic. It affects a cube 30’ on a side 
  centered on a point up to 60’ away from the caster. Permanent magical items 
  such as wands, scrolls, enchanted weapons and armor, etc. will not be 
  affected. Magical potions, however, will be rendered inert by its effects (they 
  get a chance to save as if they were 12th level; see below). It will effect spells 
  cast upon objects or people (including charm spells), as well as spells cast in 
  the area of effect. There is a 50% chance that dispel magic will work on a 
  given spell. This chance increases by 5% for every experience level the caster 
  is above the level of the caster whose spell is being dispelled. If the caster is 
  of a lower level, then the chance decreases by 2% per difference in levels. It 
  is always automatically successful when it is used to dispel magic cast by the 
  same caster.  Illusionists are treated as if they were two levels lower than they 
  actually are, for purposes of determining the success of this spell. Example: A 
  9th level cleric is using the spell to dispel a charm person spell cast by a 5th 
  level mage. The cleric’s effort will have a 70% chance of success (base 50% 
  + 5% per level difference). If that same cleric was attempting to dispel the work 
  of a 12th level mage, he would have a 44% chance of success (base 50% - 
  2% per level difference).  
   
  Disruption 
   
  Level 7 cleric spell (evocation) 
  Requires: incantation, gestures, powdered sunstone 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to call upon the energies of the positive plane to 
  create a bolt of energy that will utterly destroy creatures that are connected to 
  the negative plane, such as undead, etc. The effect will differ depending on 
  whether the creature is merely undead or one of those undead creatures that 
  draws its power from the negative plane (which includes all those that are able 
  to drain levels, plus those noted as being so connected to the negative plane 
  in the ADVENTURES DARK AND DEEP™ Bestiary). Any single undead creature 
  within 10’ must make a saving throw vs. spells or be instantly obliterated by 
  the vibrant energies of the positive plane. Undead creatures that successfully 
  save vs. this spell will take 2d8 h.p. of damage. Those undead or other 
  creatures that are specifically tied to the negative plane such as wraiths, 
  mummies, etc., will take 6d8 h.p. of damage, or half that if they successfully 
  
  Spell Descriptions - Distance Distortion 
  154 
  save vs. spells. The spell requires the caster’s holy symbol and at least 500 
  g.p. worth of powdered sunstone. 
   
  Distance Distortion 
   
  Level 4 bard, level 5 mage/savant spell (alteration) 
  Requires: incantation, gestures, clay 
  Casting time: 36 seconds (6 segments) 
   
  This spell requires that the caster previously conjure an earth elemental by some 
  means (the elemental will not be hostile once it is informed that its presence is 
  required only for the distance distortion spell). This spell allows the elemental 
  to warp the dimensions of the area so as to make it appear as only half as 
  long, or twice as long, as its actual distance. Thus, a corridor 200’ long and 
  10’ wide could be made to appear 5’ wide and 100’ long, or 20’ wide and 
  400’ long. The area will radiate magic if detected for, and true seeing will 
  reveal the presence of the elemental. The spell requires a bit of soft clay, in 
  addition to whatever is required to summon the earth elemental.  
   
  This spell cannot be cast underwater.  
   
  Distract 
   
  Mage/illusionist/savant cantrip (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This spell allows the caster to direct the attention of all those looking at him to 
  some point within 10’, simply by pointing his finger and uttering the quick 
  charm. The distraction will last for only 6 seconds (1 segment) and any creature 
  with more than 1 hit die, intelligence score of 8 or more, or who has an 
  experience level of 2 or greater is entitled to a saving throw vs. spells.  
   
  Distraction 
   
  Level 3 bard spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to direct the attention of all those looking at him to 
  some point within 10’ per level of the caster, simply by pointing his finger and 
  uttering the quick charm. The distraction will last for only 6 seconds (1 segment) 
  per level of the caster, and any creature with more than 1 hit die or 1 
  experience level or an intelligence score of 8 or more, is entitled to a saving 
  throw vs. spells.  
   
  Divination 
   
  Level 3 savant, level 4 cleric/mystic spell (divination) 
  Requires: incantation, gestures, holy symbol, sacrificial animal, incense 
  Casting time: 10 minutes 
   
  This spell allows the caster to determine, in general terms, the risks of entering 
  and exploring a given area such as a small forest, an area of a dungeon level, 
  a building, etc., whose location is known to the caster. The spell will reveal 
  whether treasure to be found in the area is poor, moderate, or rich; whether 
  the inhabitants are weak, moderate, or strong; and whether there is a low, 
  medium, or high chance that powerful evil supernatural beings will be 
  encountered. 
   
  The base chance of success is 60% +1% per level of the caster (this percentage 
  may be adjusted by the game master based on the exact nature of the place 
  being divined). Of course, the caster won’t know whether or not the casting 
  was successful; if not, the information gleaned from the casting will be 
  inaccurate.  
   
  The spell requires both incense and a sacrificial animal of some sort (most 
  often, a rooster, goat, ox, etc.) whose entrails are “read” to get the desired 
  information, as well as the caster’s holy symbol, which is not consumed by the 
  casting. Depending on the circumstances, valuables such as jewelry, gems, or 
  magic items can be sacrificed to increase the chances of success or to 
  penetrate a particularly inscrutable area.  
   
  Dolor 
   
  Level 5 mage/savant spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to coerce some creature from another plane of 
  existence, rendering it more susceptible to charm, command, and other non-
  harm-causing spells. The caster must have knowledge of the type of creature 
  being affected; if it is one of a sort unknown to the caster, the spell cannot be 
  cast. The spell has the following effect, based on timing: 
   
  TABLE 274: DOLOR 
  Time 
  Effect 
  Penalty to Saving Throw 
  vs. Charm/etc. Spells 
  During casting 
  Unease 
  -1 
  1st minute after 
  casting 
  Nervousness 
  -2 
  2nd minute after 
  casting 
  Anguish 
  -3 
   
  The spell’s effect ends 2 minutes after it is cast.  
   
  The spell is not without its perils, however. If the target creature has a higher 
  intelligence than the caster, there is a 5% chance per point of difference that 
  the target creature will be able to turn the tables on the caster and mentally 
  enslave him! Treat this effect as equivalent to a charm person spell (see p. 136 
  for details). This will also happen automatically if the caster is interrupted 
  during the casting of the spell.  
   
  Dream 
   
  Level 5 illusionist spell (alteration, illusion/phantasm) 
  Requires: gestures (sleeping) 
  Casting time: 1 day 
   
  This very special spell literally allows the caster, through “lucid dreaming” to 
  either divine some piece of hard-to-obtain knowledge or alter reality itself. The 
  spell requires that the caster meditate on the desired outcome for at least an 
  hour, then rest undisturbed for a full 8 hours. The desired effect, if any, will 
  then assume reality 1d12 hours later.  
   
  Bear in mind that dream is less powerful than a spell such as limited wish (see 
  p. 182). It can appropriately be used to recover lost hit points, regenerate a 
  lost limb, locate some object or locale (unless it is deliberately obscured by 
  some powerful enchantment), find a safe passage through some dangerous 
  terrain, etc. Note that creatures with 7 or more hit dice get a saving throw vs. 
  spells to avoid being detected by scrying through this spell. As a guideline, it 
  can generally be used to duplicate the effects of other fifth-level spells. It can 
  only be used once per week; if it is attempted more often, the spell will fail and 
  the caster will age 1-10 years. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   155
  Dry 
   
  Mage/illusionist/savant cantrip, level 1 bard spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment), 6 seconds (1 segment) 
   
  This spell will remove moisture from an area up to 1 cubic yard. It cannot be 
  used against living things, but can be used to dry clothes, herbs, wet ground, 
  etc. Note that the longer casting time is given for the bard spell, as opposed 
  to the mage/illusionist/savant cantrip version of this spell.  
   
  This spell cannot be cast underwater.  
   
  Duo-Dimension 
   
  Level 7 mage spell (alteration) 
  Requires: incantation, gestures, ivory figurine, parchment 
  Casting time: 42 seconds (7 segments) 
   
  This spell will alter the caster, causing him to exist in only two dimensions (as 
  opposed to the usual three), for 3 minutes plus 1 minute per experience level. 
  Thus, if he turns sideways, he will be completely invisible, invulnerable to 
  attack, and able to slip between the tightest cracks (such as between a door 
  and a door jamb). The caster could thus turn sideways and disappear in one 
  minute, reappear and attack or use a magic wand the next, then disappear 
  the next minute. Since the caster is paper-thin when not turned sideways, all 
  attacks made against him when visible will do triple damage. Bear in mind, 
  too, that since he is lacking a “depth” dimension, the caster is unable to bend 
  in any way; he is restricted to his full height for the duration of the spell.  
   
  The “extra” portion of the caster is magically transferred to the astral plane. 
  There is a chance (the game master will have information on the precise 
  probabilities involved) that some inhabitant of the astral plane will come upon 
  the caster while in this state.  
   
  The spell requires a thin ivory figurine of the caster, costing at least 5,000 g.p., 
  as well as a strip of parchment, which is twisted and joined into a Möbius 
  strip, the ivory figurine passed through the resultant hoop, causing both to both 
  disappear. 
   
  Dust (Dusty) 
   
  Mage/illusionist/savant cantrip (abjuration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip will remove dust and grit from an area up to 10’ in radius. The 
  reverse, dusty, will bring into being a layer of dust and grit on all exposed 
  surfaces in the area.  
   
  This spell cannot be cast underwater.  
   
  Dust Devil 
   
  Level 2 cleric spell (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 3 minutes 
   
  This spell will conjure a weak species of air elemental: a dust devil (see the 
  ADVENTURES DARK AND DEEP™ Bestiary for details). The dust devil must remain 
  within 30’ of the caster at all times, but will move, attack, and otherwise act 
  as the caster commands for 1 minute per experience level of the caster. After 
  the spell expires, the dust devil is immediately sent back to its home plane. It 
  can also be dismissed by any stronger creature from the Elemental Plane of 
  Air, and contact with any creature with an innate magic resistance will likewise 
  disrupt the dust devil and send it packing. It cannot attack any creature not 
  native to the plane of the caster who summoned it. 
   
  This spell cannot be cast underwater.  
   
  Earthquake 
   
  Level 7 cleric/druid spell (alteration) 
  Requires: incantation, gestures, dirt, rock, clay 
  Casting time: 10 minutes 
   
  This spell allows the caster to cause a strong earth tremor lasting approximately 
  one minute. The effects are felt in a circle 5’ in diameter for every level of the 
  caster, focused on a point up to 120’ distant. The tremor is strong enough that 
  natural caves, tunnels, and caverns will collapse; cliffs will form landslides, the 
  water will drain from marshes, and 1 in 3 trees in the affected area will be 
  uprooted. On flat open ground, large cracks will open; the chance of falling 
  in and thus being automatically killed depends on the size of the creature in 
  question: 
   
  Small 
  1 in 4 
  Medium 
  1 in 6 
  Large  
  1 in 8 
   
  Most regular buildings in the area of effect will be destroyed or heavily 
  damaged by the effect of the quake, and large defensive works such as castles 
  and fortifications will take 50-600 (5d12x10) points of damage, while 
  earthworks or hard stone structures will take 50-300 (5d6x10) h.p. of damage.  
   
  Earthwalk 
   
  Level 5 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the mystic to become one with the very forces of the earth, 
  allowing him to tap into that force to facilitate travel. When traveling overland, 
  the caster will move at double normal speed (note that this does not apply to 
  combat or other such “tactical” situations, but only when the caster is traveling 
  distances greater than a quarter mile, during which time the increased speed 
  is never noticed, even by observers, but simply remarked upon when the 
  journey seems to end ahead of schedule. This mode of travel can be 
  maintained for 1 hour per level of the caster.  
   
  In addition, the caster is able to sink into the ground, traveling at whatever his 
  normal rate of speed would be, impeded only by the lack of solid earth and 
  stone (such as a chasm, water, etc.). This mode can be maintained for 10 
  minutes per level of the caster. If this mode and the overland mode of travel 
  are mixed, the time spent in each should be figured proportionally when 
  deciding how much time is remaining (i.e., every hour spent in overland travel 
  counts as 10 minutes of underground travel, and vice versa). In either case, 
  while the spell is in effect, any damage the caster suffers at the hands of 
  creatures native to the elemental plane of earth is reduced by 1 h.p. per die 
  of damage.  
   
  Easy Travels 
   
  Level 3 bard spell (alteration) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to, as long as he continues the spell, increase the 
  overland marching speed of himself and his fellows by 20%. All must be within 
  120’ of the caster, and mounted travel is affected the same as walking on foot. 
  Note that the spell does not apply to travel by sea or underground, in cities, 
  
  Spell Descriptions - Elemental Transformation 
  156 
  or in large buildings. It is not cumulative with other magical effects that increase 
  overland travel speed, such as horseshoes of speed.  
   
  Elemental Transformation 
   
  Level 8 savant spell (alteration) 
  Requires: incantation, gestures, water/fire/earth/incense 
  Casting time: 2 minutes 
   
  By means of this spell, the caster is able to transform one of the basic elements 
  into another. Up to 100 cubic feet of material per level of the caster can be 
  affected, as long as it is all within a 60’ radius centered on a point no further 
  than 90’ away from the caster. Thus, earth (including stone, dirt, sand, etc.) 
  can be transformed to an equal volume of water, or be made to disappear in 
  a puff of smoke. The very air could be made to turn into an inferno, burning 
  itself out in a flash, but inflicting 1d6 h.p. of damage per hundred cubic feet 
  so transformed. A cloud could be turned into a boulder, etc. 
   
  If cast upon a creature native to one of the elemental planes, it can be used to 
  transform it into a creature of another such plane. A water elemental could be 
  turned into an earth elemental, a djinni turned into an efreeti, etc. In such cases, 
  the creature is entitled to a saving throw vs. spells.  The spell requires one cubic 
  foot of the substance into which the target is to be transformed sand/rock/soil 
  for earth, fire for fire, water for water, and incense smoke for air. It is consumed 
  in the casting of the spell.  
   
  Emotion 
   
  Level 3 jester, level 4 bard/illusionist/mountebank spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to instill a particular emotion in all creatures within 
  a 40’x40’ area, centered on a point some 10’ distant per level of the caster. 
  Each creature in the area of effect is entitled to a saving throw; success means 
  the spell has no effect. The caster must choose from one of the following 
  emotive states, and the effect will remain until the caster stops concentrating: 
   
   
  Fear: As per the spell fear (see p. 161), but the effect is not an 
  illusion, and the saving throw is made with a -2 penalty.  
   
  Hate: This emotive effect will give a +2 bonus to morale, saving 
  throws, rolls “to hit”, and damage.  
   
  Hopelessness: This emotion has the same effect as a symbol of 
  hopelessness (see p. 224).  
   
  Love: This emotion will cause the target to believe the object of his 
  affection (chosen by the caster from those within visual range of the 
  target, or the first person the target sees) is a friend who should be 
  protected and whose advice is sound. It does not turn the subject 
  into a mindless slave; a command to kill oneself would not be 
  followed, for example. Physical harm will break the effect 
  immediately. 
   
  Rage: This emotion will cause an uncontrollable berserk rage, 
  causing the recipient to fight without any regard for his own life 
  and limb, tossing down any shield, and gaining +1 on all rolls “to 
  hit”, +3 to damage done, and a temporary increase of 5 hit points 
  while the spell is in effect. 
   
  One emotion spell can be used to counter another. Fear will counteract rage, 
  hate will counter hopelessness, and vice versa. The spell lasts until the caster’s 
  concentration is broken.  
   
  Empathy 
   
  Level 6 mystic spell (divination) 
  Requires: incantation, gestures 
  Casting time: 48 seconds (8 segments) 
   
  This spell allows the caster, or some other individual he touches, to establish a 
  mental connection to other creatures within a radius some 10’ per level of the 
  caster. This communication is not sufficient to divine actual thoughts, names, 
  passwords, etc. It is, however, sufficient to transmit images, emotions, feelings, 
  etc. The creatures so communicated with need not share the same language 
  as the empath, and creatures with an intelligence of 1 or greater can be so 
  engaged. The spell is, however, indiscriminate. Not only does the caster 
  receive empathic images from all creatures within the radius of effect, but they 
  receive images from him, as well. It will be effective for 1 minute per level of 
  the caster. Note that if the caster wishes to cast this spell upon an unwilling 
  recipient, a successful roll “to hit” must be made; failure indicates the spell is 
  ruined and lost.  
   
  Enchant an Item 
   
  Level 6 mage, level 7 savant spell (alteration) 
  Requires: incantation, gestures, other (see spell description) 
  Casting time: special (see spell description) 
   
  This spell is vital in the construction of magic items. The exact material 
  components required depend on the nature of the magic item being 
  constructed; a cloak of displacement, for instance, would require the pelt of a 
  phase panther. Full details on the process and necessary components can be 
  found in the Creating Magical Items section on p. 111.  
   
  This spell requires that the caster be sequestered with the item to be enchanted 
  for a period of 8d8+16 hours, but with the proviso that he can never work 
  more than 8 hours per day (thus, the actual time required for this spell to be 
  competed is 3-10 days). During this entire period, the item being enchanted 
  can never be more than 1’ away from the caster, the magical work cannot be 
  in any way interrupted, and the caster cannot cast any other spells. At the end 
  of the proscribed period, the caster must make a saving throw vs. spells (with 
  a maximum bonus of +3 due to magical items or other factors that provide 
  such bonuses, and a roll of 1 on the die indicating an automatic failure). 
  Success means that the item is ready to receive whatever other enchantments 
  the caster intends to imbue it with.  
   
  Certain magical items also use this spell as part of the recharging process. If 
  that is the case, it will be noted in the item’s description in the ADVENTURES 
  DARK AND DEEP™ Game Masters Toolkit. 
   
  Enchanted Weapon (Mundane Weapon) 
   
  Level 4 mage spell (alteration) 
  Requires: incantation, gestures, powdered lime and carbon (sulfur) 
  Casting time: 10 minutes 
   
  This spell allows the caster to cause one large weapon (such as a bow, sword, 
  spear, etc.) or two small weapons (hand-axe, dagger, etc.) to be able to 
  successfully strike creatures otherwise only struck by weapons with an 
  enchantment of +1 or greater. Thus, a non-magical sword could be made to 
  be able to cause damage to a vampire. Weapons under the effect of this spell 
  do not gain any actual bonuses to hit or to damage; the enchantment is solely 
  to allow the weapon to do damage to magical creatures. A successful hit by 
  the weapon will end the spell, and it will otherwise wear off in 5 minutes per 
  experience level of the caster. The spell requires that the caster touch the 
  weapon to be enchanted, and that it be sprinkled with powdered lime and 
  carbon, which are lost as the spell is cast.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   157
  The reverse of this spell, mundane weapon, will temporarily remove any 
  dweomer possessed by a magical weapon of +1 enchantment for 5 minutes 
  per level of the caster. The weapon to be disenchanted need not be touched, 
  but the caster tosses a pinch of powdered sulfur on the weapon (in a melee 
  situation, the caster needs to successfully hit AC 8 in order to do so).  
   
  Endure Cold (Endure Heat) 
   
  Level 1 cleric spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to touch one creature and thereby allow it to 
  withstand cold up to -30° F. Colder temperatures, if faced without some level 
  of mundane protection, will cause 1 hit point of damage per hour per degree 
  of temperature below 30. The spell will last for 90 minutes per level of the 
  caster, but is instantly dispelled if the recipient is affected by any sort of 
  magical cold- or heat-based magic (including dragon breath, resist cold, etc.). 
  The recipient of the spell will not be affected by this magical cold or heat in 
  the first round, but once the endure cold spell is dispelled, he will be affected 
  by magical cold or heat as normal. The reverse of the spell, endure heat, 
  protects the recipient against temperatures in excess of 130° F, but otherwise 
  functions similarly to endure cold. 
   
  Enhance Beverage 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to improve the quality and flavor of any beverage 
  within 10’. Brackish water will be made pure, cheap wine will be made fine, 
  etc. Even magical potions will have their effects and/or durations increased 
  by 10% (although multiple applications of this spell will not be cumulative). The 
  effect on ordinary drink will be permanent, but magical potions must be 
  consumed within 1 hour per level of the caster or the effect will be lost (but the 
  potion will be otherwise unaffected). The amount of liquid that can be affected 
  by the spell depends on the sort of liquid.  
   
  TABLE 275: ENHANCE BEVERAGE 
  Liquid Type 
  Amount Affected 
  Water 
  1 gallon 
  Ale, beer, tea, etc. 
  1 quart 
  Wine 
  1 pint 
  Distilled liquor (whiskey, vodka, 
  etc.) 
  1 cup 
  Magical potion 
  1 vial 
   
  The amounts indicated above are not cumulative; the spell will affect either a 
  gallon of water or a quart of ale, etc. Note that liquids which are poisonous 
  will still remain so, even after this spell is applied.  
   
  Enhance Food 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to improve the quality, flavor, and nutritional value 
  of any food within 10’. A bowl of dandelions will taste as the finest greens, a 
  bowl of mush will be fully nutritious and completely pleasing to the palate and 
  filling, etc. Note that the appearance (and, ultimately, physical substance) of 
  the food is not affected. One meal per casting of the spell can be so affected. 
  Those eating a meal consisting of enhanced food will also be cured of 1d3 hit 
  points of damage.  
   
   
   
  Enhance Image 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to actually change the outward appearance of 
  himself and several companions, making them appear to be wearing clothing 
  that is of a better sort than they actually are. The spell will also clean faces and 
  hands, remove odor, coif hair, and so forth. A number of individuals can be 
  affected equal to the level of the caster divided by two (rounded up), all of 
  whom must be within 60’ when the spell is being cast. The spell will last for as 
  long as the caster maintains the incantation, plus a like amount of time after 
  the incantation has been halted (thus, if a bard casts this spell on himself and 
  his companions, and sings the incantation for 2 hours, the effects will remain 
  for 2 hours beyond that point). It should be noted that this is not an illusion; 
  the clothing and people are actually changed, so effects such as true seeing, 
  detect illusion, etc. will not work. Those affected by the spell will dimly radiate 
  magic, however.  
   
  Energy Drain 
   
  Level 9 mage spell (evocation) 
  Requires: incantation, gestures, specter essence/vampire dust 
  Casting time: 18 seconds (3 segments) 
   
  This spell causes any one creature touched to lose two levels or hit dice (as 
  applicable), as the caster opens up a conduit to the negative energy plane. 
  There is a 5% chance that the caster himself will end up losing 1 level when 
  casting the spell. Note that the caster does not gain any levels or other energy 
  from the drained target creature; it simply bleeds off into the negative plane. 
  If a human, demi-human, or humanoid is brought to 0 level or below by this 
  spell, they will become a juju zombie (see the ADVENTURES DARK AND DEEP™ 
  Bestiary for details).  
   
  Enlarge (Reduce) 
   
  Level 1 jester/mage spell (alteration) 
  Requires: incantation, gestures, powdered iron 
  Casting time: 6 seconds (1 segment) 
   
  This spell will cause one object or creature to increase in size. The target must 
  be within 5’ per level of the caster, and the effect will last for 10 minutes per 
  caster’s level. If the target is a living creature (which cannot exceed 10 cubic 
  feet per level of the caster), it can be enlarged 20% per level of the caster, up 
  to a maximum of 200%. If the target is an inanimate object, all of those sizes 
  
  Spell Descriptions - Ensnarement 
  158 
  and ratios are cut in half. Mass is affected by the spell, and people turned to 
  giant-size are treated as giants in terms of damage inflicted, but magical effects 
  are not proportionally increased. The reverse of the spell, reduce, will make 
  items or creatures smaller, in the same proportions and with the same 
  restrictions as the ordinary spell, to a maximum 90% reduction in size. If either 
  is cast upon an unwilling recipient, they are entitled to a saving throw vs. spells; 
  if the save is made, the spell has no effect.  
   
  Ensnarement 
   
  Level 6 mage/savant spell (conjuration/summoning) 
  Requires: incantation, gestures, other (see spell description below) 
  Casting time: 10 minutes 
   
  This spell allows the caster to attempt to trick some extra-planar being into 
  entering a trap, where it can then be compelled to provide the caster one 
  service in exchange for its freedom. The creature to be ensnared must be 
  known to the caster by name (if applicable) or by specific type. The creature 
  is entitled to a special saving throw, to determine whether it realizes the gate 
  that opens up before it is, in fact, a trap. Roll 3d6, and add the difference 
  between the creature’s intelligence score and that of the caster (if the caster 
  has a higher intelligence, subtract the difference from the roll). If the roll is 
  equal to or less than its intelligence score, the creature recognizes the gate for 
  the trap that it is, and the spell fails. 
   
  Once the creature has been tricked into coming to the material plane, it must 
  be confined within a pentacle appropriate to its nature (see p. 110 for details), 
  lest it immediately turn on the spellcaster who summoned it. Once confined, 
  the caster can then attempt to force it into fulfilling a single service through the 
  application of threats and bribes. The game master should assign a value, from 
  0 (no interest to the captive being) to 6 (quite enticing), and subtract that rating 
  from the creature’s intelligence score. Rolling higher than that modified score 
  on 3d6 indicates that the creature agrees to the terms. Rolling that score or 
  lower indicates the creature refuses. A new combination of threats and bribes 
  can be attempted, or the same one repeated after 24 hours have elapsed. For 
  every 24 hours that elapse, the captive creature loses 1 point of intelligence 
  for purposes of determining its rejection or acceptance of the terms of service. 
  Bear in mind that the caster can use other spells to attempt to persuade the 
  creature to accept, and that as time goes on the possibility of the confining 
  pentacle becoming damaged, and thus the creature escaping, will grow. 
  Impossible terms, or those which are clearly unacceptable, will never be 
  agreed to. 
   
  Once the creature has fulfilled its service and so informed the caster, it will be 
  instantly returned to its plane of origin. Depending on the terms of service and 
  the way it was treated, it may well seek revenge on the caster at a later date.  
   
  Entangle 
   
  Level 1 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to cause plants (grasses, vines, shrubs, trees, etc.) 
  to rise up and hinder movement of creatures in a 120’ diameter circle, centered 
  on a point up to 240’ distant. If the creatures either in the area of effect or 
  entering it fail a saving throw vs. magic, they will be stuck tight, unable to 
  move. If they make their saving throw, they will merely be slowed to half their 
  normal movement rate. The spell will last for 10 minutes.  
   
  Enthrall 
   
  Level 2 cleric spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to hold an audience literally spellbound. The 
  audience must be within 90’ of the caster, be able to understand the language 
  being spoken, and be no more than 4th level (or have 4 hit dice) or have a 
  wisdom score of 14 or less. Listeners get a saving throw vs. spells, or else they 
  are enthralled; creatures of a race generally hostile to the caster get a bonus 
  of +4 to their saving throw. 
   
  The spell is cast by the caster speaking for one full round, at the end of which 
  time all those in the area of effect who fail their saving throws will be 
  enthralled. Those so affected will treat the caster as if he has a charisma of 
  21, but will not otherwise automatically do the bidding of the caster. The spell 
  will last for as long as the caster keeps speaking, up to 1 hour. Those who 
  make their saving throws will view the caster as having a charisma of 3, and 
  have a 50% chance of jeering the caster as he speaks. If that happens, all 
  those who originally made their saving throws must make a second saving 
  throw or join in the derision. If the caster attempts to convert the listeners to 
  another faith or alignment, the listeners get a new saving throw with a bonus 
  of +5. 
   
  Enveloping Flame 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell will cause either an object or creature to be enveloped in a sheath 
  of living flame. If cast upon a creature, that creature will suffer no harm, nor 
  will any damage come to an object upon which the spell has been cast. Only 
  a creature a maximum of 9’ in height, or an object of similar size, can be 
  affected, and it must be within 30’ of the caster. Any creature touched by the 
  enveloping flame will suffer 1d6 h.p. of fire damage, flammable objects will 
  be set alight, etc. Cold-based creatures will suffer an additional 3 h.p. of 
  damage per hit. The flame will last for 1 minute per level of the caster, once 
  the casting time has been reached.  
   
  Erase 
   
  Level 1 mage, level 2 savant spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell will erase any sort of writing, magical or otherwise, from a single 
  scroll or two facing sheets of paper (vellum, parchment, etc.) in a book. 
  Explosive runes and symbol spells are unaffected, but drawings, words, maps, 
  etc. are affected. The object being erased gets a special chance to resist; there 
  is a base 50% chance that the spell will work, plus 2% per level of the caster 
  in the case of magical writings, and 4% per level for normal writing.  
   
  ESP 
   
  Level 1 jester/savant, level 2 mage spell (divination) 
  Requires: incantation, gestures, 1 copper piece 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to read the thoughts of one creature in range (5’ 
  per level of the caster, up to a maximum of 90’). The spell lasts for 1 minute 
  per level, and cannot act through 2’ or more of stone, 2” of metal, or even the 
  thinnest layer of lead foil. The spell can only read the surface thoughts of a 
  creature; it cannot be used to discover deep secrets, passwords (unless they 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   159
  are being actively thought of), etc. The spell cannot be used on creatures that 
  are essentially mindless, such as puddings and jellies, and undead creatures 
  are similarly unaffected. The target need not be seen; the spell can be used, 
  for example, to learn if something is lurking behind a closed door.  
   
  Ethereality 
   
  Level 4 jester spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 minutes 
   
  This spell allows the jester to transport an object or creature into the ethereal 
  plane. If it is cast upon an inanimate object, the object gains no saving throw, 
  and can have a maximum size of 1,000 lbs. and maximum volume of 30 cubic 
  feet. If it is cast on living creatures, they do get a saving throw if they are 
  unwilling to be so transported. Up to six living creatures can be so transported, 
  as long as all are within 60’ plus 10’ per level of the caster and all are within 
  30’ of one another. They will remain in that state for 1 hour. 
   
  Exaction 
   
  Level 6 savant, level 7 cleric spell (evocation) 
  Requires: incantation, gestures, holy symbol, extra-planar matter, parchment 
  Casting time: 1 minute 
   
  This spell allows the caster to exact some service from a powerful entity from 
  some other plane of existence, such as a demon, angel, efreet, etc. Demigods, 
  arch-devils, and the like are immune to the effect of the spell. The creature must 
  be of the same alignment of or close to the alignment of the caster; an evil 
  being will not serve a good caster, a chaotic one will not serve a lawful one, 
  and true neutral beings are seen as in opposition to all of the other alignments.  
   
  The spell exacts a promise of service from the selected creature (whose name 
  and nature must be known in advance) in return either for a cancellation of 
  some debt owed to another creature on the material plane, or for the promise 
  of some valuable reward. The creature will then behave as if a quest spell had 
  been cast upon it (see p. 203 for details). Example: an angel previously asked 
  a paladin to perform some service for it. Years later, a lawful good cleric can 
  exact a service from the angel to balance out the debt, as long as the cleric is 
  aware of the paladin’s service years before (and assuming that the debt had 
  not been cancelled out previously).  
   
  Once the service is complete, the being will instantly be transported to the 
  vicinity of the caster, who must immediately provide the promised reward or 
  formally cancel the debt previously owed by the entity. If the caster fails to do 
  so, the entity will either exact a service of his own from the caster (if in a 
  merciful mood) or simply attack, and will also enjoy immunity to any and all 
  spells cast by the false-dealing caster into the bargain. The spell requires the 
  caster’s holy symbol, as well as a bit of matter from the being’s home plane 
  and a parchment upon which is written the name of the being from whom the 
  service is to be exacted, as well as the nature of the bargain to be made 
  (details of the debt to be cancelled, or the reward to be granted).  
   
  Exchange 
   
  Level 4 jester spell (alteration) (illusion/phantasm) 
  Requires: incantation, gestures, cake 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes any object within 60’ plus 10’ per level of the caster to be 
  destroyed and instantly replaced with an illusionary duplicate. The item must 
  be seen (i.e., something within a chest could not be affected, but the chest and 
  everything in it could be), and can be no more than 3 cubic feet in volume. 
  Living creatures cannot be affected. Magical items get a saving throw vs. 
  lightning. The target item is permanently destroyed, but the illusionary 
  replacement will last until it is struck, touched, or otherwise handled. The 
  material component is a piece of cake. 
   
  Exorcise 
   
  Level 4 cleric/mystic/savant spell (abjuration) 
  Requires: incantation, gestures, holy water, holy symbol 
  Casting time: variable 
   
  This spell will dispel the possession of some person or object by a supernatural 
  entity such as a devil or demon. It will also remove curses, charms, and 
  supernatural control by magical items such as intelligent swords. Once the spell 
  has begun, it cannot be interrupted; if it is, the whole thing must be begun 
  anew.  
   
  The base chance of success can either be determined by the game master, 
  based on the precise circumstances in the game, or it can be determined 
  randomly, by rolling percentile dice. This base chance is then modified by 1% 
  for every point of difference between the caster’s level and the hit dice of the 
  possessing creature (if applicable). The caster may, if he has access to them, 
  use religious relics to get a bonus to his attempt (such bonuses will range from 
  1% to 50%, depending on the nature of the relic in question). Every ten 
  minutes, the caster rolls percentile dice to determine success; if his roll is less 
  than the modified chance of success, the spell has been effective and the 
  possessing creature is driven out. If not, another ten minutes must go by before 
  another check is made.  
   
  The material components of this spell are holy water (which is used up during 
  the spell) and a holy symbol (which is not). 
   
  Explosive Runes 
   
  Level 3 mage, level 4 savant spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to protect some written item (a map, book, scroll, 
  etc.), causing it to blow up in the face of some unauthorized reader. The spell 
  will cause 6d4+6 h.p. of damage to the person reading the item itself, with no 
  saving throw allowed. Anyone else within 10’ is allowed a saving throw to 
  take half damage. Mages have a 5% chance per experience level to detect 
  explosive runes, and thieves (and others able to read magical items) have a 
  flat 5% chance of recognizing the explosive runes in time. The caster can, of 
  course, either ignore or remove them at will. The item upon which they are cast 
  will be destroyed unless it has some protection against magical fire (i.e., a 
  stone tablet might well survive, but a regular scroll would surely be consumed). 
   
  Extension I 
   
  Level 4 mage spell (alteration) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to extend the duration of any 1st, 2nd, or 3rd level 
  spell he or another mage has previously cast by up to 50%. Where a given 
  spell is permanent or has no duration, this spell has no effect.  
   
  
  Spell Descriptions - Extension II 
  160 
  Extension II 
   
  Level 5 mage spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to extend the duration of any 4th level spell that he 
  or some other mage has already cast, by up to 50%. Where a given spell is 
  permanent or has no duration, this spell has no effect. 
   
  Extension III 
   
  Level 6 mage spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to double the duration of any 1st-3rd level spell that 
  he or some other mage has already cast. In addition, he may extend the 
  duration of any 4th or 5th level spell by 50%. Where a given spell is 
  permanent or has no duration, this spell has no effect. 
   
  Exterminate 
   
  Mage/illusionist/savant cantrip (abjuration) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip will kill a small animal such as a mouse, spider, etc., or a number 
  of very tiny creatures such as mosquitoes within a ½ cubic foot area. It cannot 
  be used against polymorphed creatures, but can be used against normal 
  creatures that have been shrunk to the appropriate size.  
   
  Eyebite 
   
  Level 6 mage spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to inflict one of four different effects on some other 
  creature, merely by meeting its gaze. The target creature must be within 20’ 
  of the caster. The exact effect can be chosen at the time the spell is cast, chosen 
  from the following. 
   
  Charm. The target creature will act as if it were under the effect of a charm 
  person or charm monster spell (see p. 136 for details), but will obey even if 
  doing so places itself in danger. The target is entitled to a normal saving throw 
  vs. spells. 
   
  Fear. The target will act as if it were under a fear spell (see p. 161 for details), 
  if it fails a saving throw vs. spells. 
   
  Illness. This effect will cause a wave of severe nausea, fever, and general 
  sickness in the target, if it fails a saving throw vs. spells (all creatures other than 
  humans, demihumans, and humanoids save with a +4 bonus). All of the 
  target’s ability spells will be at 50% of normal, movement will be at 50% of 
  normal (plus the ill creature will need to rest 5 minutes out of every 10), and 
  the creature will lose 1 point of constitution permanently. If constitution reaches 
  0, the creature will die. This effect can be countered by a dispel magic, heal, 
  alter reality, limited wish, or wish spell, but cure disease will have no effect. 
   
  Sleep. The target will fall into a very deep, unbreakable, sleep if it fails a 
  saving throw vs. spells with a -2 penalty. Undead, and other creatures noted 
  in the ADVENTURES DARK AND DEEP™ Bestiary as being unaffected by the spell 
  sleep, are immune to this effect. Shaking, cold water in the face, etc. will 
  waken those put to sleep by this effect.  
   
  Fabricate 
   
  Level 5 mage spell (alteration) 
  Requires: incantation, gestures, raw materials (see spell description) 
  Casting time: special 
   
  This spell allows the caster to convert a volume of raw materials into some sort 
  of finished product. Thus, a pile of stones can be turned into a wall or bridge, 
  a bale of cotton into clothing, a tree into a raft, etc. The amount of material 
  that can be affected is 1 cubic foot per level of the caster if it is mineral in 
  nature, and 1 cubic yard per level for all other types of materials. The spell 
  takes 1 minute per cubic foot or yard affected. The source material and finished 
  item can be up to 5’ away from the caster per experience level. Nothing 
  requiring great and exacting skill can be created with this spell; no swords, 
  glass, cut gemstones, etc., unless the caster possesses the skill to create such 
  things himself.  
   
  Faerie Fire 
   
  Level 1 jester/druid spell (alteration) 
  Requires: incantation 
  Casting time: 18 seconds (3 segments) 
   
  This spell will cause some creature or object to be surrounded by a brightly 
  glowing but otherwise harmless outline of blue, green, or violet (caster’s 
  choice). The amount of outlining is dependent on the level of the caster; some 
  12’ of faerie fire per level, enough to outline a human, two small creatures 
  such as halflings, etc. All the creatures so outlined must be within a 40’ radius 
  of a point no farther than 80’ away from the caster. Those who are outlined 
  by the fire are naturally highly visible (no hiding in shadows, sneaking in 
  general is difficult, and invisibility is rendered useless), as well as being easier 
  for enemies to hit; opponents do not suffer the -2 (or -4) penalty to hit such 
  outlined creatures when in darkness or otherwise poor lighting conditions. 
  Note that in torchlight or brighter light, there is no bonus in melee. The fire will 
  last for 4 minutes per level of the caster.  
   
  Faerie Summoning 
   
  Level 6 druid spell (conjuration/summoning) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to magically summon a number of creatures native 
  to idyllic woodland settings, to wherever he happens to be. The summoned 
  creatures will be well-disposed towards the caster, but will not obey orders that 
  are obviously suicidal or that threaten nature or natural settings (i.e., an order 
  to set fire to a forest would be met with skepticism and derision). The summoned 
  creatures will remain for 2 minutes per level of the caster, at which time they 
  will simply disappear in the same manner they appeared. The type of creature 
  that appears in answer to the summons should be determined randomly: 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   161
  TABLE 276: FAERIE SUMMONING 
  Die Roll (d%) 
  Creatures Summoned 
  01-08 
  2d4 atomies 
  09-15 
  1d3 brownies 
  16-23 
  2d3 buckawns 
  24-30 
  2d6 centaurs 
  31-40 
  1d8 cooshees 
  41-43 
  1d2 dryad 
  44-49 
  1 faerie dragon 
  50-54 
  2d6 grigs 
  55-60 
  1 leprechaun 
  61-65 
  1d2 pegasi 
  66-74 
  1d3 pixies 
  75-81 
  1d4 satyrs 
  82-90 
  1d2 sprites 
  91-92 
  1 treant 
  93-00 
  1d2 unicorns 
   
  Faithful Hound 
   
  Level 5 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, whistle, bone, thread 
  Casting time: 30 seconds (5 segments) 
   
  This spell will call forth an invisible watchdog that can only be seen by the 
  caster. The hound can then be set to guard some passage, room, doorway, 
  etc., and will begin a loud and steady barking if any creature larger than, say, 
  a foot high and 20 lbs. in weight approaches. The hound is able to see into 
  the ethereal and astral realms, creatures that are invisible, out of phase, and 
  so forth. The hound will remain for 2 minutes per experience level of the caster. 
  If any intruder shows its back to the hound, it will attack as a 10 hit die 
  creature, doing 3d6 hit points of damage if it successfully strikes (it can attack 
  any creature, up to and including those that are normally only struck by 
  weapons with an enchantment of +3 or greater). The hound cannot itself be 
  attacked, but a dispel magic spell will obliterate it. The hound can never be 
  more than 30’ from the caster; if the caster moves farther away, the hound will 
  automatically be dispelled. The spell requires a bit of bone, a small silver 
  whistle, and a thread; the whistle is not destroyed, but the other components 
  are, as the spell is cast.  
   
  False Trail 
   
  Level 1 bard spell (illusion/phantasm) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to not only obscure his trail and that of his 
  companions, but also to set forth a false trail to confuse would-be pursuers and 
  set them in the wrong direction. Up to 1 person’s trail per level of the spell can 
  be obscured by means of this spell; horses and similar mounts count as 2 
  people for this purpose. The caster is able to set a false trail, which begins at 
  the point where the casting began, and which leads off in the direction and 
  manner chosen by the caster for as long as he continues the casting. For 
  example, if a bard begins to cast the spell, and maintains his song for 20 
  minutes, the false trail that is created will be as long as it would have taken 
  him to travel for 20 minutes, after which time the trail will end. In any case, the 
  false trail will disappear when dispelled, disbelieved, or after 1 hour per level 
  of the caster.  
   
  Far Wandering 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to increase the time that he and his companions 
  can travel overland without resting by 20%. This does not increase the speed 
  with which they travel, but does allow them to travel longer. The caster must 
  be able to continue his song while traveling, or the effect is lost. Up to 1 person 
  per level of the caster can be so affected; mounts count as 2 persons.  Note 
  that the spell does not apply to travel by sea or travel underground, in cities, 
  or in large buildings. 
   
  Fascinate 
   
  Level 2 illusionist/mountebank, level 6 bard spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to seem to be a trusted companion, lover, or other 
  desired being, in order to gain the trust and love of the target creature. The 
  creature to be fascinated must be within 30’, and must have an intelligence 
  score greater than 0. Note that the spell does not actually change the 
  appearance of the caster. If the target fails a saving throw vs. spells, he will 
  follow the caster around if possible, although not so far as to risk life and limb. 
  The caster can make requests of the fascinated target, which must be obeyed 
  if the caster makes a successful charisma check (i.e., rolling his charisma score 
  or less on 3d6), but the game master may apply an adjustment of up to +6 if 
  the requests are dangerous or even life-threatening. One such failed check is 
  enough to end the spell, and the fascinated creature will be filled, in turn, with 
  anger and rage. Otherwise the spell will last for a maximum of one day per 
  point of charisma of the caster. Animals, on the other hand, will only remain 
  fascinated for 1d4 days. Once the spell wears off, the subject will either attack 
  (if poorly treated) or simply leave (if well treated), but if well treated there is a 
  2% chance per point of caster’s charisma that the subject will remain of his 
  own free will once the spell has worn off.  
   
   
   
  Fear 
   
  Level 3 bard/illusionist, level 4 mage/mountebank spell (illusion/phantasm) 
  Requires: incantation, gestures, hen’s heart or white feather 
  Casting time: 24 seconds (4 segments) 
   
  This spell creates a powerful beam of panic and fear radiating out from the 
  caster, some 60’ long, 30’ wide at the end, and 5’ wide at the base. All 
  creatures within the area of effect are entitled to a saving throw vs. spells; those 
  that fail the saving throw will flee in blind panic for a number of minutes equal 
  
  Spell Descriptions - Feather Fall 
  162 
  to the experience level of the caster, and have a 65% chance of dropping any 
  items carried  minus 5% per level/hit dice.  
   
  The spell requires either a hen’s heart or a white feather, which are destroyed 
  as the spell is cast. 
   
  Feather Fall 
   
  Level 1 mage spell (alteration) 
  Requires: incantation, feather/down 
  Casting time: ½ second 
   
  This spell instantly slows the rate that some creatures or things fall to a gentle 
  2’ per second. No falling damage will be incurred at that rate of descent. The 
  spell only lasts for 6 seconds (1 segment) per level of the caster, however, and 
  the rate of falling will resume to normal at the end of that time. The spell can 
  be cast on any object or creature within 10’ per level of the caster, as long as 
  they are all within a 10’ cubic area, and the total weight does not exceed 200 
  lbs plus 200 lbs per level of the caster. The spell cannot be used on anything 
  that is propelled by force or under its own power; thus, an arrow in flight could 
  be affected (as it is not moving under its own power), but a lance held by a 
  charging knight could not. The spell requires a small bit of down, which will 
  disappear when the spell is cast.  
   
  Feeblemind 
   
  Level 6 druid, level 5 mage spell (enchantment/charm) 
  Requires: incantation, gestures, (marbles) 
  Casting time: 42 seconds (7 segments) 
   
  This spell enables the caster to wipe the mind of some target spellcaster, who 
  must be within 160’, causing his mind to shatter, destroying not only his ability 
  to cast spells, but bringing him down to the mental level of a dull child (effective 
  combined intelligence and wisdom is 2). The spell can be reversed by means 
  of a heal, restoration, or wish spell, but is otherwise permanent. The target is 
  entitled to a saving throw vs. spells, but with the following adjustments based 
  on class: 
   
  TABLE 277: FEEBLEMIND 
  Type of Spellcaster 
  Saving Throw Adjustment 
  Cleric 
  +1 bonus 
  Druid 
  -1 penalty 
  Mage 
  -4 penalty 
  Illusionist 
  -5 penalty 
  Non-human (all) or mixed type 
  -2 penalty 
   
  Note that the spell is completely ineffective against creatures who cannot cast 
  spells.  
   
  This spell does not require a material component if cast by a druid, but does 
  require a handful of marbles, which can be made of clay, glass, crystal, or 
  stone, which are tossed away as the spell is cast.  
   
  Feign Death 
   
  Level 2 jester/druid, level 3 cleric/mystic/mage/mountebank spell 
  (necromantic) 
  Requires: incantation, gestures, graveyard dirt, holy symbol 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to create a state of catatonia that is indistinguishable 
  from death. The person so affected is fully conscious of his surroundings, but 
  the senses of sight and touch are dead (hearing and smell are unaffected). Any 
  damage suffered to the “body” for the duration of the spell is reduced by half, 
  and paralysis and level draining attacks, etc. will have no effect. If the “body” 
  is poisoned while the spell is in effect, the venom will have no effect, but will 
  take effect once the duration of the spell is over. The caster of the spell can end 
  its effects at will, but it will take a full minute for the target to regain the use of 
  his body. When cast by a mage, this spell lasts for six minutes plus one minute 
  per level of the caster, and nothing more than the spoken spell and hand-
  gestures are required. When cast by a cleric, the spell lasts four minutes longer 
  and requires a pinch of dirt from a graveyard (which disappears once the spell 
  is cast) and the cleric’s holy symbol (which does not).  
   
  Fetter (Remove Fetters) 
   
  Level 4 bard spell (evocation) (abjuration) 
  Requires: incantation 
  Casting time: 48 seconds (8 segments) 
   
  This spell will bring into being a heavy-duty magical leg-iron to restrain an 
  individual. Only a single creature can be so restrained (creatures with more 
  than one pair of legs will find their hind legs restrained); while fettered, 
  movement is limited to a maximum of 20’ per minute while walking. The fetters 
  will last for 1 hour for every minute the caster continues his incantation. They 
  can be removed only if dispelled or at the will of the caster. A knock spell will 
  be effective against fetters. The reverse of the spell, remove fetters, allows the 
  caster to cause any bonds on his person to immediately loosen and free him. 
  If cast by a bard, the use of a musical instrument is not required. 
   
  Find Familiar 
   
  Level 1 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, incense, herbs, fat 
  Casting time: 24 hours 
   
  This spell calls a special sort of guardian spirit in the form of an animal or 
  something else, known as a familiar, to serve the caster in all ways. If 
  necessary, the familiar will even fight to the death for its master, although if the 
  familiar is an imp, worry-hag, or quasit, it is only 10% likely to do so. The spell 
  requires 100 g.p. worth of incense, herbs, and fat, which are burned in a 
  brass brazier. The type of familiar that answers the summons is randomly 
  determined, and each type grants the mage a different sort of special power: 
   
  TABLE 278: FIND FAMILIAR (ANIMAL FAMILIARS) 
  Die Roll 
  (d20) 
  Familiar Type 
  Powers Granted While Within 120’ 
  of Master 
  1 
  Bat 
  Echolocation 100’ range 
  2-3 
  Cat 
  Can move silently as 1st level thief 
  4 
  Crow 
  Can appraise gem and jewelry 
  values 
  5-6 
  Dog 
  Can track as 1st level ranger using 
  smell 
  7 
  Hare 
  Hearing twice as good as normal 
  8 
  Hawk 
  Daytime eyesight twice as good as 
  normal 
  9 
  Lizard 
  Can climb walls as 1st level thief 
  10 
  Owl 
  Night vision as good as day 
  11 
  Rooster 
  -1 bonus to all CHA checks 
  12 
  Snake 
  -1 to enemy surprise rolls 
  13 
  Toad 
  Wide-angle vision; enemies don’t 
  get bonus for flank attacks 
  14 
  Weasel 
  -1 bonus to all DEX checks 
  15-19 
  Special (see below) 
   
  20 
  No familiar 
  responds 
   
   
  Animal-form familiars not specifically described in the ADVENTURES DARK AND 
  DEEP™ Bestiary will have 2-4 hit points and armor class 7; all will have human-
  level intelligence. As long as the familiar is within 120’ of its master, the 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   163
  familiar’s hit points are added to his own and the master can see and hear 
  through its eyes (and vice versa). Animal familiars are not actually animals, 
  but rather minor spirits given animal form. They can speak whatever languages 
  their master speaks, but will only do so when they are alone with their master. 
  If the familiar is ever killed, the master will permanently lose twice its hit points 
  from his own total.  
   
  If a special familiar is indicated, the result will depend on the alignment of the 
  caster: 
   
  TABLE 279: FIND FAMILIAR (SPECIAL FAMILIARS) 
  Alignment 
  Special Familiar 
  Chaotic evil 
  Quasit 
  Neutral evil 
  Worry-hag 
  Lawful evil 
  Imp 
  Lawful neutral 
  Azer 
  Lawful good 
  Brownie 
  Neutral good 
  Pseudo-dragon 
  Chaotic good 
  Faerie dragon 
  Chaotic neutral 
  Pearl ranian 
  Neutral 
  Sprite 
   
  Special familiars are each described in the appropriate entry in the 
  ADVENTURES DARK AND DEEP™ Bestiary.  
   
  the spell can not be cast more than once in any 12-month period, even if the 
  familiar is killed or none responds to the initial summons. Only one familiar 
  can be had at any given time, and they cannot be voluntarily dismissed.  
   
  This spell cannot be cast underwater.  
   
  Find the Path (Lose the Path) 
   
  Level 5 savant, level 6 cleric/mystic spell (divination) 
  Requires: incantation, gestures, divinatory tools 
  Casting time: 3 minutes 
   
  This spell allows the caster to determine, by means of his favored form of 
  divinatory tools (dice, knucklebones, sticks, dragon-bones, etc.), the most direct 
  route to whatever his stated goal might be. Thus, a cleric lost in a dungeon 
  might find the quickest path to the surface, someone lost in a dense jungle 
  might find the surest route to the coast, etc. The tools for divination are not 
  consumed by the spell unless such is in their nature (tea leaves, for instance). 
  The spell lasts for 10 minutes per level of the caster; thus, if the route takes 
  longer than the duration of the spell, the caster might well find himself only 
  halfway there when the spell ends. If that happens, any knowledge of how to 
  proceed further is lost. The spell is also proof against the spell maze (q.v.), and 
  can help those afflicted by it escape in but a single minute. 
   
  The reverse of the spell, lose the path, requires that the caster touch the 
  recipient (and thus a successful roll “to hit” might be required). The target then 
  is utterly incapable of finding its way to any intended destination for the 
  duration of the spell (it can be led, however).  
   
  Find Traps 
   
  Level 2 cleric spell (divination) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to see any and all concealed or otherwise hidden 
  traps, whether they are of a magical or mundane nature. It does not disarm or 
  otherwise prevent such traps from functioning. The caster must be looking in 
  the direction of the trap (in a view 10’ wide and 30’ long), and must have 
  light to see by. The spell lasts for 30 minutes.  
   
  Finger of Death 
   
  Level 7 druid spell (enchantment/charm) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 30 seconds (5 segments) 
   
  This spell enables the caster, by merely pointing a finger at some unfortunate 
  victim within 60’, to stop the heart of a single victim. The target does get a 
  saving throw versus spells which, if successful, renders the spell useless.  
   
  Fireball 
   
  Level 3 jester/mage spell (evocation) 
  Requires: incantation, gestures, bat guano, sulfur 
  Casting time: 18 seconds (3 segments) 
   
  This spell calls into being a fiery explosion covering a sphere 40’ in diameter. 
  The caster is able to specify the distance and height at which the explosion will 
  take place, as long as it is within 100’ plus 10’ per experience level (if 
  something intervenes between the caster and the intended blast site, the fireball 
  can and will prematurely detonate upon it). The blast will cause 1d6 h.p. of 
  damage for every level of the caster; everyone in the blast area is entitled to a 
  saving throw vs. spells. Success indicates they take half damage, although the 
  game master should remember that combustible materials such as scrolls and 
  spell books will burst into flames, and other items vulnerable to extremely high 
  heat must make saving throws as well (coins will melt, for example, glass 
  shatter or melt, etc.). Ships and fortifications do not get a saving throw, but 
  take the same damage as creatures in the blast radius.  
   
  The fireball explosion will always be roughly the same size, no matter where 
  it is detonated; some 33,000 cubic feet. Care should be therefore taken when 
  casting the spell in an enclosed space; in a small enough space, it is quite 
  possible that the blast will double back and encompass the caster or his allies! 
  It will cause 5 h.p. of damage to wooden structures, in addition to the regular 
  damage it causes. The spell requires a small ball of bat guano mixed with 
  sulfur, which is destroyed by the casting.  
   
  This spell cannot be cast underwater.  
   
  Firefinger 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This cantrip causes flames to stream from the caster’s finger, up to 6” in length. 
  The flame can be used to light a torch or candle, burn oil, light kindling, 
  parchment, etc. The jet of fire will last a maximum of 6 seconds (1 segment).  
   
  Firewater 
   
  Level 1 mage spell (alteration) 
  Requires: incantation, gestures, sugar, raisin, water 
  Casting time: 6 seconds (1 segment) 
   
  This spell converts up to 1 pint of water per level of the caster into a highly 
  flammable liquid. The slightest spark will cause the firewater to ignite, causing 
  2d6 h.p. of damage to any creature that it is thrown upon. Once the spell is 
  cast, the firewater must be used within 1 minute, or it will evaporate into 
  nothingness, even if kept in a sealed container. Other than the water itself, the 
  spell requires a pinch of sugar and one raisin, which are destroyed as the spell 
  is cast.  
   
  
  Spell Descriptions - Fire Charm 
  164 
  If cast underwater, the liquid will immediately float to the surface, forming a 
  pool. It cannot be set aflame while underwater.  
   
  Fire Charm 
   
  Level 4 mage spell (enchantment/charm) 
  Requires: incantation, gestures, fire, silk 
  Casting time: 24 seconds (4 segments) 
   
  This spell turns an ordinary fire, as from a torch, fireplace, campfire, etc., into 
  an object of deep fascination. The spell may be cast on any fire source within 
  10’ of the caster; any creature looking into the fire must then make a saving 
  throw vs. spells. Failure indicates that the victim will remain motionless, staring 
  into the fire for 2 minutes per level of the caster. Creatures so affected are 
  particularly susceptible to suggestion spells, making their saving throws against 
  them at a -3 penalty. The fire charm spell will last until the affected creatures 
  are attacked or are rendered unable to see the fire, or when 2 minutes per 
  experience level of the caster have elapsed. The spell requires a thin square of 
  multi-colored silk which is thrown into the fire and thus destroyed.  
   
  This spell cannot be cast underwater.  
   
  Fire Seeds 
   
  Level 6 druid spell (conjuration) 
  Requires: incantation, gestures, acorns or holly berries 
  Casting time: 1 minute per seed 
   
  This spell allows the caster to create either four fire seed missiles or eight fire 
  seed bombs. Missiles are created from acorns, while bombs are created from 
  holly berries. The missiles may be thrown up to 40’, and upon hitting their 
  target burst into flames. The creature hit by the missile will take 2d8 hit points 
  of damage, while all others within a 10’ radius will take similar damage 
  (although they get a saving throw for half damage), and flammable materials 
  will burst into flame. The bombs, on the other hand, will burst into flame upon 
  a command word being uttered (which can be told by the caster to someone 
  else, who could then trigger the bombs) within 40’. When detonated, the 
  bombs will cause 1d8 h.p. of damage to all creatures and ignite flammable 
  materials in a 5’ radius. Both missiles and bombs will retain their enchantment 
  for 10 minutes per experience level of the caster.  
   
  Note that scrolls found with this spell will do 1d6+4 dice worth of damage, 
  wands capable of casting this spell will create 6d6 fireballs, and staves will 
  create fireballs that do 6d8 h.p. of damage.  
   
  This spell cannot be cast underwater.  
   
  Fire Shield 
   
  Level 4 mage spell (evocation) 
  Requires: incantation, gestures, phosphorus or firefly/glowworm 
  Casting time: 24 seconds (4 segments) 
   
  This spell calls into existence a magical fire that engulfs the caster. The flames 
  are feeble, however, and project only half the light of a normal torch (15’ 
  radius). The caster is affected by melee weapons normally, but any attacker 
  will suffer twice the damage he inflicts on the caster. There are two variations 
  on the spell, either one of which must be selected as the spell is cast.  
   
  Hot flames: The flames themselves have a blue or green color, and will afford 
  the caster a +2 bonus to any saving throw against cold-based attacks; such 
  attacks will inflict only half damage (if the saving throw is failed) or no damage 
  (if a saving throw is made). Fire-based attacks will do double normal damage 
  if the caster fails any applicable saving throw. The material component for this 
  variation is a bit of phosphorus. This version of the spell cannot be cast 
  underwater.  
   
  Cold flames: The flames themselves have a violet or blue color, and will grant 
  the caster a +2 bonus to any saving throw against fire-based attacks; failure 
  indicates half damage is taken, while a successful saving throw means that no 
  damage is taken. Cold-based attacks will do double normal damage if the 
  saving throw is not successful. The material component of this variant of the 
  spell is either a live firefly or glow worm, or the tails of four dead specimens. 
   
  Note that neither variation will grant a saving throw vs. cold or fire based 
  attacks where none is normally granted; references to saving throws refer to 
  those which are normally granted as part of a cold or fire based attack. If no 
  saving throw is normally granted, consider the saving throw to have failed 
  when determining whether damage should be halved or doubled.  
   
  Fire Storm (Fire Quench) 
   
  Level 7 druid spell (evocation) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 54 seconds (9 segments) 
   
  This spell calls into existence a veritable hell of sheets of living flame, in a 
  volume equal to a number of 20’ cubes equal to the level of the caster, which 
  can begin no further than 160’ from the caster. It only lasts for a single minute, 
  but all creatures within the area will take 2-16 hit points of damage plus a 
  number of h.p. equal to the caster’s level unless they make a successful saving 
  throw vs. spells, in which case they will only take half damage. The fire storm 
  can only be a maximum of 20’ tall; the rest of the volume must extend laterally.  
   
  The reverse of the spell, fire quench, has a 5% chance per level of the caster 
  of extinguishing magical fires within the area of effect. Normal fires will be 
  instantly put out in an area twice that which affects magical fires (i.e., while 
  magical fires are put out in the core, non-magical fires will also be put out in 
  the area surrounding).  
   
  This spell cannot be cast underwater.  
   
  Fire Trap 
   
  Level 2 druid, level 4 mage spell (evocation) 
  Requires: incantation, gestures, sulfur or charcoal 
  Casting time: 5 minutes 
   
  This spell allows the caster to place an explosive protection on any one item 
  that can be closed, such as a door, book, chest, etc. The spell will cause a 
  fiery blast causing 1d4 hit points of damage when the object is open, plus 1 
  h.p. per level of the caster (the item trapped is not harmed by the spell). It 
  cannot be used in conjunction with any sort of magical locking spell such as 
  wizard lock or hold portal. The spell requires either sulfur or a stick of charcoal, 
  which is used to trace around the outside of the trapped item. The nature of 
  the fire trap is such that normal means of detecting traps are only half effective, 
  and a failure to remove traps indicates the trap is triggered. 
   
  This spell cannot be cast underwater.  
   
  Flame Arrow 
   
  Level 3 mage spell (alteration) 
  Requires: incantation, gestures, oil, flint 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to cause up to 50 small projectiles (such as arrows, 
  darts, crossbow bolts, etc.) to burst into flame. These projectiles must all be 
  together (as in a quarrel, box, etc.) when the spell is cast. They will remain 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
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  aflame for up to 10 minutes, or until they are used in combat. If not used, the 
  missiles are turned to ash, melt, or are otherwise rendered unusable. Such 
  missiles will do an additional 1d6 h.p. of fire damage, plus they will set any 
  flammable object (including wooden buildings) aflame. The spell requires a 
  drop of oil and a piece of flint, which are used up when the spell is cast.  
   
  This spell cannot be cast underwater.  
   
  Flame Blade 
   
  Level 2 druid spell (evocation) 
  Requires: incantation, gestures, holy symbol, sumac leaf 
  Casting time: 18 seconds (3 segments) 
   
  This spell calls into being a fiery blade from the caster’s hand, appearing as a 
  searing scimitar made of fire. The blade will last for 1 minute per level of the 
  caster, and will do 1d6+2 hit points of damage when it hits. When used 
  against creatures vulnerable to fire, or those which are undead, the blade does 
  an additional 2 hit points of damage per hit, but when used against those with 
  some natural or magical protection against fire, the damage done is reduced 
  by 2 points per hit. The scimitar will not hit those creatures only hit by 
  enchanted weapons, unless they are undead, in which case it can be used to 
  hit them. The spell requires a sumac leaf in addition to the caster’s holy symbol; 
  the sumac is consumed by the casting.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Flame Strike 
   
  Level 5 cleric spell (evocation) 
  Requires: incantation, gestures, pinch of sulfur 
  Casting time: 48 seconds (8 segments) 
   
  This spell enables the caster to call down a fiery pillar from the heavens, ten 
  feet wide and thirty high, anywhere within 60’ of the caster. This supernatural 
  gout of fire will inflict 6-48 (6d8) hit points of damage on any creature within 
  the 10’ diameter of the strike; such creatures are allowed a saving throw 
  against spells for half damage. The pinch of sulfur is, of course, consumed by 
  the casting of the spell.  
   
  This spell cannot be cast underwater.  
   
  Flame Walk 
   
  Level 3 cleric spell (alteration) 
  Requires: incantation, gestures, powdered ruby, holy symbol 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to imbue one or more creatures with a complete 
  resistance to non-magical fires up the temperature of molten lava 
  (approximately 2,000° F), and saving throws vs. magical fires are made with 
  a +2 bonus. The caster is able to protect one man-sized creature per level of 
  experience above 4th (treat horses as 6, halflings/gnomes/etc. as ½, and 
  pixies/brownies/etc. as ¼). The spell lasts for 10 minutes plus 10 minutes per 
  level of the caster, and requires the caster’s holy symbol and 500 g.p. worth 
  of powdered ruby; the ruby is destroyed as the spell is cast.  
   
  Flaming Sphere 
   
  Level 2 mage spell (evocation) 
  Requires: incantation, gestures, tallow, sulfur, powdered iron 
  Casting time: 12 seconds (2 segments) 
   
  This spell brings into being a globe of fire some 6’ in diameter. The fire itself 
  is normal in nature, and can thus be extinguished as might any bonfire or 
  similar flame. The globe can, at the command of the caster, roll along the 
  ground up to 10’ per minute in any direction (the caster must point in the 
  desired direction or the sphere comes to a halt), including uphill, over barriers 
  (4’ high maximum), etc. The sphere will set alight flammable items such as 
  paper, dry grass, etc. If commanded to move into water, the sphere will be 
  extinguished. If the sphere strikes one or more creatures, they must make a 
  saving throw vs. spells. Failure indicates they take 2-8 h.p. of damage. Success 
  indicates that no damage is taken, and in addition the sphere itself is 
  dissipated. The sphere lasts for 1 minute per level of the caster, and cannot 
  move more than 100’ away from the caster.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Flavor 
   
  Mage/illusionist/savant cantrip (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to change or enhance the flavor of any food or 
  drink. It will not change the nature of the victuals, but could be used to make 
  dry rations taste like roast beef, or water taste like wine. It can also be used to 
  mask the presence of poison. 
   
   
   
  Floating Disc 
   
  Level 1 mage spell (evocation) 
  Requires: incantation, gestures, drop of mercury 
  Casting time: 6 seconds (1 segment) 
   
  This spell brings into being a circular, semi-concave, disc, like a round shield 
  that floats in the air. The disc is 3’ in diameter and can hold 100 lbs. per level 
  of the caster. The disc floats above the ground some 3’ from the surface, and 
  will move along with the caster at up to 20’ distance, as the caster wills (6’ if 
  no distance is specified). It can move at up to 60’ per minute, and lasts for 30 
  minutes plus 10 minutes per level of the caster. The spell requires a drop of 
  mercury, which is destroyed by the casting.  
   
  
  Spell Descriptions - Flourish 
  166 
  Flourish 
   
  Mage cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: see below 
   
  The flourish cantrip is one of the few cantrips than can be cast in the same 
  round as a regular mage spell, for that is its purpose. The cantrip is cast 
  immediately before the spell in question, requiring 6 seconds (1 segment) per 
  level of the spell it is to affect (thus it takes 6 seconds (1 segment) to add a 
  flourish to a 1st level spell, 12 seconds (2 segments) to add a flourish to a 2nd 
  level spell, etc.). Flourish then allows the caster to change the visible effect of 
  the spell in question in some subtle way; a fireball might be purple, magic 
  missiles may have the appearance of golden bees, a grasping hand could 
  look like a dragon’s claw, etc. Under no circumstances can flourish be used to 
  change the actual effect of a spell. Mages and sub-classes of mage will be 
  able to recognize a flourish.  
   
  Fly 
   
  Level 3 bard/mystic/mage spell (alteration) 
  Requires: incantation, gestures, feather 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to grant the power of flight to any creature by touch 
  (including himself). The creature thus granted the power will move at up to 
  120’ per minute, half that when gaining altitude, double it when descending 
  in a dive. The spell will last for 10 minutes per level of the caster plus 10-60 
  additional minutes (the game master should roll to determine the exact 
  duration, but the caster should not be told). The spell requires the feather from 
  the wing of a bird, which is destroyed as the spell is cast.  
   
  If cast underwater, this spell will allow the target to swim at any depth at a 
  maximum speed of 90’ per minute, even if it would normally be too heavy to 
  swim at all.  
   
  Fog Cloud 
   
  Level 2 illusionist, level 6 bard spell 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates the illusion of a greenish mass of vapor that rolls and roils 
  along the ground, and which will often be mistaken for a cloudkill spell (see 
  p. 139 for details). The fog cloud will take the form of a misty mass some 40’ 
  wide, 20’ high, and 20’ deep, moving along the ground at some 10’ per 
  minute. It will last for 4 minutes plus 1 minute per level of the caster. Anything 
  in the cloud will have its vision obscured past 2’, but no other ill effects will be 
  forthcoming.  
   
  Fool’s Gold 
   
  Level 2 mage/mountebank spell (alteration) 
  Requires: incantation, gestures, powdered gems 
  Casting time: 1 minute 
   
  This spell enables the caster to change lead, brass, or copper into gold, albeit 
  temporarily (1 hour per level of the caster). The caster is able to affect 1 cubic 
  foot per level, the equivalent of some 4,000 coins. Persons and monsters 
  handling fool’s gold get an intelligence check (roll their intelligence or lower 
  on 1d20), adjusted by +1 for every level of the caster of the fools gold spell. 
  If fool’s gold is struck by cold iron, there is a chance that it will instantly revert 
  to its original base metal: 
   
  TABLE 280: FOOL'S GOLD 
  Gem Used to Cast Spell 
  Chance to Revert 
  50 g.p. citrine 
  30% 
  100 g.p. amber 
  25% 
  500 g.p. topaz 
  10% 
  1,000 g.p. corundum 
  1% 
   
  The gem powder is lost when the spell is cast.  
   
  Fool’s Luck 
   
  Level 1 jester spell (conjuration/summoning) 
  Requires: incantation, gestures, four-leaf clover 
  Casting time: 1 minute 
   
  Upon bestowing the blessing of fool’s luck upon another creature (or upon 
  himself) by touch, the jester bestows a temporary effect whereby the target 
  gains a +1 “to hit”, a +1 bonus on all saving throws, and a general 5% 
  favorable bonus in any circumstance where luck or chance is involved 
  (gambling, etc.). Anyone attempting to hit the lucky fool incurs a -1 penalty, 
  and any trap has a 5% chance of misfiring (with an additional 25% chance of 
  affecting someone nearby instead). The effect lasts for 1 round per level of the 
  caster. 
   
  Footfall 
   
  Mage/illusionist cantrip (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip will cause illusionary footsteps to be heard. The footfalls must begin 
  within 10’ of the caster, but may move away up to 20’ distant. The footfalls 
  can be made to seem to be approaching or retreating, be soft or loud, etc. 
  They last as long as it takes for the footsteps to travel the indicated distance, a 
  maximum of 10 seconds or so. 
   
  Forbiddance 
   
  Level 6 cleric spell (abjuration) 
  Requires: incantation, gestures, holy water, holy symbol, silver/dung, 
  iron/sulfur 
  Casting time: 6 minutes 
   
  This spell is cast on an area that has already been consecrated (see p. 133), 
  allowing the caster to keep out undesirables. It can be cast on up to 600 cubic 
  feet per level of the caster, and the effect is permanent until dispelled. The 
  effect depends on the differences between the alignment of the caster and 
  those entering: 
   
   
  Same alignment: can’t enter unless a verbal password is spoken 
  (doesn’t apply to the caster himself) 
   
  Different ethics (law/neutrality/chaos): must save vs. spells to enter; 
  if failed, take 2d6 h.p. damage as the character is repulsed 
   
  Different morals (good/neutrality/evil): must save vs. spells to enter; 
  if failed, take 4d6 h.p. damage as the character is repulsed 
   
  The effects are cumulative; thus, if a lawful good character attempts to enter 
  an area that has been forbidden by a chaotic neutral cleric, the lawful good 
  character would need to make two separate saving throws, and could take as 
  much as 6d6 h.p. of damage. If the saving throw is failed, that individual can 
  never enter the affected area. If the saving throw is successful, the character 
  will still feel uneasy and jittery while in the area. The spell requires holy water, 
  silver dust (to keep out chaos), powdered iron (to keep out evil), dung (to keep 
  out good), and/or sulfur (to keep out law). It also requires the caster’s holy 
  symbol, which is not destroyed by the casting.  
  
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  Forcecage (Forcecube) 
   
  Level 7 mage spell (evocation) 
  Requires: incantation, gestures, diamond dust 
  Casting time: 24 seconds (4 segments) 
   
  This spell calls into being a cage some 20’ on a side, made of bars of pure 
  magical force. The cube lasts for 1 hour plus 10 minutes per level of the caster, 
  and can be cast on a point 5’ distant per level of the caster. The gaps between 
  the bars are only 6” wide, and magic (such as spells) and other items can pass 
  freely between them. While there is no saving throw vs. the spell, creatures 
  with an innate magic resistance can attempt to escape through the bars of the 
  spell one time. Creatures without such magic resistance are automatically 
  trapped inside the cage if they are within its boundaries when the spell is cast. 
  A dispel magic spell will destroy the cage. 
   
  The reverse of this spell, forcecube, creates a cube of magical force 10’ on a 
  side around the caster’s person, lacking the bars and gaps of the forcecage. 
  The caster can then choose each round which effect the forcecube will exhibit: 
   
   
  Keep out air, wind, and gas 
   
  Keep out all non-living materials 
   
  Keep out all living creatures and substances 
   
  Keep out magic 
   
  Keep out everything 
   
  In addition, the forcecube prevents the following spells and other things from 
  going in or out of the cube: boulders (as from giants or catapults), normal fire, 
  effects of a horn of blasting, fireball (including delayed blast fireball), 
  disintegrate, fire storm, flame strike, lightning bolt (including chain lightning), 
  meteor swarm, passwall, phase door, prismatic spray, and wall of fire. 
   
  Both forms of the spell require that 1,000 g.p. worth of diamond dust be used 
  while the spell is being memorized, but not when it is actually cast. 
   
  Forceful Hand 
   
  Level 6 mage spell (evocation) 
  Requires: incantation, gestures, glove 
  Casting time: 42 seconds (7 segments) 
   
  This spell calls into being a magical appendage that appears between the 
  caster and one other chosen creature. The hand can be placed up to 10’ 
  distant per level of the caster, and will last for 1 minute per level. No matter 
  how quickly or hard the chosen creature tries, it will not be able to get around 
  the hand. The hand is able to push away creatures weighing 500 lbs. or less, 
  will slow to 10’ per minute creatures weighing between 500 and 2,000 lbs., 
  and will reduce to half speed those creatures weighing more than 2,000 lbs. 
  Creatures weighing more than 8,000 lbs. are unaffected by the hand. The 
  hand will take as many hit points of damage to destroy as the caster has. The 
  spell requires a single glove to cast, which is destroyed as the spell takes effect.  
   
  Forget 
   
  Level 2 mage/mountebank spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell wipes the immediate short-term memory from the target creature(s). 
  Up to 1 minute of memories per 3 levels of the caster can be so erased. The 
  target(s) must be within 30’ of the caster, and must all be within a 20’ x 20’ 
  area; up to 4 targets may be so affected. The targets do get a saving throw 
  vs. spells; if there is only 1 target, he gets a -2 penalty on his save; if there are 
  2 targets, they get -1 penalties; 3 or 4 targets make their saving throws 
  normally. Note that this spell won’t negate the effects of other mind-altering 
  spells cast on the target during the time erased from memory, but it might make 
  the target forget who cast those spells in the first place! The spell can be 
  negated by means of a heal, restoration, or wish spell. 
   
  Freezing Sphere 
   
  Level 6 mage spell (evocation) 
  Requires: incantation, gestures, crystal/sapphire/diamond 
  Casting time: 36 seconds (6 segments) 
   
  This spell causes effects relating to cold, which can take one of three different 
  forms. The first is a small globe of intense cold; when immersed in water, the 
  globe will freeze the liquid up to 100 square feet per level of the caster 6 
  inches deep. The ice will last for 1 minute per experience level of the caster. 
  This form requires a thin sheet of crystal approximately 1 inch square.  
   
  The second form is a thin beam of intense cold, which emanates from the 
  caster’s hand and extends out 10’ per experience level. The beam will cause 
  any creature struck by it to take 4 hit points of cold damage (a successful 
  saving throw vs. spells indicates that the beam missed the target and no 
  damage is inflicted). Note that if the beam misses its intended target, it might 
  well hit another creature behind the first; this secondary target would also get 
  a saving throw, and so on until the maximum length of the beam is reached. 
  This form requires a white sapphire of at least 1,000 g.p. value. 
   
  The third form is that of a large hailstone (approximately the same size as a 
  sling stone). If thrown or launched by a sling, the hailstone will shatter, inflicting 
  3-24 hit points of cold damage to all creatures within a 10’ radius. All those 
  affected are entitled to a saving throw vs. spells; success indicates that only 
  one-half damage is inflicted. Note that if it is not somehow used as a projectile, 
  the hailstone will automatically detonate in 1 minute per level of the caster (or 
  less; the stone can be “timed” to go off in a particular number of minutes, as 
  long as it is less than or equal to the level of the caster). This form requires a 
  white diamond of at least 1,000 g.p. value. When the spell is cast, the material 
  component used is destroyed. 
   
  If cast underwater, the first effect will instantly create a block of solid ice some 
  50 cubic feet per level of the caster, centered on the caster himself! This sphere 
  will instantly shoot to the surface where it will float like an iceberg. If help is 
  not forthcoming, the caster will suffocate.   
   
  Fresh Air 
   
  Level 3 bard spell (alteration) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell will create a zone of fresh breathable air in a 20’ radius around the 
  caster for as long as he continues the incantation, plus 1 minute per level. In 
  this zone, no sort of poison gas will be effective.  
   
  This spell cannot be cast underwater.  
   
  Freshen (Curdle) 
   
  Mage/illusionist/savant cantrip (enchantment) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip will refresh vegetables and plants, foodstuffs, milk, etc. 
  Unfortunately the effect will only last for an hour, but during that time flowers 
  will lose any wilting, cheese will become fresh, meat will lose a slight taint of 
  spoilage, etc. It can only be used on a single object of modest size; a single 
  cask, crate, bag, etc. of food. The reverse of the cantrip, curdle, will curdle 
  
  Spell Descriptions - Friends 
  168 
  milk, hasten the spoilage of food and drink, wilt flowers and vegetables, etc. 
  It will not cause food poisoning, however.  
   
  Friends 
   
  Level 1 bard/mage/mountebank spell (enchantment/charm) 
  Requires: incantation, gestures, chalk or flour, lampblack or soot, vermilion 
  Casting time: 6 seconds (1 segment) 
   
  This spell requires all creatures within 10’ plus 10’ per level of the caster to 
  make a saving throw vs. spells. Those who fail their saving throw will see the 
  caster as having 2-8 more points of charisma than he actually does, and will 
  desire to ingratiate themselves with him and give him aid and friendship. Those 
  who are successful in their saving throws will see the caster as having 1-4 
  points of charisma less than he actually does, and will distrust and dislike him. 
  The effect lasts for 1 minute per level of the caster. The spell requires that the 
  caster apply the chalk or flour, lampblack or soot, and vermilion to his face 
  before the spell is cast.  
   
  Fumble 
   
  Level 2 bard, level 4 mage/mountebank spell (enchantment/charm) 
  Requires: incantation, gestures, butter 
  Casting time: 24 seconds (4 segments) 
   
  This spell causes one creature to become incredibly ham-fisted and ungainly, 
  tripping, dropping weapons and other things, and generally bumbling around. 
  The target must be within 10’ per experience level of the caster, and the effect 
  will last for 1 minute per level. The affected creature is entitled to a saving 
  throw; a successful save indicates that the target is merely slowed (moving and 
  attacking at half the normal rate). Recovery from the effects of the spell (i.e., 
  picking up a dropped object or picking oneself up after falling) will require a 
  full minute to accomplish. The spell requires a bit of butter, which is destroyed 
  in the casting.  
   
  Gale 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell brings into being a sudden burst of very strong wind, a number of 
  miles per hour in strength equal to the caster’s level plus 30. At sea, this will 
  wreck the sails of most ships, snapping the mast of a normal sailing ship 25% 
  of the time. On the ground, this will have the effect of forming a cone some 
  120 yards long and 60’ wide at the base, aimed from the caster in a direction 
  of his choosing; creatures within that area will be blown back 2d12 feet and 
  suffer 4d6 h.p. of damage. Creatures with less than 1d8 hit dice will be slain 
  automatically. In the air, this will cause 5d6 h.p. of damage to all flying 
  creatures, who will be blown back 4d12 yards and sent crashing to the 
  ground. The gale itself will last only a minute or so.  
   
  Gate 
   
  Level 7 cleric, level 9 mage/savant spell (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to open up a doorway to another plane, with the 
  intention of bringing forth a powerful demon, devil, demigod, deity, etc. 
  Something will most definitely come through the gate, but the reaction the 
  caster will receive upon disturbing such a powerful being is dependent on the 
  circumstances. The gate can be made to appear up to 30’ away from the 
  caster. Casting this spell will age the caster by 5 years.  
   
  Gather (Spill) 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip allows the caster to gather up small objects into neat piles. For 
  instance, it can be used to stack up coins of various sizes, spilled nuts, etc. 
  Only a single type of object can be gathered, and all must be within an area 
  of 1 square yard. The reverse of this cantrip, spill, will cause a container to tip 
  over, causing whatever happens to be in it to spill out as long as there is no 
  secured lid upon it. Nothing larger than a gallon or so container can be so 
  spilled, and the magic will not work on any sort of magical container.  
   
  Gaze Reflection 
   
  Level 1 illusionist, level 2 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell creates a mirrored disk in front of the caster, which is capable of 
  reflecting back any gaze-type attack, such as that of a basilisk. The mirrored 
  disk will remain for 1 minute.  
   
  Geis 
   
  Level 6 mage spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell (pronounced “gesh”) enables the caster to impose upon some 
  creature (by touch) a powerful compulsion to undertake, or refrain from, some 
  action. The target of the geis must be conscious and intelligent, and is not 
  entitled to a saving throw. The exact nature of the geis is left to the caster, but 
  great care must be taken in its composition; if it is vague or otherwise 
  improperly formed, it will have no effect. A geis cannot be cast that compels 
  the victim to suicide or certain death, but nothing says that the object of the 
  geis cannot be dangerous (even very much so). For each week that the target 
  of the geis attempts to ignore or circumvent the compulsion or twist the meaning 
  of its words, it will lose 2 points of strength and must roll 1d4. On a roll of 1, 
  the target will die. (Once the victim is back to fulfilling the geis, his strength 
  will return at a rate of 2 points per week.) The geis can only be eliminated by 
  fulfilling its conditions, or by casting a wish spell. 
   
  Giant Insect (Shrink Insect) 
   
  Level 4 cleric spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 minute/hit die (see below) 
   
  This spell allows the caster to cause normal insects (not arachnids or other 
  insect-like creatures) to grow to giant size. The total number of hit dice that can 
  be created depends on the level of the caster: 
   
  Level of Caster 
  Total Hit Dice 
  7-9 
  3 
  10-11 
  4 
  12-13 
  5 
  14+ 
  6 
   
  Thus, a 13th level cleric could create a 5 HD giant fly, or two giant ants of 3 
  and 2 HD, etc. The casting time of the spell is 1 minute per total hit dice 
  created. If the creature created has as many or more hit dice than its listing in 
  the ADVENTURES DARK AND DEEP™ Bestiary, it will only do the damage listed 
  therein; if it has fewer hit dice, damage will be proportional. The number of 
  
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   169
  attacks will always be the same as those listed in the Bestiary. The caster only 
  has limited control over the giant insects; single-word commands are their limit, 
  and they will default to aggressive attack if left uncontrolled.  
   
  The reverse of the spell, shrink insect, will shrink otherwise giant insects to 
  smaller size, reducing them by 1 HD for every 4 levels of the caster, to a 
  maximum of 6 HD (1 h.p. is the lowest such a creature can be reduced to). As 
  with the other version of the spell, damage done is proportional to the hit die 
  total.  
   
  Giggle 
   
  Mage/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This spell causes the target to laugh involuntarily. The target must be within 10’ 
  of the caster, and is entitled to a saving throw. Success indicates the giggle is 
  but a quick chortle. If the saving throw is failed, the subject will laugh loudly 
  for a full 1-3 seconds. As with all other cantrips, this cannot be used to interfere 
  with spellcasting.  
   
  Glassee 
   
  Level 6 mage spell (alteration) 
  Requires: incantation, gestures, small piece of glass or crystal 
  Casting time: 1 minute 
   
  This spell allows the caster to cause an area some 2’x3’ to become transparent. 
  The thickness depends on the material to be affected; 4” of metal, 6’ of stone, 
  and 20’ of wood can be effectively turned into a window (although lead, gold, 
  and platinum are immune to the spell’s effect). The spell can be used once per 
  minute for a number of minutes equal to the level of the caster. Each time, the 
  caster has the following options: 
   
   
  The area is fully transparent or is only transparent when seen from 
  one direction (like a one-way window) 
   
  The area is transparent only to the caster or to all who see it 
   
  The spell requires a small piece of glass or crystal, which is destroyed as the 
  spell is cast. 
   
   
   
  Glassteel 
   
  Level 8 mage spell (alteration) 
  Requires: incantation, gestures, glass, steel 
  Casting time: 48 seconds (8 segments) 
   
  This spell will convert some piece of crystal or glass into a transparent object 
  with the strength of steel. Only 10 lbs. can be so transformed per level of the 
  caster. The spell requires small pieces of glass and steel, both of which are lost 
  as the spell is cast.  
   
  Globe of Invulnerability 
   
  Level 6 mage spell (abjuration) 
  Requires: incantation, gestures,  
  Casting time: 1 minute 
   
  This spell brings into being an invisible sphere some 10’ in diameter, centered 
  on the caster, which is proof against any spells of 1st - 4th level. No such spells 
  can penetrate the sphere from outside (and spells that have an area of effect 
  have no effect within the sphere). Spells of those levels can be cast out from 
  within the sphere without penalty, and spells of 5th or greater level ignore its 
  effects. A dispel magic spell will destroy the sphere. It will otherwise last for 1 
  minute per level of the caster.  
   
  Glyph of Warding 
   
  Level 3 cleric spell (evocation) 
  Requires: incantation, gestures, incense, powdered diamond 
  Casting time: 6 seconds (1 segment) plus 6 seconds (1 segment) per sq. ft. 
   
  This spell allows the caster to create an inscription designed to protect a portal, 
  passage, object, or other area. The caster creates a magical design which, 
  when activated by the passage or entrance of someone in the area protected 
  by the glyph, will activate. The caster can protect an area twenty-five square 
  feet per experience level; i.e., a 6th level caster can protect an area of 150 
  square feet. The glyph, once cast, is invisible. The exact nature of the effect 
  depends on the specific glyph that is used; the game master may have specific 
  glyphs designed for his campaign setting, and different glyphs are available 
  at different levels. Those who know the exact name of the glyph can gain safe 
  passage over the area by speaking the name aloud.  
   
  Generally, glyphs of warding allow the caster to cause 2 h.p. of damage per 
  his level, cause blindness or paralysis, or even drain levels; the game master 
  should use the appropriate clerical spells to determine the exact effects and 
  level required to cast the glyph.  
   
  Those triggering the glyph are entitled to a saving throw; if the glyph is 
  designed to cause damage, a successful save will cause only half damage. If 
  the effect is all-or-nothing (such as blindness or paralysis), a successful saving 
  throw will negate the effect.  
   
  The spell requires the caster to trace the form of the glyph with incense. If the 
  area to be warded is greater than 50 square feet, 2,000 g.p. worth of 
  powdered diamond must be sprinkled about the area. The spell will last until 
  the glyph is either triggered or dispelled (whether by magic such as dispel 
  magic or by a thief successfully using his remove traps skill).  
   
  
  Spell Descriptions - Gnats 
  170 
  Gnats 
   
  Mage/illusionist/savant cantrip (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip summons a small swarm of gnats to fly around the head of a target 
  creature not more than 10’ distant. If the target fails a saving throw vs. spells, 
  he will be distracted by the cloud for 6-24 seconds (1d4 segments). Like all 
  cantrips, this cannot be used to interrupt spellcasting.  
   
  This spell cannot be cast underwater.  
   
  Golem 
   
  Level 5 cleric spell (enchantment/charm) 
  Requires: incantation, gestures, golem figure 
  Casting time: 48 seconds (8 segments) 
   
  This spell enables the caster to create a lesser golem (see the ADVENTURES DARK 
  AND DEEP™ Bestiary for more information on the specific golem types). The type 
  of lesser golem that can be made depends on the level of the caster: 
   
  TABLE 281: GOLEM 
  Experience Level 
  Type of Golem 
  9th level 
  straw golem 
  11th level 
  rope golem 
  13th level 
  leather golem 
  15th level 
  wood golem 
   
  The spell requires that the golem be formed of the appropriate material 
  (approximately man-sized and shaped, between 3’ and 7’ tall) and then have 
  a prayer spell cast upon it (see p. 199 for details).  
   
  Goodberry (Badberry) 
   
  Level 2 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol, fresh berries 
  Casting time: 1 minute 
   
  This spell allows the caster to transform 2d4 freshly-picked raspberries, 
  blueberries, lingonberries, strawberries, etc., into goodberries. Goodberries 
  are able to sustain an individual as if they had eaten and entire meal, and will 
  heal 1 hit point of damage, but will not cure disease or otherwise cure or heal. 
  The reverse of the spell, badberry, will make 2d4 rotten and putrid berries 
  appear fresh and wholesome, but they will inflict 1 hit point of poison damage 
  if eaten (no saving throw is allowed). Goodberries or badberries can be 
  detected by the any druid of 3rd level or greater, or by a detect magic spell. 
  They will retain their dweomer for 1 day plus 1 day per experience level of 
  the caster.  
   
  Grasping Hand 
   
  Level 7 mage spell (evocation) 
  Requires: incantation, gestures, glove 
  Casting time: 42 seconds (7 segments) 
   
  This spell calls into being a magical appendage that appears between the 
  caster and one other chosen creature. The hand can be placed up to 10’ 
  distant per level of the caster, and will last for 1 minute per level. No matter 
  how quickly or hard the chosen creature tries, it will not be able to get around 
  the hand. The hand is able to push away or hold motionless creatures weighing 
  1,000 lbs. or less, will slow to 10’ per minute creatures weighing between 
  1,000 and 4,000 lbs., and will reduce to half speed those creatures weighing 
  more than 4,000 lbs. Creatures weighing more than 16,000 lbs. are 
  unaffected by the hand. The hand will take as many hit points of damage to 
  destroy as the caster has. The spell requires a single glove to cast, which is 
  destroyed as the spell takes effect.  
   
  Grease 
   
  Level 1 mage spell (evocation) 
  Requires: incantation, gestures, fat 
  Casting time: 6 seconds (1 segment) 
   
  This spell causes a thick slippery substance to appear on a section of floor, a 
  ladder, covering a rope, etc. The area can be a maximum of 1 square foot 
  per level of the caster, and must be within 10’. If someone attempts to cross 
  an area that has been greased, they must make a saving throw vs. petrification 
  or slip and fall. The spell can be cast upon something like a sword hilt, magic 
  wand, etc. If so, the handler of the object is entitled to a saving throw vs. spells. 
  Success indicates that the spell has no effect. The wielder is then entitled to 
  another saving throw vs. petrification, to see if they drop the object. Success 
  indicates the object is firmly gripped and no further saving throws are required. 
  The spell requires a bit of fat (or some other slippery, greasy substance), which 
  is lost as the spell is cast.  
   
  Greater Morphing 
   
  Level 3 jester spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  By means of this spell the jester is able to effect a minor alteration in the 
  physical appearance of another creature within 30’; the target is entitled to a 
  saving throw vs. spells. The caster could, for instance, cause leaves to grow 
  on the target, change its skin color, cause it to sprout horns, or turn its ears into 
  those of a donkey. It is not possible to change its appearance into that of 
  another specific person (i.e., one could not use it to disguise someone as 
  someone else), or to change their racial appearance (i.e., turn someone into 
  a half-orc). Height and weight can be changed by up to 25% greater or lesser. 
  It cannot be used to grant (or remove) any special powers such as flight, 
  underwater breathing, etc. A remove curse or dispel magic spell will cancel 
  the effect. The spell lasts for 24 hours. 
   
  Groan 
   
  Mage/illusionist cantrip (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip will generate a despairing groan somewhere within 10’ of the 
  caster. Those hearing the groan are entitled to a saving throw vs. spells; 
  success indicates that they don’t hear the illusionary groan. The groan can be 
  made to come from within a barrel, under a bed, etc.  
   
  Grounding 
   
  Level 6 mystic spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to imbue himself, or someone touched, with a 
  grounding energy that instills calmness and clear-headedness. This has the 
  effect of rendering the recipient immune to all fear effects, enchantment and 
  charm type spells, and insanity (unless already insane; this spell is preventative, 
  not curative, in nature). In addition, it provides a +2 bonus to all attempts to 
  disbelieve illusions. It lasts for 10 rounds plus one round per level of the caster.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   171
  Guards and Wards 
   
  Level 6 mage spell (evocation, alteration, enchantment/charm) 
  Requires: incantation, gestures, incense, sulfur, oil, knotted string, umber hulk 
  blood, small silver rod 
  Casting time: 30 minutes 
   
  This spell is most effective in helping to protect a mage’s stronghold against 
  intruders, and consists of a number of spell effects (see the entries for the 
  particular spells in question for details). The spell lasts for 1 hour per 
  experience level of the caster, and affects a sphere 10’ in radius plus 10’ per 
  level of the caster. Within that area of effect, the following conditions prevail: 
   
   
  A fine mist fills all corridors, reducing visibility to 10’ 
   
  All doors in the area are wizard locked 
   
  One door per level of the caster is concealed by an illusion, making 
  it appear as a plain wall 
   
  All stairs in the area are filled with webs (as per the spell) 
   
  At all intersections, there is a 50% chance that creatures will believe 
  themselves to be traveling in the wrong direction 
   
  The entire area will radiate magic if detected for 
   
  The caster may choose from one of the following additional effects 
  within the radius affected by the spell: 
   
  Dancing lights in 4 passages 
   
  Magic mouth in 2 locations 
   
  Stinking cloud in 2 locations 
   
  Gust of wind in 1 location 
   
  Suggestion in 1 location 
   
  The spell requires burning incense, a pinch of sulfur and oil, a knotted string, 
  a drop of blood from an umber hulk, and a small rod of silver. All components 
  will disappear as the spell is cast.  
   
  This spell cannot be cast underwater.  
   
  Gust of Wind 
   
  Level 2 bard/jester, level 3 mage spell (alteration) 
  Requires: incantation, gestures, legume seed 
  Casting time: 18 seconds (3 segments) 
   
  This spell creates a strong gust of air in the direction that the caster is facing. 
  The gust will travel for 10’ per experience level of the caster, and will put out 
  small open flames such as candles and torches. Lanterns have a chance equal 
  to 5% per level of the caster of also being put out. Large flames will be fanned 
  1-6’ in the direction of the gust, and have an effect on flying creatures flying 
  into the gust, depending on their size: 
   
  TABLE 282: GUST OF WIND 
  Size 
  Effect 
  Small 
  Forced back 10-60’ 
  Medium 
  Held in place 
  Large 
  Movement speed halved 
   
  The legume seed is destroyed in the casting of the spell.  
   
  This spell cannot be cast underwater.  
   
  Hallucinatory Forest (Dispel Hallucinatory Forest) 
   
  Level 4 bard/druid spell (illusion/phantasm) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to create a perfect illusion of a wooded area, 
  covering one square per level of the caster 120’ on a side (thus, a 10th level 
  druid casting this spell could create the illusion of a forest consisting of 10 
  120’ squares). It can be cast on a point up to 240’ away from the caster. The 
  illusion is easily and automatically seen for what it is by other druids and sylvan 
  creatures such as tree men, centaurs, green dragons, etc. The forest will remain 
  forever, unless dispelled by the reverse of the spell, dispel hallucinatory forest, 
  or a dispel magic spell.  
   
  Hallucinatory Terrain 
   
  Level 3 illusionist, level 4 mage spell (illusion/phantasm) 
  Requires: incantation, gestures, stone, twig, leaf/grass blade 
  Casting time: 5/10 minutes 
   
  This spell allows the caster to hide the actual nature of a given piece of territory, 
  substituting whatever sort of terrain he wishes. By means of this spell, a hill 
  could be made to appear as a lake, a forest as a field, a road as a stream, a 
  cliff as a gentle grade, etc. The area affected depends on the experience level 
  of the caster; one 30’ x 30’ square per level if the caster is a mage (thus, an 
  11th level mage could affect 11 such squares, as long as the area was 
  contiguous), or 40’x40’ if the caster is an illusionist, up to 60’ away from the 
  caster per his level of experience. The spell will take an illusionist 5 minutes to 
  cast, and a mage 10. It will last until a dispel magic or dispel illusion spell is 
  cast on the area, or until the area itself is entered by an intelligent creature.  
   
  Haste 
   
  Level 3 bard/mage spell (alteration) 
  Requires: incantation, gestures, licorice root 
  Casting time: 18 seconds (3 segments) 
   
  This spell will double the movement speed and attack speed of up to one 
  creature per experience level of the caster. (Thus, creatures affected by the 
  spell will get two attacks per round, where they would ordinarily only get one, 
  etc.). All the affected creatures must be within a 40’x40’ area. The spell lasts 
  for three minutes plus one minute per level of the caster. Creatures affected by 
  the spell will not be able to cast spells twice as quickly, however. It will also 
  negate a slow spell. Creatures under the influence of a haste spell will age 1 
  year due to the strain it puts on the body.  
   
  Haunting Dream 
   
  Level 1 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to plant a seed in the mind of those who hear; all 
  those within 60’ when the spell is cast, and who can understand the language 
  of the caster, must make a saving throw vs. spells. Failure indicates they will 
  have a haunting dream that night. For each listener, the subconscious will 
  create a nightmarish vision that will haunt the victim in the hours after he 
  awakens (1 hour per level of the caster of the haunting dream spell). The exact 
  effects of the haunting dream are determined randomly for each listener: 
   
  
  Spell Descriptions - Haze 
  172 
  TABLE 283: HAUNTING DREAM 
  Die Roll (d10) 
  Effect 
  1 
  -1 “to hit” in melee 
  2 
  -1 “to hit” using missile weapons 
  3 
  -1 to all saving throws vs. poison 
  4 
  -5% to all verbal patter abilities (re-
  roll if not applicable) 
  5 
  +1 to armor class 
  6 
  All spells do -1 h.p. of damage per 
  die (re-roll if not applicable) 
  7 
  -5% to all reaction adjustments 
  8 
  -1 penalty to all surprise rolls 
  9 
  +1 penalty to all initiative rolls 
  10 
  -5% to all thieving abilities (re-roll if 
  not applicable) 
   
  Haze 
   
  Illusionist cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip causes the air in a 10’ radius around the caster to become thick 
  with haze for 1 minute. During this time, any creatures attempting to hit a target 
  within that area will have a -1 penalty “to hit”, and those classes with “hide in 
  shadows” abilities have a 5% bonus to their attempt. A strong breeze, rain, 
  etc. will prevent the effect from functioning. 
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Heal (Harm) 
   
  Level 6 cleric, level 7 mystic spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to cure most wounds, diseases, and the effects of 
  several malefic spells. The creature touched will have all hit points restored 
  except 1-4. Blindness and disease are cured by the heal spell, and it will 
  negate the effects of a feeblemind spell. The target must be physically touched 
  for the spell to be effective; a non-material creature, one that is ethereal, etc. 
  will not be affected. Similarly, those creatures that can only be damaged by 
  magical, iron, or silver weapons cannot be cured using this spell, either. 
   
  The reverse of the spell, harm, causes the creature touched to immediately 
  suffer from a wasting disease that strips away all hit points except for 1-4 (this 
  damage may, of course, be healed by the normal processes of magical healing 
  or rest).  
   
  Healing Sleep 
   
  Level 2 bard spell (necromantic) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to enable his companions, or anyone else within a 
  30’ radius, to enter into a particularly helpful and healing sleep. It does not 
  induce sleep itself, but once the listener falls asleep himself, he will heal wounds 
  at twice the normal rate (as long as sleep comes within 2 hours of hearing the 
  spell). The doubling effect does not apply to magical healing, of course, but 
  even if someone is only able to rest 8 hours (rather than the full day’s rest that 
  is normally required), they will still regain a hit point that has been lost.  
   
  Heat Metal (Chill Metal) 
   
  Level 2 druid spell (alteration) 
  Requires: incantation, gestures, holy item 
  Casting time: 24 seconds (4 segments) 
   
  This spell enables the caster to cause iron-based metal (iron, steel, etc.) to 
  become damagingly hot. The caster can affect 50 pounds of metal per 
  experience level (approximately equal to the arms and armor born by a 
  human). The effect of the spell starts slow, gradually gets more intense, then 
  cools off: 
   
  TABLE 284: HEAT METAL 
  Time After 
  Casting 
  Temperature 
  Damage 
  Disables 
  1 minute 
  Very warm 
  n/a 
  n/a 
  2 minutes 
  Hot 
  1-4 h.p. 
  n/a 
  3 minutes 
  Searing 
  2-8 h.p. 
  Hands, feet (2-8  
  4 minutes 
  Searing 
  2-8 h.p. 
  days), head 
  (unconscious 10-40 
  min.), body 1-4 days 
  5 minutes 
  Searing 
  2-8 h.p. 
  6 minutes 
  Hot 
  1-4 h.p. 
  n/a 
  7 minutes 
  Very warm 
  n/a 
  n/a 
   
  Searing temperatures will cause leather, cloth, paper, etc., to smolder and 
  burst into flame. The spell can be negated by magic resistance to fire and heat, 
  immersion in snow or water, an ice storm spell, etc. 
   
  The reverse of the spell, chill metal, will naturally counteract the heat metal 
  spell, or can be used to inflict the following damage on armor-wearing targets: 
   
  TABLE 285: CHILL METAL 
  Time After 
  Casting 
  Temperature 
  Damage 
  Disables 
  1 minute 
  Cold 
  n/a 
  n/a 
  2 minutes 
  Icy 
  1-2 h.p. 
  n/a 
  3 minutes 
  Freezing 
  1-4 h.p. 
  Frostbite on  
  4 minutes 
  Freezing 
  1-4 h.p. 
  fingers, toes,  
  5 minutes 
  Freezing 
  1-4 h.p. 
  noses, ears 
  6 minutes 
  Icy 
  1-2 h.p. 
  n/a 
  7 minutes 
  Cold 
  n/a 
  n/a 
   
  Chill metal can be thwarted by standing next to a large fire or other source of 
  intense heat.  
   
  This spell cannot be cast underwater, but the reverse, chill metal, can be. 
   
  Heroes’ Feast 
   
  Level 6 cleric spell (evocation) 
  Requires: incantation, gestures, holy symbol, royal bee jelly 
  Casting time: 10 minutes 
   
  This spell calls into existence a glorious feast, complete with table, and chairs, 
  fine plate, linen, and of course food and drink. Enough is created for one 
  person per level of the caster. The feast takes an entire hour to consume, and 
  the effects will be felt one hour after that (any interruption ruins the spell’s 
  effects). Anyone partaking of the feast will enjoy the following benefits: 
   
   
  all diseases cured 
   
  immune to all poisons for 12 hours 
   
  1d4+4 h.p. healed 
   
  bless spell (see p. 130) for 12 hours 
   
  immune to fear, hopelessness, and panic for 12 hours 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   173
  Hide 
   
  Mage/illusionist/savant cantrip (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This spell will cast a temporary and limited form of invisibility upon one object, 
  rendering it unseen by those creatures in front of the caster (but sounds, smells, 
  touch, etc., are unaffected, and anyone behind or to the sides of the caster will 
  still see the object that he has hidden). The duration depends on the size of the 
  object: 
   
  TABLE 286: HIDE 
  Size (cubic yards) 
  Duration (minutes) 
  2 
  10 
  4 
  9 
  6 
  8 
  8 
  7 
  Etc. 
   
  Any object over 22 cubic yards in volume will disappear for only a few 
  seconds, while anything over 38 cubic yards will only flash in and out of sight 
  in the wink of an eye. 
   
  Hide in Plain Sight 
   
  Level 3 jester spell (enchantment/charm) 
  Requires: incantation, gestures, flour 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes a single object (9 cubic feet maximum) to be completely 
  ignored by anyone looking for it. That is, it is not invisible, but rather those 
  seeing it simply take no notice of it. It can be cast upon a living being, but if 
  that being moves more than 10’ per round, the effect is disrupted. The spell 
  lasts for 10 minutes per level of the caster. The material component is a pinch 
  of flour, which the caster must sprinkle on the object to be hidden.  
   
  Hideous Laughter 
   
  Level 2 mage, level 3 jester spell (evocation) 
  Requires: incantation, gestures, tort, feather, paddle 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes some creature to fall into a fit of uncontrollable laughter. By 
  the round following the round in which it is cast, the creature will be laughing 
  so hysterically that it will be virtually helpless. The entire course of the spell is 
  thus: 
   
  TABLE 287: HIDEOUS LAUGHTER 
  Round 
  Effect 
  1 (spell is cast) 
  Slight tingling 
  2 
  Collapse in paroxysms of laughter 
  3 - 4 
  Recovering; -2 strength or -2 “to 
  hit” and damage 
  5 
  None 
   
  The target creature must be within 50’ of the caster, and is entitled to a saving 
  throw vs. spells; success indicates the spell has no effect. Creatures with an 
  intelligence score less than 4 are unaffected, while those with intelligence 4-8 
  get a -6 penalty to their saving throw, 9-12 intelligence save at -4, 13-15 get 
  a -2 penalty, and those with an intelligence of 16 or higher save as normal.  
   
  The spell requires a small tort, a feather, and a small wooden paddle, all of 
  which are lost as the spell is cast.  
   
  Hold Animal 
   
  Level 3 druid spell (enchantment/charm) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to cause up to four animals to become absolutely 
  motionless. Only animals can be affected (even giant ones, such as giant 
  eagles); “monsters” such as centaurs and manticores are not affected. The 
  animals must be within 80’ of the caster, and will remain held for 2 minutes 
  per level of the caster. The targets are allowed a saving throw vs. spells (with 
  a -4 penalty to the die if only one creature is targeted, -3 if two creatures, and 
  -2 if three creatures); if the save is made, the spell is ineffective. There is a limit 
  on the total body weight of the creatures that can be affected: for mammals, 
  400 pounds per level of the caster, and for non-mammals (reptiles, insects, 
  etc.) 100 pounds per level. 
   
  Hold Elemental 
   
  Level 4 druid/savant, 6 mage spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds 
   
  This spell allows the caster to hold immobile one creature native to the 
  elemental, quasi-elemental, or meta-elemental planes within 5’ per level of the 
  caster. The target must be visible to the caster, and is entitled to a saving throw 
  vs. spells. The spell will last for 1 minute per level of the caster.  
   
  Hold Monster 
   
  Level 5 mage spell (enchantment/charm) 
  Requires: incantation, gestures, small metal bars 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to hold immobile up to four creatures within 5’ per 
  level of the caster. The targets must be visible to the caster, and are entitled to 
  a saving throw vs. spells. If only a single creature is held, it makes its saving 
  throw at a -3 penalty, if three are held, they save at a -2 penalty, if two 
  creatures are targeted the penalty is -1, and if four creatures are to be affected 
  by the spell, they get a saving throw with no penalty. The spell will last for 1 
  minute per level of the caster. It requires one small metal bar per creature 
  affected; these bars can be as small as an inch or two in length, but must be 
  of some hard metal.  
   
   
   
  
  Spell Descriptions - Hold Person 
  174 
  Hold Person 
   
  Level 2 cleric, level 3 mage spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  The hold person spell enables the caster to magically hold in place, completely 
  frozen and unable to move, up to three human or humanoid creatures, for four 
  minutes plus one minute per level of the caster. The targets must be within 60’ 
  of the caster, and each gets a saving throw vs. spells. If only two creatures are 
  targeted, each gets a -1 penalty on their saving throw. If a single creature is 
  the target, its saving throw is made at a penalty of -2. A successful saving 
  throw means the spell is ineffectual for the individual concerned. The spell will 
  effect humans, demihumans (elves, dwarves, etc.), humanoids (orcs, goblins, 
  etc.), and other creatures noted as persons for purposes of this spell in the 
  ADVENTURES DARK AND DEEP™ Bestiary. If the spell is somehow only partially 
  effective (as with a ring of spell turning), it will function as a slow spell.  
   
  Hold Plant 
   
  Level 4 druid spell (enchantment charm) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to remove any sort of ambulatory ability from a 
  plant, fungus, slime, mold, etc.; thus vegepygmies, shambling mounds, 
  shriekers, green slime, etc., are all affected by the spell. The spell prevents all 
  movement, sound, growth, and attacks. The effect will last one minute per level 
  of the caster. The spell has a range of 80’, and can be cast on up to 4 
  individual plants or plant-based creatures, or 16 square yards of small plants 
  and mold. The plants are entitled to a saving throw; if only 3 plants (or 12 
  square yards) are targeted, they get a -1 penalty on their saving throw. If 2 
  plants (or 8 square yards) are targeted, they get a -2 penalty. If only 1 plant 
  (or 1 square yard) is targeted, the targeted plants get a -4 penalty to their 
  saving throw.  
   
  Hold Portal 
   
  Level 1 mage spell (alteration) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell will cause any doors, gates, shutters, etc., within the area of effect 
  to hold fast as if they were locked and barred. The spell affects all portals 
  within an area 80 square feet per level of the caster, as long as they are within 
  20’ per level of the caster. The effect lasts for 1 minute per level of the caster. 
  Such held portals can still be destroyed through normal means, of course, and 
  the magic will be ineffectual against extra-planar creatures (angels, devils, 
  etc.), other mages four or more experience levels higher than the caster (who 
  can open the portal without resort to any sort of spell on their part), or a knock 
  or dispel magic spell. 
   
  Holy Symbol 
   
  Level 2 cleric spell (conjuration/summoning) 
  Requires: incantation, gestures, religious symbol 
  Casting time: 10 minutes 
   
  This spell allows the caster to turn an ordinary religious symbol of his faith into 
  a holy symbol suitable for use in spellcasting, turning undead, etc. The religious 
  symbol must, of course, be of the appropriate shape and materials; not just 
  any stick or stone will do. The effect is permanent.  
   
  Holy Vestment 
   
  Level 3 cleric spell (alteration) 
  Requires: incantation, gestures, clothing to be enchanted, holy symbol 
  Casting time: 1 minute 
   
  This spell allows the caster to create a holy aura upon his clothing, making it 
  function as if it were armor, as long as the caster is on ground that has been 
  consecrated to his deity or religion (see p. 133 for details), for up to 6 minutes 
  per level of the caster. The holy vestment will function as chain mail armor in 
  terms of protection, but movement rate, encumbrance, and armor type will not 
  change. If no other magical protection is worn (rings of protection, etc.) the 
  magical vestment will also provide an enchanted bonus to armor class of +1 
  per 4 levels of the caster, to a maximum bonus of +4. Neither the caster’s 
  vestments nor his holy symbol are destroyed by the casting of the spell.  
   
  Holy Word (Unholy Word) 
   
  Level 7 cleric/mystic spell (conjuration/summoning) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to channel the power of his deity into a single word 
  of power that is heard by all creatures within 60’ of the caster. The holy word 
  will force evil creatures of an otherworldly nature to return instantly to their 
  plane of origin. Regular creatures will also be affected by the holy word as 
  follows: 
   
  TABLE 288: HOLY WORD 
  Level/hit dice 
  Effect 
  1-3 
  Death 
  4-7 
  Paralyzed 10-40 minutes 
  8-11 
  Stunned 2-8 minutes; move at half rate, -4 “to hit”, 
  cannot cast spells 
  12+ 
  Deafened 1-4 minutes; move at three-quarters speed, -
  2 “to hit”, spells have 50% chance of failure 
   
  The reverse of the spell, unholy word, functions exactly as the original, except 
  creatures of good alignment from the other planes are driven away.  
   
  Hypnotic Pattern 
   
  Level 2 illusionist/savant/mountebank, level 4 mystic spell (illusion/ 
  phantasm) 
  Requires: gestures, incense/phosphorescent rod 
  Casting time: 12 seconds (2 segments) 
   
  This spell will create an intricate glowing pattern which will have the effect of 
  mesmerizing up to a total of 24 hit dice worth of creatures, as long as they are 
  all within a 30’x30’ area around the caster. Each individual is entitled to a 
  saving throw vs. spells; success indicates the hypnotic pattern has no effect. 
  The effect will last as long as the caster can keep creating it in the air by 
  carefully waving either a stick of incense or a crystal rod filled with some sort 
  of phosphorescence (special lichens, glowworm essence, etc.).  
   
  Hypnotism 
   
  Level 1 illusionist spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to so entrance up to 6 creatures as to make them 
  susceptible to a hypnotic suggestion. The listener, of course, must be able to 
  understand what is being said. The listener gets a saving throw vs. spells to 
  resist falling into the hypnotic trance. The hypnotic suggestion can never be 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   175
  obviously harmful, deadly, or against the interests of the hearer, but (for 
  instance) a suggestion that a giant agree to a truce to help an adventuring 
  party attack a nearby orc lair, with the giant getting a share of the loot, is 
  certainly within the bounds of the spell. A maximum of two short sentences can 
  be used to make the suggestion. If successful, the hypnotic suggestion will 
  remain in force for 1 hour plus 1 hour per level of the caster.  
   
  Ice Storm 
   
  Level 4 mage spell (evocation) 
  Requires: incantation, gestures, dust, water 
  Casting time: 24 seconds (4 segments) 
   
  This spell can take one of two forms. The first, hail storm, will cause large hail 
  stones to shower down on an area 40’ in diameter, causing 3d10 hit points 
  of damage to all creatures in the area. The second, ice storm, will cause a 
  thick storm of sleet in an area 80’ in diameter, blinding any creatures in the 
  area and slowing movement by 50%, as well as causing any creatures 
  attempting to move to slip and fall 50% of the time. Both forms of the spell can 
  be centered on a point up to 10’ from the caster per his experience level, and 
  will last for but a single minute. The spell requires a pinch of dust and a few 
  water drops.  
   
  If cast underwater, only the hail storm will have any effect, but it will do 1d10 
  h.p. of damage to creatures in the area of effect.  
   
  Identify 
   
  Level 1 mage/savant spell (divination) 
  Requires: incantation, gestures, pearl, owl feather, miniature carp 
  Casting time: 10 minutes 
   
  This spell allows the caster to handle an object so that he may sense what if 
  any magical powers it possesses. The object must be “properly” held (i.e., a 
  cap must be worn on the head, a sword held in the hand, boots worn on the 
  feet, etc.), and can only be in the caster’s possession for a maximum of one 
  hour per his experience level; any longer and the vibrations of the object will 
  become too muddled with those of the caster for the spell to impart any useful 
  information. The spell lasts for 6 seconds (1 segment) per level of the caster; 
  every 6 seconds (1 segment) that the item is held, there is a 15% chance +5% 
  per level of the caster that one of the magical properties of the item can become 
  known. If this roll is successful, the caster must make a saving throw vs. spells. 
  If successful, he will learn the nature of the property in question. If he fails by 
  1 point, he will learn a false property. Charges in wands and the like will be 
  learned within 25% of the true number. If the object has no actual magical 
  properties, this spell can detect that as well. Once the spell is completed, the 
  caster loses 8 points of constitution, which are regained at a rate of 1 per 
  hour. If the loss of constitution brings the caster below a score of 3, he falls 
  unconscious for 24 hours. Casting the spell requires a 100 g.p. pearl and an 
  owl feather, which are destroyed as the spell is cast, and a live miniature carp 
  which is swallowed during the casting of the spell. If a luckstone is added (and 
  destroyed) to the casting, the chance of success increases by 25%, and the 
  caster gets a bonus of +4 to his saving throws associated with the spell.  
   
  Ignore 
   
  Level 2 jester spell (enchantment/charm) 
  Requires: incantation, gestures, bread 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the jester to cause a single creature to ignore a single object. 
  The creature will act as if the object does not exist, and will completely forget 
  about it as well, for 10 minutes per level of the caster. The object must be 
  within 30’ of the caster. It is possible, of course, for the creature affected to 
  accidentally damage or destroy the ignored object while he or she is so 
  enchanted. The target creature gets a standard saving throw vs. spells; the 
  ignored object does not get a separate save. The material component of this 
  spell is a piece of bread. 
   
  Illuminate 
   
  Savant cantrip (evocation) 
  Requires: incantation, gestures, crystal 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to cause a single piece of clear crystal (no more 
  than 1” in diameter) to glow with a light sufficient to read by, but little else. 
  The light will remain in effect for 10 minutes plus 1 minute per level of the 
  caster. The crystal must be in the caster’s hand at the time the spell is cast, but 
  may be re-used.  
   
  Illusionary Script 
   
  Level 3 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, lead-based ink 
  Casting time: special (see spell description) 
   
  This spell allows the caster to encode a given piece of writing, making it 
  appear to be some foreign or otherwise indecipherable writing to anyone 
  except the person or persons whom the caster specifies. The intended reader(s) 
  can be as specific a single individual or as generalized as an entire class or 
  race, or anything in between. Any illusionist who sees the illusionary script will 
  recognize it for what it is (but may not be able to decipher it). Anyone else 
  attempting to read the script will be struck as if by a confusion spell (see p. 
  140) for 50-200 minutes (5d4x10) minus 10 minutes for every level of 
  experience. The spell requires a vial of special lead-based ink, which must be 
  obtained from an alchemist, costing 100 g.p. per dose.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Illusionary Trap 
   
  Level 2 mage spell (illusion/phantasm) 
  Requires: incantation, gestures, iron pyrite 
  Casting time: 3 minutes 
   
  This spell creates the illusion that a mechanical trap is set on some small device 
  such as a lock, hinge, loose flagstone, etc. If someone with the ability to detect 
  traps attempts to do so (such as a thief) on the object so enchanted, he is 80% 
  likely to detect the illusionary trap, minus 4% per experience level. If he then 
  attempts to remove the trap, he will believe himself to have succeeded only 
  20% of the time, plus 4% per experience level. The spell does not create any 
  actual effects; its purpose is only to waste time and confuse. Only one such 
  trap may be placed within 50’ of any other. The spell requires that a piece of 
  iron pyrite (aka “fool’s gold”) be touched to the item to be affected. The iron 
  pyrite does not disappear when the spell is cast.  
   
  Imbue With Spell Ability 
   
  Level 4 cleric spell (alteration) 
  Requires: incantation, gestures, holy symbol, symbol of target’s profession 
  Casting time: 10 minutes 
   
  This spell allows the caster to touch and thus temporarily grant some other non-
  spellcaster the ability to cast a limited number of clerical spells. The recipient 
  must have at least 1 hit die, a wisdom score of 9, and cannot have any sort of 
  spellcasting ability already. The caster must have already memorized the 
  spell(s) the target is to be imbued with, which are then lost to the caster, who 
  may not re-memorize them afterwards (the spell “slots” are lost until the target 
  
  Spell Descriptions - Imprisonment (Freedom) 
  176 
  casts the spells he has been imbued with). The number and level of the spells 
  with which the target can be imbued depends on his level:  
   
  Target Level/Hit Dice 
  Spells That Can be Imbued 
  1 
  1x1st level 
  3 
  2x1st level 
  5 
  2x1st level, 1x2nd level 
   
  The spell(s) are treated normally in terms of casting time, components, etc. The 
  caster imbuing someone else with spell ability must have a symbol of their 
  profession (a lock pick for a thief, a sword for a fighter, etc.), which is 
  destroyed as the spell is cast.  
   
  Imprisonment (Freedom) 
   
  Level 9 mage spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 54 seconds (9 segments) 
   
  This spell allows the caster to place some enemy into a state of suspension, 
  who is then transported to a cyst far beneath the surface of the earth, there to 
  remain for eternity or until the reverse of the spell is used to free him. The name 
  and background of the victim must be known to the caster, who must be 
  touched by the caster, and the nature of the imprisoning cyst is such that no 
  form of divination will reveal its location or the location of its occupant. The 
  reverse of the spell, freedom, is used solely to undo the effects of the 
  imprisonment spell; it must be cast at the exact spot that the original 
  imprisonment spell was cast, and the name and background of the victim must 
  be known. If the would-be freer is not precise in his description, there is a 10% 
  chance that 1d100 other creatures, characters, etc., will be freed as well!  
   
  Improved Fear 
   
  Level 5 bard spell (illusion/phantasm) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell creates a wave of panic and fear that radiates out from the caster in 
  a bubble some 60’ in radius. All creatures within the area of effect are entitled 
  to a saving throw vs. spells; those that fail the saving throw will flee in blind 
  panic for a number of minutes equal to the experience level of the caster, and 
  have a 65% chance of dropping any items carried minus 5% per level/hit 
  dice.  
   
   
   
   
  Improved Invisibility 
   
  Level 4 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell functions in many ways like the regular spell invisibility (see p. 178), 
  but the creature that is made invisible is able to attack and cast spells without 
  giving up his invisibility. The spell will last for 4 minutes plus 1 round per level 
  of the caster, and will affect a single creature touched by the caster. While 
  invisible, the creature can be attacked, but at a -4 on all enemies’ rolls “to hit”, 
  and with a bonus of +4 to all saving throws.  
   
  Improved Phantasmal Force 
   
  Level 2 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, fleece 
  Casting time: 12 seconds (2 segments) 
   
  As the name implies, this spell is a more robust version of the phantasmal force 
  spell (see p. 195). This spell creates a visible illusion that is so convincing that 
  creatures believing it to be real will suffer actual damage from it, if 
  appropriate. Any image desired by the caster can be created, and the image 
  can move and react and make some sounds, but nothing equivalent to actual 
  speech. The caster has two choices when casting the spell: 
   
   
  He may concentrate minimally (so movement and some speech is 
  possible, but not spellcasting) and maintain the illusion as long as 
  he can do so 
   
  He may concentrate intently for one minute (no distractions, 
  including movement or speech) and the illusion will sustain itself for 
  two additional minutes, and then fade away 
   
  Taking damage will disrupt either minimal or intense concentration. The image 
  can cover an area of 160 square feet plus 10 square feet per level of the 
  caster, centered on a point up to 60’ away plus 10’ per level of the caster.  
   
  Creatures who actively attempt to disbelieve the image gain a saving throw 
  vs. spells, and if they are successful, they will see the illusion for what it is and 
  will be immune to any further damage from it. Companions of those who 
  disbelieve, and who can be told of the true nature of the illusion, get a saving 
  throw with a +4 bonus. The illusion lasts as long as noted above, or until the 
  illusion fails to react realistically (i.e., an illusion of an orc which does not react 
  when it is hit by an axe). The spell requires a small bit of fleece, which is 
  destroyed as the spell is cast.  
   
  Improved Ventriloquism 
   
  Level 3 illusionist spell (illusion/phantasm) 
  Requires: incantation, small parchment/paper/vellum cone 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to make it appear as if his or someone else’s voice 
  is coming from some point up to 10’ distant per experience level (maximum 
  90’). The caster may also use the spell to make the voice sound like some other 
  simple sound that the caster could otherwise make. The spell lasts for 4 minutes 
  plus 1 minute per level of the caster, and requires that the caster speak into a 
  small rolled-up piece of parchment, paper, or vellum, which is not destroyed 
  in the casting.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   177
  Inanimate Object 
   
  Level 8 savant spell  (abjuration) 
  Requires: incantation, gestures, miniature broom 
  Casting time: 1 minute 
   
  This spell allows the caster to remove the animating magic from all manner of 
  enchanted constructs, such as golems, scarecrows, objects under the influence 
  of an animate object spell, etc. Even mindless undead such as skeletons and 
  zombies will be affected by this spell. If the objects are measured in hit dice, 
  1 hit die can be affected for every level of experience of the caster. If they are 
  measured in hit points instead, 8 h.p. per level of the caster could be de-
  animated. Those constructs with more than 4 hit dice, or 40 h.p., are entitled 
  to a saving throw vs. spells. Homunculi are also affected by this spell, but are 
  entitled to a saving throw vs. spells with a +3 bonus. The spell requires a 
  miniature broom, which is broken at the end of the incantation. The object in 
  question must be touched by the caster in order for the spell to take effect. It is 
  permanent on most objects, with the following exceptions: 
   
   
  Iron golems are affected for 4 minutes 
   
  Stone golems are affected for 10 minutes 
   
  Clay golems are affected for 20 minutes 
   
  Caryatid columns, flesh golems, and scarecrows are affected for 
  30 minutes 
   
  Incendiary Cloud 
   
  Level 8 mage spell (evocation) 
  Requires: incantation, gestures, fire, dung, dust 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to create thick, blinding smoke which reduces 
  visibility to 2’ initially and causes flame damage as it continues to roil. The 
  spell itself is cast on some fire source not farther than 30’ from the caster; the 
  cloud thus created will be 10’x20’. After 2 minutes, the cloud will inflict ½ hit 
  point per level of the caster. During the next minute, the damage is increased 
  to 1 point per level. Then back to ½ hit point per level, and then for the 
  remaining 1d6 minutes, the cloud will simply block visibility. During each 
  minute that fiery damage is caused by the cloud, those within are entitled to a 
  saving throw vs. spells; success indicates only half damage is taken on that 
  and all subsequent minutes. Failure indicates full damage, but another saving 
  throw can be made the next minute, if damage is still being inflicted.  
   
  This spell cannot be cast underwater.  
   
  Infravision 
   
  Level 3 mage/savant/mountebank, level 4 mystic spell (alteration) 
  Requires: incantation, gestures, dried carrot or agate gem 
  Casting time: 1 minute 
   
  This spell allows the caster or some other creature touched to be able to see 
  into the infrared spectrum, thus seeing heat. The effect has a range of some 
  60’, and will last for 2 hours plus 1 hour per experience level of the caster. 
  See p. 108 for details on the benefits and limitations of infravision. Creatures 
  that are invisible are usually not visible by infravision.  
   
  Insect Plague 
   
  Level 5 cleric/druid spell (conjuration/summoning) 
  Requires: incantation, gestures, sugar, grain, fat 
  Casting time: 1 minute 
   
  This spell invokes an enormous swarm of crawling and flying insects in a vast 
  cloud some 360’ in diameter and 60’ high, centered on a point up to 360’ 
  away from the caster. The cloud will endure for a full ten minutes per level of 
  the caster. Any creature within the cloud will suffer 1 h.p. of damage per 
  minute from the biting and stinging of the tiny creatures. Those within the area 
  will be beset by these insects, making spellcasting or other similar 
  concentration quite impossible, combat nearly so (-8 penalties “to hit”), and 
  vision is obscured past 30’, whether looking into the cloud or from within 
  looking out. Any creature with less than five hit dice (or under five levels) must 
  automatically check morale or flee from the swarm. Any creature with less than 
  two hit dice will automatically flee to at least 240’ away from the swarm. 
  Heavy smoke or fire (such as a wall of fire spell) will drive the swarming insects 
  away or hold them at bay, but the flames must be prodigious; simply waving 
  a torch will not be sufficient. Large damage-inducing spells such as fireball or 
  lightning bolt (q.q.v.) will clear the area of the blast for ten minutes, after which 
  time the insects will swarm over it once more. If cast by a cleric, the spell 
  requires a pinch of sugar, a few grains of wheat or corn, and a small bit of fat 
  (all of which are consumed by the casting of the spell). If cast by a druid, only 
  his holy symbol is required.  
   
  This spell cannot be cast underwater.  
   
  Inspiration 
   
  Level 5 bard spell (divination) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell allows the caster to inspire himself or someone else (who must be 
  within 10’) to make a breakthrough in the solving of some puzzle, conundrum, 
  etc. This has the practical effect of increasing the intelligence score by 2, for 
  those times when INT is a necessary factor. In other circumstances, the game 
  master must play this spell very carefully by ear. The answer to a given puzzle 
  should not be just blurted out (unless it is something mind-numbingly obvious 
  that has simply been overlooked), but rather another clue might be given, or a 
  previous clue emphasized, to nudge the player into figuring out the answer on 
  his own. It also has the side effect of giving a +1 bonus to all rolls to figure out 
  how to open secret doors that have otherwise already been detected (it does 
  not give a bonus to detect the doors in the first place). The spell will last for as 
  long as the caster maintains the incantation.  
   
  Instant Summons 
   
  Level 7 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, gem 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to set up special magical resonance, such that a 
  particular item prepared in advance can be instantly brought to his hand with 
  but a single word. The object in question, as well as a gem of not less than 
  5,000 g.p. value, must be handled by the caster as part of the preparations 
  (which take a minute to complete, prior to the actual casting of the spell), and 
  must be under 10 lbs. and no larger than 5’ in length. When the spell itself is 
  cast, the caster must crush the gem, speak the word of summoning, and the 
  object will appear before him in but an instant. It is important to note that the 
  object in question cannot be in the possession of anyone else at the time the 
  spell is cast; if it has been seized by some other person or creature, the caster 
  will know the rough location of the new possessor of the item.  
   
  If the object is held on another plane of existence, the caster can retrieve it if 
  he is of high enough experience level. For every experience level above 14th, 
  the spell can span one plane of existence. Thus, for an object on the material 
  plane, a 15th level caster could be on the ethereal plane, a 16th level caster 
  on one of the elemental planes, a 17th level caster on the astral, 18th on the 
  “top” level of one of the lower planes, etc.  
   
  
  Spell Descriptions - Interposing Hand 
  178 
  Interposing Hand 
   
  Level 5 mage spell (evocation) 
  Requires: incantation, gestures, glove 
  Casting time: 30 seconds (5 segments) 
   
  This spell calls into being a magical appendage that appears between the 
  caster and one chosen other creature. The hand can be placed up to 10’ 
  distant per level of the caster, and will last for 1 minute per level. No matter 
  how quickly or hard the chosen creature tries, it will not be able to get around 
  the hand; only creatures weighing 200 lbs. or more will be able to move it; 
  those weighing less can do so, but only at half their normal rate of speed. The 
  hand will take as many hit points of damage to destroy as the caster has. The 
  spell requires a single glove to cast, which is destroyed as the spell takes effect.  
   
  Interrupt Concentration 
   
  Level 4 bard spell (alteration) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell has the effect of interrupting the concentration of any other spell-
  casters within a 60’ radius. Any spells or other magical effects (including 
  magical items) that require concentration, meditation, or any level of conscious 
  maintenance will be interrupted and thereby ruined.  
   
  Intuition 
   
  Level 6 mystic spell (divination) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to get a “hunch” about some question that is posed. 
  The answer should be something that can be answered in a single word: 
  yes/no, up/down, live/die, etc. The game master should determine the 
  chance of success of the intuition, and determine the success secretly. The 
  chance of success is adjusted by +1% per level of experience of the caster. A 
  roll of 00 always results in failure, regardless of the actual chance of success.  
   
  TABLE 289: INTUITION 
   
  Time-frame 
  Importance 
  Immediate 
  Within 24 
  Hours 
  Within 30 
  Days 
  Trivial 
  50% 
  75% 
  90% 
  Minor 
  25% 
  50% 
  75% 
  Major 
  10% 
  25% 
  50% 
  Critical 
  5% 
  10% 
  25% 
   
  If the intuition is not successful, there is a chance that a false result will be 
  obtained. Divide the chance of success by 5. That is the percent chance that a 
  false result will be the result, rather than simply nothing.  
   
  Invisible Librarian 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires, gestures 
  Casting time: 1 second 
   
  This cantrip will cause any one book in the caster’s hand to return to its proper 
  place on a bookshelf, as long as it is within 20’. The book moves gently and 
  slowly; the force is not strong enough to defy an attempt to hold onto the book 
  and prevent its return.  
   
  Invisible Stalker 
   
  Level 6 mage, level 7 savant spell (conjuration/summoning) 
  Requires: incantation, gestures, incense, crescent-shaped horn 
  Casting time: 1 minute 
   
  This spell will conjure an invisible stalker from the elemental plane of air, 
  compelling it to serve against its will. Details of the stalker can be found in the 
  ADVENTURES DARK AND DEEP™ Bestiary. The creature will serve for as long as 
  the conjuror can manage, but after a week the stalker will begin to resent its 
  service and will seek to pervert its instructions by following them to the letter, 
  thus seeking to bring about the doom of its master so that it can return to its 
  home plane. Similarly, if the tasks with which it is set are of any sort of a 
  complex nature, it will become surly and again attempt to foil its master’s 
  wishes by the most literal interpretation of its instructions that are in its favor 
  and against the interests of its master. While under the thrall of this spell, the 
  invisible stalker can be given new commands regardless of distance. Note that 
  the stalker will never break off an attack once it has been ordered, even if its 
  master subsequently rescinds the order. 
   
  Invisibility 
   
  Level 2 jester/mage/illusionist/savant, level 3 mystic, level 5 bard spell 
  (illusion/phantasm) 
  Requires: incantation, gestures, (eyelash in gum arabic) 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to cause any single creature touched (and his 
  possessions, worn or carried) to become completely invisible, both to ordinary 
  sight and infravision. The invisibility will continue until it is either magically 
  dispelled, or the creature attacks another, in which case the invisibility is 
  instantly cancelled. The invisible creature could perform most other normal 
  functions without spoiling the spell: walking, opening doors, talking, etc.  
   
  When cast by an illusionist, this spell does not require any material 
  components.  
   
  Invisibility, 10’ Radius 
   
  Level 3 mage/illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, (eyelash in gum arabic) 
  Casting time: 18 seconds (3 segments) 
   
  This spell functions in exactly the same was as the spell invisibility, with the 
  difference that the effect covers all creatures within 10’ of a creature touched 
  (or the caster himself). If something under its influence breaks the invisibility by 
  attacking, only that creature loses the benefit of the spell; any others under its 
  effect will remain so. The effect moves with the creature touched. If cast by an 
  illusionist, the spell does not require any sort of material component. See p. 
  108 for more general comments on magical invisibility. 
   
  Invisibility to Animals 
   
  Level 1 druid/savant spell (alteration) 
  Requires: gestures, holly 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to imbue any single creature with an aura of 
  undetectability with regards to non-magical animals (including sight, smell, 
  hearing, etc.). Any animal with an intelligence of less than 6 (see the 
  ADVENTURES DARK AND DEEP™ Bestiary for details) and with no magical abilities 
  will be so affected; giant varieties are also included, but only those with no 
  magical abilities. The spell requires that the recipient be rubbed all over with 
  holly, which then disappears. The effect ends when the invisible creature 
  attacks, casts an offensive spell, etc.  
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   179
   
  Invisibility to Undead 
   
  Level 1 cleric/savant spell (illusion/phantasm) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to touch one creature, who will then be immune 
  from attack by any type of undead creature that fails to make a saving throw 
  vs. spells (if the beneficiary of the spell is lawful neutral, neutral, or chaotic 
  neutral alignment, the saving throw is made with a -2 penalty). Each type of 
  undead rolls a separate saving throw (vampires, skeletons, ghouls, etc.), rather 
  than each individual creature. Failure indicates that all undead of that type will 
  simply overlook and ignore the beneficiary of the invisibility to undead spell. 
  Attacks that affect an area (such as a fireball spell) will still have full effect, 
  however. The creature or person who is benefitting from the spell can take no 
  offensive action (including using weapons, casting offensive spells, etc.). 
  Neutral or beneficial spells (such as augury or cure light wounds) can be cast 
  without voiding the spell. The spell lasts for 6 minutes. 
   
  Irresistible Dance 
   
  Level 5 bard, level 8 mage spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 30 seconds (5 segments) 
   
  This spell compels the creature touched to begin to dance uncontrollably, 
  making defense in melee difficult (+4 to armor class, with no bonus for shield, 
  if any) and rendering any sort of saving throws (vs. spells, breath weapon, 
  etc.), attacks, or spellcasting impossible. The effect will last for 1d4+1 minutes.  
   
  Irritation 
   
  Level 2 mage spell (alteration) 
  Requires: incantation, gestures, powdered poison ivy/oak/sumac 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to cause a severe irritation of the skin of some target 
  creature within 10’ per level of the caster. The spell can be cast in one of two 
  forms: 
   
  Itching: Causes the subject to feel an intense itching sensation somewhere on 
  its body. 1d4+4 segments (30-48 seconds) must be immediately spent 
  scratching, or else the itch will spread across the body, causing it to receive 
  an armor class penalty of +4 and a “to hit” penalty of -2 for the next 3 minutes. 
  Any spells being cast during the initial bout of scratching are lost, but 
  spellcasting is still possible during the following three rounds.  
   
  Rash: Causes the subject to develop a red welt-covered rash over its entire 
  body, which will only be noticed after the first 1d4 minutes. While the rash 
  persists, the target will lose 1 point of charisma per day (maximum 4 points 
  lost), and after 1 week 1 point of dexterity will be lost as well. The rash can 
  only be cured by a cure disease or dispel magic spell, at which time the target’s 
  ability scores will be immediately restored.  
   
  In both cases, creatures with a naturally tough hide (rhinoceros, dragon) or 
  those with scales are generally immune to the spell’s effect. Too, all affected 
  creatures are entitled to a saving throw vs. spells; success means the spell has 
  no effect.  
   
  Item 
   
  Level 3 mage spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to shrink one thing to one-twelfth of its normal size. 
  The object can be no larger than 2 cubic feet per level of the caster. In addition, 
  the object in question can be transformed into a cloth-like substance at the 
  discretion of the caster. The spell can be cast on both living and non-living 
  objects; living objects are entitled to a saving throw vs. spells with a +4 bonus 
  to the roll. In both cases, the object to be shrunk/transformed must be touched 
  (and thus a successful roll “to hit” may need to be made, over and above the 
  saving throw). The effect lasts for 1 hour per level of the caster if cast upon a 
  living creature, and 4 hours per level if cast on a non-living object. If an object 
  or creature is transformed into cloth by the spell, it will still make saving throws 
  as if it were not so transformed (i.e., a vase so transformed would make a 
  saving throw vs. crushing blows as if it were glass, not cloth). A fire, such as 
  a campfire, can be affected by the spell. Objects so transformed can be 
  restored to their proper size and composition by the verbal command of the 
  caster, or by tossing them onto any solid surface.  
   
  Jump 
   
  Level 1 bard/mage spell (alteration) 
  Requires: incantation, gestures, grasshopper leg 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to jump forward 30’, or in any other direction 
  (including straight up) 10’. Such leaps cause the caster to jump in an arc 2’ 
  above the ground for every 10’ traveled. Higher-level casters can make 
  additional jumps, as long as they are all made within 10 minutes of the spell 
  being cast, depending on their experience level: 
   
  TABLE 290: JUMP 
  Level 
  Number of Jumps 
  1 
  1 
  4 
  2 
  7 
  3 
  10 
  4 
  Etc. 
   
  This spell requires one grasshopper leg per jump, which is broken during the 
  jump (and thus rendered useless as a component).  
   
  Just Out of Time 
   
  Level 3 jester spell (enchantment/charm) 
  Requires: incantation, gestures, bell 
  Casting time: 18 seconds (3 segments) 
   
  This spell causes hesitation in a combatant. When in melee or other combat 
  situations, if the target loses initiative, it will keep hesitating, thereby not 
  attacking, until the round is over and new initiative must be rolled. If the target 
  wins initiative for the round, it attacks normally. The target must be within line 
  of sight of the caster, and must be within 60’. It is entitled to a saving throw 
  vs. spells; success means the spell has no effect. The spell lasts for one minute 
  per level of the caster. The material component is a small around bell, which 
  is struck as the spell is cast. The bell is not lost when the spell is cast.  
   
  Knock 
   
  Level 2 mage spell (alteration) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell will open all locks, closed doors and boxes, etc. within an area 10 
  square feet per level of the caster, centered on a point up to 60’ away from 
  him. It will unlock locks, open secret and concealed doors, raise bars holding 
  closed doors, cause chests to spring open, etc. It will open a door held by the 
  
  Spell Descriptions - Knot 
  180 
  hold portal spell. If a door is being held by a wizard lock spell, this spell will 
  hold it open for 10 minutes.  
   
  Knot 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip creates a knot that is very difficult to untie. If but two ends of a 
  rope, string, etc. are knotted, it will take 2-8 minutes to untie. If a number of 
  fine strands are tangled (hair, grass, etc.), on the other hand, it will take 3-12 
  minutes to de-tangle, unless it is somehow cut or otherwise torn open. Knot can 
  be used on an object that has already been tied using mundane means, but 
  enchanted items (ropes of climbing, etc.) are immune. 
   
  Know Alignment (Obscure Alignment) 
   
  Level 2 cleric/mystic/mage/savant, level 3 druid  spell (divination) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to discern the philosophical aura of up to ten 
  creatures (as long as all ten are examined within 10 minutes of the spell being 
  cast, with 1 creature being able to be scanned per minute, maximum). This 
  will allow the caster to determine the ethics of the target; lawful, neutral, or 
  chaotic. If an additional minute is spent on the same creature, its full alignment 
  will be revealed: good, neutral, or evil. The reverse of the spell, obscure 
  alignment, prevents such detection on a single creature for ten minutes (if cast 
  on two creatures, the effect lasts for 5 minutes, etc.), and also foils other 
  alignment detection magic such as detect balance (see p. 148). Druids are 
  unable to cast the reverse of the spell.  
   
  Know Name 
   
  Level 7 savant spell (divination) 
  Requires: incantation, gestures, herbs, writing implement 
  Casting time: special 
   
  This spell allows the caster to learn the true name of some individual or 
  creature. This information is normally most closely guarded, and can in many 
  instances be used to achieve some sort of power or influence over the creature 
  in question. It is, for instance, often used in connection with the spell truename 
  (see p. 229 for details), as well as when attempting to coerce creatures from 
  other planes of existence.  
   
  The spell requires at least a week of meditation and divination, during which 
  special herbs worth at least 1,000 g.p. must be burned. At the end of that 
  time, the target is entitled to a saving throw vs. death magic. If successful, the 
  true name of the subject has not been gleaned by the caster, who must himself 
  make a saving throw vs. spells or have his own true name suddenly known by 
  the subject. Naturally, this will alert the subject to what the caster has been 
  doing, and he might well decide to take advantage of the newfound 
  information to wreak his own revenge. If both saving throws are successful, the 
  caster may elect to continue, with another 1,000 g.p. worth of herbs, and 
  another saving throw for the subject (and possibly for the caster as well).  
   
  Know Self 
   
  Level 7 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster, by touch, to reverse one magical effect that has 
  resulted in a fundamental change to the person touched. Examples include 
  magically-induced changes in gender, unwilling alignment changes (although 
  in some cases, such as paladins and clerics, atonement might still be required), 
  transformation from one race to another (although reincarnate does not apply), 
  etc. It will not reverse magical aging, however, as that is merely an 
  acceleration of a natural process.  
   
  Lamentable Distraction 
   
  Level 4 savant, level 5 mage spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to ensorcel a number of creatures within a 10’ 
  radius. All of these creatures must be able to understand the language spoken 
  by the caster, and are entitled to an initial saving throw vs. spells. Failure 
  indicates that the creature(s) are completely engrossed in a conversation with 
  the caster on some subject of interest to them, and such creatures will ignore 
  everything else as they engage in a spirited discussion with the caster on the 
  subject at hand.  
   
  After three minutes, all those still under the thrall of the spell must make another 
  saving throw vs. spells. Those who fail the save will wander off as if under a 
  confusion spell for 3d4 minutes (see p. 140 for details), while those who 
  successfully save will still be fascinated by their discussion with the caster. Such 
  a saving throw to avoid confusion must be made on the 4th, 5th, and 6th 
  minutes of the spell. Anyone remaining after 6 minutes must make one final 
  saving throw vs. spells. Failure indicates they fall into a rage for 1d4+1 
  minutes, attacking themselves (if they are the only one left in the conversation 
  at the end of the spell) or someone else under the spell’s effect. Success on this 
  final saving throw indicates the subject realizes that they have been duped, 
  and sits, stunned, for 1d4 minutes, wondering how they could have been so 
  fooled.  
   
  All saving throws against the effect of this spell are made with a bonus or 
  penalty based on the subject’s intelligence; an intelligence of 3-7 means a -1 
  penalty, intelligence 8-10 no bonus, 11-14 a +1 bonus, 15 or more +2. 
  Creatures with an intelligence less than 3 cannot be affected by the spell.  
   
  If the caster is attacked or leaves the conversation before the full 6 minutes 
  have elapsed, those affected will continue the conversation another minute, 
  before the spell is broken and those affected are free to act normally. 
   
   
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   181
  Language of Birds 
   
  Level 2 mystic/savant spell (divination) 
  Requires: incantation, gestures 
  Casting time: 2 minutes 
   
  This spell allows the caster to divine the future through the songs and flight of 
  birds. It must be cast outdoors, or, rarely, in an indoor or underground 
  environment where birds are naturally found. It will not work with bird-like 
  creatures such as harpies, stirges, etc. Once cast, the spell will allow the caster 
  to determine whether or not an intended course of action will be favorable, 
  unfavorable, or neutral over the next 24 hours; more detail is not available 
  through this spell. Thus, a decision to investigate a particular section of a 
  dungeon, to embark on a journey to a nearby shrine, attend a royal ball, etc., 
  could be investigated. If circumstances change, of course, the outcome of the 
  reading of the language of birds is no longer valid. For example: if the choice 
  to invade a dragon’s lair is read to be unfavorable, the party might decide to 
  increase its numbers, in which case the unfavorable reading would no longer 
  apply. A second application of the spell might be used to determine the new 
  outcome.  
   
  Legend Lore 
   
  Level 6 mage/savant spell (divination) 
  Requires: incantation, gestures, incense, ivory strips, sacrificial item (see spell 
  description) 
  Casting time: special (see spell description) 
   
  This spell allows the caster to learn information regarding some famous or 
  otherwise noteworthy person, place, or thing. The casting time of the spell 
  depends on how well the object of the spell is known to the caster; if it is 
  present, and able to be handled by the caster, the spell will only take 1d4x10 
  minutes to complete. If it is well known to the caster, the spell will take 1d10 
  days. If it is known only by legends or rumors, the spell will take a full 2d6 
  weeks. During the casting of the spell, no other activity can take place; no 
  other spellcasting, no adventuring, and no interruptions short of sleeping and 
  eating.  
   
  Once cast, the spell will reveal a single fact about the subject of the spell, such 
  as its location, age, creator, a significant bit of its history, etc. The information 
  will be conveyed in the form of a riddle, rhyme, puzzle, symbolic presentation, 
  etc. The spell will only reveal information about a subject that is at least 
  somewhat known, if only by myth. 
   
  The spell requires burning incense and strips of ivory (worth a minimum of 100 
  g.p.), as well as the destruction of some item of value such as a magic potion, 
  scroll, minor magic item, living creature, etc. The material components are lost 
  as the spell is cast.  
   
  Levitate 
   
  Level 2 bard/mystic/mage/savant spell (alteration) 
  Requires: incantation, gestures, small piece of leather or gold wire 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster or another creature within 20’ to levitate in the air. 
  If cast on himself, the spell allows travel at 20’ per minute; if cast on someone 
  else, the speed is limited to 10’ per minute. The spell is limited to 100 lbs. per 
  experience level of the caster (remember to factor in the weight of any 
  possessions, armor, etc.). It does not allow horizontal movement, but a 
  levitating individual could still use his hands to push himself along a wall, be 
  pulled by a rope, etc. The caster can cancel the effect at will. If cast on an 
  unwilling subject, the target gets a saving throw vs. spells. The material 
  component is destroyed in the casting of the spell.  
   
  Light (Darkness) 
   
  Level 1 cleric/mystic/mage/illusionist/savant spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell causes a moderate illumination (equal to the light of a torch) to 
  appear in a 30’ diameter sphere up to 90’ away from the caster. This light 
  lasts for up to one hour plus ten minutes per level of the caster, and can be 
  cast on almost anything for portability: a stone, coin, etc. The caster can, if 
  desired, cancel the spell with a command word, extinguishing the light, but 
  once extinguished, it cannot be reactivated. If the spell is cast on a living 
  creature, that creature gets a saving throw vs. spell (and any magic resistance, 
  if applicable); success means the spell effect occurs immediately behind the 
  intended target. The light from a light spell, if specifically and successfully cast 
  upon the face or eyes of a creature, will inflict a -4 penalty “to hit”, to saving 
  throws, and to armor class for the spell’s duration. The reverse of the spell, 
  darkness, causes a sphere of blackness to appear, but only lasts half as long 
  as its bright counterpart.  
   
  Light of Truth 
   
  Level 9 savant spell (alteration) (evocation) 
  Requires: incantation, gestures, light source 
  Casting time: 10 minutes 
   
  This spell allows the caster to transform some light source (a torch, lantern, staff 
  with continual light cast upon it, etc.) into a powerful tool of detection. Any lie, 
  obfuscation, or deception which is uttered aloud while the light falls upon the 
  speaker will be instantly known to all who heard it for what it is. All illusions 
  touched by the light of truth will become translucent, revealing their nature. The 
  spell must be cast on an object within 60’ of the caster, and its effects will last 
  for 10 minutes per level of the caster. The light source is not used up by the 
  casting, but may naturally expire while the spell is in effect. If that happens, 
  the spell is ended.  
  Lightning Bolt 
   
  Level 2 jester/3 mage spell (evocation) 
  Requires: incantation, gestures, fur, rod of glass/crystal/amber 
  Casting time: 18 seconds (3 segments) 
   
  This spell creates a jolt of electrical energy beginning at a point up to some 
  40’ from the caster plus 10’ per experience level (it does not begin at the caster 
  himself). The lightning bolt will cause 1d6 h.p. of damage per level of the 
  caster, and will melt soft metals, cause flammable objects to burst into flame, 
  burst wooden doors open, destroy stone up to 1’ thick, and require most other 
  objects in its area of effect to make saving throws vs. lightning. When directed 
  against a ship or wooden fortification, it will do normal damage, but will only 
  do half damage if the wood is wet or covered with wet hides. Ships and 
  fortifications do not get a saving throw, but anyone else affected by the spell 
  is entitled to one, which indicates half damage.  
   
  The lightning bolt can be made to appear in two forms. The first is a many-
  forked bolt 10’ wide and 40’ long. The second is a single bolt 5’ wide and 
  80’ long. The bolt appears at a point specified by the caster and travels forth. 
  Note that if there is not enough room for the bolt to travel, it will bounce back 
  and travel its remaining distance right back at the caster. Example: an 80’ bolt 
  is set to originate 20’ from a caster in a 50’ room. It does so, travels 30’ before 
  bouncing off the wall of the room, and then travels 50’ back to zap the caster.  
   
  The spell requires a small piece of fur and a rod of amber, crystal, or glass. 
  The components are not destroyed by the casting.  
   
  If cast underwater, this spell will affect a sphere some 20’ in radius, centered 
  on the point it would otherwise have been. All creatures in that area of effect 
  
  Spell Descriptions - Limited Wish 
  182 
  will take 1d6 h.p. per level of the caster (a successful saving throw indicates 
  half damage). 
   
  Limited Wish 
   
  Level 7 mystic/mage/savant spell (conjuration/summoning) 
  Requires: incantation 
  Casting time: special (see spell description) 
   
  This spell allows the caster to change reality in accordance with his desires, 
  but usually in either a limited area or for a limited period of time. The casting 
  time is equal to the actual time it takes to verbalize the wish. The wish will be 
  rather literally fulfilled, and avaricious or otherwise ignoble wishes have a 
  reputation for being particularly problematic for the wisher. The spell can be 
  used, of course, to replicate the function of any spell of 7th level or below, but 
  not to raise the dead, increase experience levels, create tens of thousands of 
  gold pieces (except, perhaps, temporarily!), etc. Examples of viable wishes 
  are increases in the “to hit” bonuses for oneself and one’s allies, healing 
  wounds, maximizing damage from some other spell, etc. Casting this spell will 
  age the caster by 1 year.  
   
  Liveoak 
   
  Level 6 druid spell (enchantment/charm) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 10 minutes 
   
  This spell enables the caster to turn an oak tree into a protector for some sacred 
  place for example, his dwelling, etc. The oak must begin within 100’ of the 
  place to be protected, and is given an instruction that may be up to 1 word 
  per level of the caster, which will trigger its transformation into a tree man (see 
  the ADVENTURES DARK AND DEEP™ Bestiary for details, but the oak-protector will 
  only have a movement rate of 30’/minute).  
   
  This spell cannot be cast underwater.  
   
  Locate Animals 
   
  Level 1 druid/savant spell (divination) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 minute 
   
  This spell allows the caster to know the direction and distance of any one sort 
  of animal by concentration. The power is concentrated in a beam 20’ long per 
  level of the caster and 20’ wide, in front of the caster. The spell will last 1 
  minute per level of the caster, and the caster can concentrate in one direction 
  per minute.  
   
  Locate Object (Obscure Object) 
   
  Level 2 mage/savant, level 3 cleric/mystic spell (divination) 
  Requires: incantation, gestures, lodestone 
  Casting time: 10 minutes 
   
  This spell allows the caster to locate some non-living object which is familiar to 
  him. After casting the spell, the caster slowly turns in a circle holding a small 
  piece of lodestone in front of him. When facing the desired object, he will feel 
  a “tug” on the lodestone, indicating the direction in which it is located. The 
  spell has a range of 60’ plus 10’ per level of the caster. It can be used to 
  locate commonplace items such as weapons, cloaks, jewelry, doors, stairs, 
  etc. Once cast, the spell lasts one minute per level of the caster.  
   
  The reverse of the spell, obscure object, renders a non-living object 
  undetectable by magical means such as a crystal ball, spells, etc.  
   
  Locate Plants 
   
  Level 2 druid/savant spell (divination) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 minute 
   
  This spell allows the caster to locate a single stated type of plant within a 10’ 
  radius of his body. The spell lasts for 10 minutes per level of the caster. As the 
  caster moves, the effect moves with him.  
   
  Lower Water (Raise Water) 
   
  Level 4 cleric, level 6 mage spell (alteration) 
  Requires: incantation, gestures, holy symbol, pinch of dust 
  Casting time: 10 minutes 
   
  This spell allows the caster to cause water (or some similar liquid such as wine, 
  acid, etc.) to be absorbed back into the earth. The amount of water that retreats 
  is equal to 5% of its total volume per level of the caster; thus, an 8th level caster 
  would cause 40% of the water present to disappear. This effect lasts for 10 
  minutes per level of the caster, and can affect an area equal to 10’x10’ per 
  level of the caster. It requires the caster’s holy symbol and a pinch of dust.  
   
  The reverse of this spell, raise water, allows the caster to raise the level of 
  water (or similar liquid) in the area of effect, up to 1’ per level of the caster, if 
  cast by a cleric, or 6” per level, if cast by a mage.  
   
  This spell cannot be cast underwater.  
   
  Luck (Ill-Luck) 
   
  Leve 7 mystic spell (divination) 
  Requires: incantation, gestures, divinatory tools 
  Casting time: 5 minutes 
   
  This spell allows the caster to know when someone is going to have a “lucky 
  streak.” Such lucky streaks are times when the forces of the multiverse favor 
  the subject, and during such times they will enjoy the following benefits: 
   
   
  +1 bonus to all saving throws 
   
  +1 bonus on all “to hit” rolls, both in melee and missile combat 
   
  +5% on all reaction adjustments 
   
  +5% on all verbal patter, thieving, and performing checks 
   
  +1 to all surprise rolls 
   
  +10% chance to win in any game of chance 
   
  Other, similarly puissant bonuses, as the game master may deem 
  appropriate in the circumstances 
   
  The lucky streak will begin in 1d6+6 hours, and will last for 1d8 days. Only 
  one lucky streak can benefit a given person at a time; if two such lucky streaks 
  are predicted for the same person in an overlapping time period, the result 
  will, in fact, be an unlucky streak during the period of overlap (see below). The 
  target of the spell must be within 20’ of the caster when the spell is cast. 
   
  The spell requires the use of the caster’s divinatory tools, which are not 
  consumed during the casting. The reverse of the spell, ill-luck, is a prediction 
  of an unlucky streak, whose effects are the reverse of those listed above. The 
  unlucky streak will last for 1d4+1 days. 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   183
  Lucky Draw 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to alter some chance-based outcome, such as the 
  roll of the dice, a hand of cards, the flip of a coin, etc. (Note that this does not 
  mean that rolls of dice by the players or game master of the game can be 
  altered; this is exclusively referring to in-game activities undertaken by 
  characters or NPCs.) The tools of chance to be altered must be within 30’ of 
  the caster, and must be able to be seen. One such outcome can be “fixed” per 
  level of the caster, as long as he maintains the incantation.  
   
  Mage Sword 
   
  Level 7 mage spell (evocation) 
  Requires: incantation, gestures, miniature sword 
  Casting time: 42 seconds (7 segments) 
   
  This spell calls into being a glimmering force field in the shape of a sword. The 
  caster is able, by concentrating on the sword, to wield it as if it were held by 
  a fighter of a level half that of the caster. The sword can be sent forth as far as 
  30’ from the caster, and will last for 1 minute per level of the caster. A dispel 
  magic spell will break the spell. The sword is able to hit any creature, even 
  those normally only hit by enchanted weapons and those who are ethereal, 
  out of phase, etc., but it does not itself possess any bonuses “to hit” or to 
  damage. It automatically hits on a natural roll of 19 or 20, doing 5d4 hit 
  points of damage to creatures man-sized or smaller, and 5d6 on large size 
  creatures. The spell requires a miniature sword made of precious metals no 
  less than 500 g.p. in value, which disappears after the spell is complete.  
   
  Magery 
   
  Level 7 illusionist spell (type varies; see spell description) 
  Requires: varies (see spell description) 
  Casting time: varies (see spell description) 
   
  This spell allows the caster to memorize four first-level mage spells in place of 
  one seventh-level spell. The spells chosen must be from the following list:  
   
   
  Affect normal fires (p. 121) 
   
  Burning hands (p. 132) 
   
  Charm person (p. 136) 
   
  Comprehend languages (p. 140) 
   
  Enlarge (p. 157) 
   
  Erase (p. 158) 
   
  Feather fall (p. 162) 
   
  Floating disc (p.165) 
   
  Friends (p. 167) 
   
  Hold portal (p. 174) 
   
  Magic aura (p. 182) 
   
  Magic missile (p. 184) 
   
  Mending (p. 187) 
   
  Message (p. 187) 
   
  Protection from evil (p. 202) 
   
  Read magic (p. 204) 
   
  Shield (p. 212) 
   
  Shocking grasp (p. 212) 
   
  Sleep (p. 213) 
   
  Unseen servant (p. 230) 
   
  The illusionist is able to choose 4 of those spells at 14th level, and gains an 
  additional one for every level gained thereafter. Determine which spells are 
  gained randomly. The caster must choose which spells are to be memorized 
  when this spell is selected, and may, at his discretion, choose the reverse of 
  the spells indicated (if applicable).  
   
  Magic Aura 
   
  Level 1 mage/mountebank spell (illusion/phantasm) 
  Requires: incantation, gestures, square of silk 
  Casting time: 1 minute 
   
  This spell allows the caster to create a false magical aura on some object. The 
  object so enchanted can be up to 5 lbs. per level of the caster, and the aura 
  will endure for one day per his experience level. The false aura will be picked 
  up as genuine by anyone casting a detect magic spell (or the equivalent, such 
  as some innate power), but if the person so doing is physically holding the 
  object (and not just casting the spell from afar), he will be entitled to a saving 
  throw vs. magic. A successful save indicates the caster of the detect magic 
  spell realizes the aura being detected is false. The spell requires that a small 
  square of silk be passed over the object; the silk is not destroyed by the casting.  
   
  Magic Font 
   
  Level 5 cleric spell (divination) 
  Requires: incantation, gestures, holy symbol, holy/unholy water font 
  Casting time: 50 minutes 
   
  This spell enables the caster to use a holy (or unholy) water font as the 
  equivalent of a crystal ball in most respects (see the ADVENTURES DARK AND 
  DEEP™ Game Masters Toolkit for details; normal rules for such scrying being 
  detected will still apply). The duration of the spell depends on the type of font 
  that is used: 
   
   
  Copper, 6 minutes 
   
  Silver, 10 minutes 
   
  Electrum, 18 minutes 
   
  Gold, 32 minutes 
   
  Platinum, 50 minutes 
   
  This spell can be cast underwater, but requires a clear globe filled with pure 
  water to function. If the globe is made of glass, it will function as a silver font, 
  above. If made of crystal, it will function as a gold font. 
   
  Magic Jar 
   
  Level 5 mage spell (alteration) 
  Requires: incantation, gestures, large gem or crystal 
  Casting time: 1 minute 
   
  This is a very dangerous and exceptional spell. It allows the caster to send his 
  mind into the body of some other creature, taking over the victim’s body and 
  trapping its mind in a large gem or hunk of crystal (the so-called “magic jar”).  
   
  The spell has two phases. First, the mind of the caster enters the magic jar, 
  whence it can sense the approach of other creatures (but not the identity or 
  even type of creature) and attempt to possess their bodies. Second, once the 
  victim is within range of the magic jar, the caster can attempt to possess his 
  body. In both cases, the body must be within 10’ per experience level of the 
  caster in order for its mind to be able to be transferred into or out of the magic 
  jar. The victim is entitled to a saving throw, with a bonus or penalty determined 
  by the combined intelligence and wisdom scores of the caster subtracted from 
  those of the victim: 
   
  
  Spell Descriptions - Magic Mirror 
  184 
  TABLE 291: MAGIC JAR 
  Caster’s Score Minus 
  Victim’s Score 
  Victim’s Saving Throw 
  Adjustment 
  Check for Control 
  Every… 
  -9 or less 
  +4 
  Minute 
  -8 to -6 
  +3 
  Minute 
  -5 to -3 
  +2 
  Minute 
  ±0 to -2 
  +1 
  Minute 
  1 to 4 
  ±0 
  Minute 
  5 to 8 
  -1 
  10 minutes 
  9 to 12 
  -2 
  Day 
  13 or greater 
  -3 
  Week 
   
  If the victim succeeds in his saving throw, the attempt at possession is 
  unsuccessful, but the caster can try again one minute later. If the attempt is 
  successful (i.e., the victim fails his saving throw), the mind of the caster is 
  transferred from the magic jar into the body of the victim, and the mind of the 
  victim is then trapped helplessly in its own body. The victim is entitled to a 
  saving throw to re-check for control of his body, the frequency of which 
  depends on the relative intelligence and wisdom scores of the caster and the 
  victim, as noted on the table above.  
   
  If the gem or crystal being used as the receptacle of the caster’s mind-force is 
  destroyed before he can possess another body, so too is the mind-force within 
  it (although if his original body is still within range, he will doubtless return 
  there rather than letting the gem be destroyed with his consciousness inside it. 
  If the victim regains control of his body while out of range of the caster’s body, 
  the caster’s mind is trapped within the body, helpless, but will be able to 
  attempt to regain control according to the schedule above. The caster’s mind-
  force may return to the original magic jar, if it is still in range, but if his original 
  body is no longer in range of the gem, he will be trapped within the gem, 
  forced to wait until another creature comes within range.  
   
  The caster will have access to any natural abilities of the possessed creature 
  (flying, claw attacks, etc.), but no special knowledge or innate magical 
  powers. The caster may use any spells the possessed victim had memorized, 
  however. The caster may not cast any spells he may have himself memorized 
  prior to possessing the victim, as the magical energies are imprinted in the 
  original brain.  
   
  Magic Mirror 
   
  Level 4 mage/savant, level 5 illusionist spell (divination) 
  Requires: incantation, gestures, bird eye, silver mirror, nitric acid, copper, zinc 
  Casting time: 1 hour 
   
  This spell allows the caster to turn a mundane mirror into a scrying device that 
  functions similarly to a crystal ball (see the ADVENTURES DARK AND DEEP™ Game 
  Masters Toolkit for details; normal rules for such scrying being detected apply). 
  A magic mirror can be used to cast the following spells: comprehend 
  languages, read magic, tongues, infravision, and ultravision. It can also cast 
  the following spells with a 5% chance of success per level of the caster: detect 
  magic, detect good/evil, message, and detect illusion. Note that an illusionist 
  can use a vision spell (see p. 231) in place of the mundane mirror, but the 
  vision spell itself will not function. 
   
  Magic Missile 
   
  Level 1 mage spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to create an enchanted missile that will strike any 
  designated target without fail, with each missile doing 1d4+1 h.p. of damage 
  to the target (no saving throw is allowed). The range of the missile(s) is 60’ 
  plus 10’ per experience level of the caster. The caster may create one missile 
  for every 2 levels of experience beyond the first (thus, 2 missiles at 3rd level, 
  3 missiles at 5th level, etc.); multiple missiles may be aimed at different targets, 
  as long as they are all within a 10 square foot area.  
   
   
   
  Magic Mouth 
   
  Level 2 illusionist, level 2 mage spell (alteration) 
  Requires: incantation, gestures, piece of honeycomb 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to cause a magical mouth to appear on any one 
  object, under whatever conditions the caster specifies. It cannot be cast upon 
  an intelligent creature, however. The mouth will move as it speaks a message 
  set for it by the caster, up to 25 words in length. The trigger can be as simple 
  or as complex as the caster wishes, but the triggering action or being cannot 
  be further from the mouth than 5’ per level of the caster. The mouth cannot 
  detect invisible creatures, cannot know alignment, level, hit dice, class, ability 
  scores, etc. It can only be triggered by external, material, features (“speak 
  when someone approaches with more than 100 g.p. in his belt pouch” is okay; 
  “speak when a lawful evil dwarf of at least 6th level comes by” is not). The 
  honeycomb is destroyed in the casting of the spell.  
   
  Magic Stone 
   
  Level 1 cleric spell (alteration) 
  Requires: incantation, gestures, stones 
  Casting time: 1 minute 
   
  This spell allows the caster to enchant one or more small non-magical rocks or 
  pebbles, such that they will be treated as having a +1 enchantment “to hit.” If 
  the stone goes more than 40’ from the caster, if more than 6 minutes elapse 
  after the spell is cast, or if it is thrown and misses its target, the enchantment 
  will wear off. A hit will cause 1 hit point of damage, as well as disrupting any 
  spells that might be in preparation by the target. Spells such as shield, 
  protection from normal missiles, minor globe of invulnerability, etc. will foil the 
  magic stone. The caster can enchant 1 stone for every 5 levels of experience 
  (i.e., 1 stone at levels 1-5, 2 stones at levels 6-10, 3 stones at levels 11-15, 
  etc.). The magic stone does count as a missile weapon, so certain religions or 
  classes (such as paladins) might forbid its use.  
   
  Magical Disjunction 
   
  Level 9 mage spell (alteration) 
  Requires: incantation 
  Casting time: 54 seconds (9 segments) 
   
  This spell causes all magical enchantments within 30’ of the caster to disjoin 
  from whatever material objects they are attached to. This includes magic rings, 
  
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   185
  scrolls, swords, miscellaneous items, and the like, as well as spells cast upon 
  individuals or creatures (even with permanency). If a given magic spell is cast 
  upon a person, that person is entitled to a saving throw vs. spells. Magic items 
  are entitled to a saving throw as well. There is a 50% chance that magical 
  disjunction will work on a given item. This chance increases by 5% for every 
  experience level the caster is above the level of whoever created the item being 
  affected. If the caster is of a lower level, then the chance decreases by 2% per 
  difference in levels. If the level of the creator of a given item is unknown, 
  assume the minimum + 1d4 (see “creating magic items” on p. 111 for details). 
  Even artifacts and relics can be affected by this spell, with a base 1% chance 
  per level that the caster will have an effect. If this does take place, however, it 
  is almost certain (95% chance) to attract the attention of some deity, demigod, 
  hero, or quasi-deity, and in addition the caster must make a saving throw vs. 
  spells with a -4 penalty or forever lose the ability to cast spells.  
   
  Magnificent Mansion 
   
  Level 7 mage spell (evocation) 
  Requires: incantation, gestures, tiny ivory door, piece of marble, silver spoon 
  Casting time: 7 minutes 
   
  This spell enables the caster to create a bubble in reality in the form of a richly 
  appointed dwelling, accessible only by a single invisible door on the material 
  plane (or whatever other plane the caster might have been on when the spell 
  was cast). This doorway will appear as the faintly glimmering outline of a 
  doorway, some 4’ x 8’, until the caster (and his guests) enter and close the 
  door behind him, at which case it is completely unseen. The mansion will 
  endure for 1 hour per level of the caster, and will consist of a number of well-
  furnished rooms totaling 300 square feet per level of the caster.  
   
  The mansion will come equipped with near-transparent servants, enough food 
  for a sumptuous banquet for as many people as the caster has experience 
  levels, and the place will be warm and furnished and set up as per the specific 
  desires of the caster. 
   
  The mansion is, however, only a shadow of reality, and nothing from within 
  its precincts can be brought into the real world. This includes food and drink 
  consumed within; once they emerge, any guests of the mansion will be  as 
  hungry as if they had not eaten at all within the mansion, and will need to eat 
  real food to make up for their illusionary fare. Each illusionary meal can be 
  made up for by 1 hour of eating genuine provender. This food deficit must be 
  made up within 6 hours of emerging from the mansion or those who did so 
  will lose one point of strength per meal eaten within the mansion, permanently.  
   
  If cast underwater, the caster has the option of allowing it to be filled with 
  water, or to be enclosed by a magical barrier which keeps out the water, 
  keeping the interior dry and air-filled.  
   
  Major Creation 
   
  Level 5 illusionist spell (alteration) 
  Requires: incantation, gestures, representative material 
  Casting time: 10 minutes 
   
  This spell allows the caster to actually create solid matter from sheer 
  nothingness. The item can be no larger than 1 cubic foot per experience level 
  of the caster. If the item is made of metal or stone, it will last for 1 hour per 
  level of the caster. If of wood, it will last for 2 hours per level. The caster must 
  have a tiny piece of material of the same sort as the item that is to be created, 
  such as a pebble for a stone wall, etc.  
   
  Martial Airs 
   
  Level 3 bard spell (alteration) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to improve the fighting quality of those around him. 
  All those friendly to the caster in a 20’ radius will strike in melee as if they 
  were fighters, rather than their normal class. Those who are already fighters 
  or cavaliers will get a bonus of +1 on their “to hit” rolls. This applies to missile 
  combat as well, but does not improve hit points, armor class, or saving throws. 
  The spell lasts for as long as the caster maintains the incantation, but there is 
  a maximum duration of 1 minute per level of the caster. This cannot be 
  combined with any other spell effect that gives bonuses in combat (bless, etc.). 
   
  Mask 
   
  Illusionist cantrip (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to change his face, or that of some other creature, 
  as he desires. Hair, ears, the shape of the skull, facial hair, etc., can all be 
  affected, and the cantrip will last for 1d4+2 minutes. The mask will be detected 
  if the person is carefully examined, or by magic that can otherwise penetrate 
  illusions, such as true seeing. 
   
  Mass Charm 
   
  Level 8 mage spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 48 seconds (8 segments) 
   
  This spell functions like both charm monster and charm person, allowing the 
  caster to convince one or more creatures that the caster is a trusted friend who 
  should be protected and who should be well treated. A number of creatures 
  can be affected whose combined levels and/or hit dice do not exceed twice 
  the caster’s own level. All those affected must be within a 30’x30’ area. All 
  creatures are allowed a saving throw vs. spells, and subsequent saving throws 
  based on either their hit dice (if a monster) or intelligence (if a human or demi-
  human), but all such saving throws are made with a -2 penalty. See page 135 
  for details on the various charm spells. 
   
  Mass Invisibility 
   
  Level 6 bard, level 7 mage spell (illusion/phantasm) 
  Requires: incantation, gestures, eyelash in gum arabic 
  Casting time: 42 seconds (7 segments) 
   
  This spell operates similarly to the spell invisibility (see p. 178 for details), with 
  the exception that up to 400 man-sized creatures, 40 giants, 8 large dragons, 
  etc. can be affected, as long as they are all within a 90’x90’ area, 10’ away 
  from the caster per experience level.  
   
  Mass Suggestion 
   
  Level 6 illusionist spell (enchantment/charm) 
  Requires: incantation, honeycomb or sweet oil 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to make a proposal in such a way that the listeners 
  will be disposed to agree to it. The listeners, of course, must be able to 
  understand what is being said. Up to one creature per level of the caster can 
  be influenced, and listeners get a saving throw vs. spells to resist the 
  suggestion, but if it is a particularly reasonable-sounding proposition, the save 
  is made at a penalty of -1 or even -2 (at the game master’s discretion). If only 
  a single creature is the target, he gets an additional penalty of -2 to his saving 
  throw. The spell has a range of 30’. The suggestion can never be obviously 
  harmful, deadly, or against the interests of the hearer, but (for instance) a 
  
  Spell Descriptions - Massmorph 
  186 
  suggestion that a giant agree to a truce to help an adventuring party attack a 
  nearby orc lair, with the giant getting a share of the loot, is certainly within the 
  bounds of the spell. A maximum of two short sentences can be used to make 
  the suggestion, and only a single suggestion can be made regardless of the 
  number of creatures affected. If successful, the suggestion will remain in force 
  for 40 minutes plus 40 minutes per level of the caster.  
   
  Massmorph 
   
  Level 4 mage/illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, chips of bark 
  Casting time: 5 minutes 
   
  This spell will cause up to 10 creatures per experience level of the caster to 
  appear as trees. The creatures must all be willing, and all within a 30’ x 30’ 
  area per level of the caster, and all man-sized or smaller. The illusion will 
  withstand close scrutiny and even physical handling, but if the “trees” are 
  struck, they will take damage and bleed. The spell will last until the caster wills 
  it, or a dispel magic spell is cast upon the affected area. The spell requires a 
  handful of chips of tree bark, which are lost as the spell is cast.  
   
  Material 
   
  Level 3 mystic/mage spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to create commonplace items such as stone, wood, 
  dirt, sand, dung, water, air, etc. Plants can also be created, with a percentage 
  chance of success equal to the level of the caster. Animals, complex or finished 
  items, precious metals or stones, etc., cannot be created using this spell. Up to 
  1 cubic foot of material can be created by means of this spell, and the material 
  created will remain indefinitely. 
   
  Maze 
   
  Level 5 bard/illusionist, level 8 mage spell (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell creates an extra-planar pocket dimension consisting of nothing more 
  than ever-shifting walls of pure force, forming an impenetrable labyrinth. The 
  spell can be cast upon a single creature within 5’ per level of the caster; that 
  creature is then swept up into the pocket dimension for a length of time 
  determined by his intelligence: 
   
  TABLE 292: MAZE 
  Intelligence 
  Spell Duration 
  2 or less 
  2d4x10 minutes 
  3-5 
  1d4x10 minutes 
  6-8 
  5d4 minutes 
  9-11 
  4d4 minutes 
  12-14 
  3d4 minutes 
  15-17 
  2d4 minutes 
  18 or more 
  1d4 minutes 
   
  Minotaurs are immune to this spell. 
   
  Measure 
   
  Level 7 savant spell 
  Requires: incantation, gestures, balance 
  Casting time: 7 minutes 
   
  This spell allows the caster to glean the exact number of charges a particular 
  magical item possesses. The caster places the object on a specially constructed 
  set of balance scales costing 1,000 g.p., and begins to stack weights on the 
  other tray. When the number of weights equals the number of charges in the 
  item, the scales will be brought into balance. The scale and weights can be re-
  used.  
   
  Meld into Stone 
   
  Level 3 cleric/mystic spell (alteration) 
  Requires: incantation, gestures, stone 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to blend his body and possessions into stone or 
  rock for a variable amount of time. The caster can be wearing/carrying no 
  more than 100 lbs. of armor and equipment; if he has more, the spell will fail 
  (artifacts and relics cannot be transported into stone by this spell). The caster 
  must stand next to the stone into which he will meld himself, and the stone must 
  be large enough to accommodate him; if it is not, the spell will also fail. The 
  spell will last for 1d8+8 minutes, but the caster will not know the exact 
  duration. If he fails to emerge voluntarily from the spell before it expires, he 
  will take 4d8 hit points of damage as he is forcibly expelled by the stone. 
  While in the stone, the caster cannot see or hear what is going around him, 
  but will be aware of the passage of time. While melded with the stone, the 
  caster will be harmed by the following spells as indicated: 
   
  TABLE 293: MELD INTO STONE 
  Spell 
  Effect 
  Stone shape (p. 222) 
  4d4 h.p. damage 
  Stone to flesh (p. 222) 
  4d8 h.p. damage, expelled from 
  stone 
  Transmute rock to mud (p. 228) 
  Expelled from stone, save vs. spells 
  or be killed 
   
  The spell requires a small piece of the type of stone into which the caster will 
  meld himself, which is destroyed as the spell is cast.  
   
  Melt 
   
  Level 1 mage spell (alteration) 
  Requires: incantation, gestures, rock salt, soot 
  Casting time: 6 seconds (1 segment) 
   
  This spell causes the temperature in a limited area to rise, allowing ice or snow 
  to melt and causing damage to some creatures. The spell can affect one cubic 
  yard of ice or two cubic yards of snow per level of the caster; it will cause a 
  complete conversion to liquid water within 1 minute of being cast, and will 
  remain liquid for 1 minute per level of the caster, before the natural 
  temperature takes hold once more and the melted area is turned back to ice. 
  If cast upon creatures who are either cold-based or thrive in ultra-cold climates 
  (ice meta-elementals, frost giants, remorhaz, woolly rhinos, etc.), the spell will 
  cause 2 h.p. of damage if a saving throw vs. spells is failed; half that if the 
  saving throw is successful. The spell requires a pinch of soot and rock salt, 
  which are destroyed by the casting.  
   
  
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  Mending 
   
  Level 1 mage/mountebank spell (alteration) 
  Requires: incantation, gestures, magnets/burrs 
  Casting time: 6 seconds (1 segment) 
   
  This spell enables the caster to repair small breaks and tears in physical objects 
  such as rings, chains, rope, poles, etc. If the object is metal, it can only have 
  a single break to be mended. Single holes (such as a hole in a belt pouch) can 
  be repaired by means of this spell, and objects of ceramic or wood can be 
  mended even if they are smashed into many pieces. The spell requires two tiny 
  magnets or two burrs, which are destroyed by the casting of the spell.  
   
  Message 
   
  Level 1 bard/mage/savant/mountebank, level 3 mystic spell (alteration) 
  Requires: incantation, gestures, copper wire 
  Casting time: 6 seconds (1 segment) 
   
  This spell enables the caster to whisper a message that will be heard by a 
  single recipient within 60’ plus 10’ per experience level of the caster, and that 
  recipient can then whisper a reply that will be heard by none save the caster.  
  The message and the reply can be no longer in length combined than 30 
  seconds (5 segments) plus 6 seconds (1 segment) per level of the caster. The 
  spell does not confer the ability to understand languages that are otherwise 
  unknown to either the caster or the recipient. The caster and the recipient must 
  be in line of sight, without obstruction, for the spell to work. The spell requires 
  a small bit of copper wire, which is destroyed in the casting.  
   
  Messenger 
   
  Level 2 cleric spell (enchantment/charm) 
  Requires: incantation, gestures, food 
  Casting time: 1 minute 
   
  This spell enables the caster to use a single small animal, such as a bird, 
  mouse, dog, etc., to convey some message. The creature in question cannot 
  be of any sort of magical or giant variety, nor can it have an intelligence 
  greater than 4 or less than 1. The caster uses the food to lure the animal close, 
  then attempts to make it his messenger. If the animal fails its saving throw, it 
  will approach the caster, who can then attach some sort of message to it and 
  give it the simplest of instructions (“go to the top of the hill and wait,” or “run 
  into that building and find the human with black hair”, etc.). The animal will 
  then follow the directions and wait until the spell expires; the spell will last for 
  1 hour per level of the caster. (Note that the intended recipient may not even 
  notice the messenger for what it is.) 
   
  Meteor Swarm 
   
  Level 9 mage spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 54 seconds (9 segments) 
   
  This spell causes a swarm of fiery spheres to emanate from the caster’s hand, 
  traveling in a straight line to some predetermined detonation point no farther 
  than 40’ distant plus 10’ per level of the caster (any creature unfortunate 
  enough to be in the direct path of the missiles will suffer their full effect without 
  benefit of a saving throw). The caster may choose to either send four 2’ 
  diameter spheres or eight 1’ diameter spheres.  
   
  The 2’ diameter globes will each burst for 10-40 hit points of damage in a 30’ 
  radius, in a diamond pattern with the center of each globe 20’ from the next. 
  Note that this means that there will be areas of overlap between the explosive 
  effects of the globes, with all 4 affecting the center. Any creature in any zone 
  of effect must make a separate saving throw vs. spells for each globe; success 
  indicates half damage.  
   
  The 1’ diameter globes will each burst for 5-20 hit points of damage in a 15’ 
  radius, in a diamond/box pattern with each globe alternately 10’ or 20’ from 
  the next. Note that this means there will be many areas of overlap, with 4 such 
  overlaps in the center of the pattern of explosions. Any creature in any zone 
  of effect must make a separate saving throw vs. spells for each globe; success 
  indicates half damage.  
   
  This spell cannot be cast underwater.  
   
  Mind Blank 
   
  Level 8 mage/savant spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell provides complete immunity to all sort of mind-influencing and scrying 
  magic. Thus, the recipient (who can be within 30’ of the caster) will be totally 
  unaffected by such spells as charm, command, divination, ESP, feeblemind, 
  telepathy, clairvoyance, contact other plane, and all forms of illusions. Even a 
  wish is foiled by this spell. It will also provide a completely effective defense 
  against magic items such as crystal balls and potions of human control.  Only 
  the most powerful of deities can overcome this spell.  
   
  Minor Creation 
   
  Level 4 illusionist, level 5 savant spell (alteration) 
  Requires: incantation, gestures, representative matter 
  Casting time: 10 minutes 
   
  This spell allows the caster to actually create solid matter from sheer 
  nothingness, but with the caveat that it will only last for 1 hour per level of the 
  caster. The item must be of non-living and plant-based nature such as rope, 
  wood, etc., and can be no larger than 1 cubic foot per experience level of the 
  caster. The caster must have a tiny piece of matter of the same sort as the item 
  that is to be created; a splinter for a wooden object, etc.  
   
  Minor Globe of Invulnerability 
   
  Level 4 mage spell (abjuration) 
  Requires: incantation, gestures, glass or crystal bead 
  Casting time: 24 seconds (4 segments) 
   
  This spell brings into being an invisible sphere some 10’ in diameter, centered 
  on the caster, which is proof against any spells of 1st, 2nd, or 3rd level. No 
  such spells can penetrate the sphere from outside (and area of effect spells 
  have no effect within the sphere). Spells of those levels can be cast out from 
  within the sphere without penalty, and spells of 4th or greater level ignore its 
  effects. A dispel magic spell will destroy the sphere. It will otherwise last for 1 
  minute per level of the caster.  
   
  Minute Meteors 
   
  Level 3 mage spell (evocation) 
  Requires: incantation, gestures, niter/sulfur/tar ball, small gold tube 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to create a number of tiny fireballs equal to his 
  experience level, that can then be targeted at some enemy. The caster has a 
  choice when it comes to the speed of firing the missiles: either 1 every 12 
  seconds (2 segments) or 1 per round. Once chosen, the rate of fire cannot be 
  changed, although the caster can stop the spell at any time. If the slower rate 
  of fire is chosen, the caster can, if he wishes, cast other spells before the minute 
  
  Spell Descriptions - Minor Morphing 
  188 
  meteors have all been shot, as long as they don’t require intense concentration 
  beyond their initial casting time. Each missile does 1d4 h.p. of damage and 
  will set fire to flammable objects. A dispel magic spell cast upon the caster will 
  automatically cancel any remaining meteors.  
   
  The spell requires a small pill of niter and sulfur mixed with tar, which is lost 
  as the spell is cast, as well as a miniature golden tube which costs no less than 
  1,000 g.p. The tube itself is reusable. 
   
  This spell cannot be cast underwater. 
   
  Minor Morphing 
   
  Level 1 jester spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  By means of this spell the caster is able to effect a minor alteration in the 
  physical appearance of another creature. He could, for instance, cause leaves 
  to grow on the target, change its skin color, cause it to sprout horns, or turn its 
  ears into those of a donkey. The target of the spell must be within 30’ of the 
  caster, and the effect lasts for a maximum of 24 hours. It is not possible to 
  change its appearance into that of another specific person (i.e., one could not 
  use it to disguise someone as someone else), or to change their racial 
  appearance (i.e., turn someone into a half-orc). Height and weight are not 
  affected by this spell. It cannot be used to grant (or remove) any special powers 
  such as flight, underwater breathing, etc. A remove curse or dispel magic spell 
  will cancel the effect. 
   
  Mirage 
   
  Illusionst cantrip (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to cover an area with some scene of his choosing. 
  The area to be covered can be up to 20’x20’, and the mirage will last as long 
  as the caster can concentrate. Each minute there is a 5% (cumulative) chance 
  that the mirage will reveal its true nature with a shimmering ripple through the 
  scene, and it will disappear in any case once touched.  
   
  Mirage Arcane 
   
  Level 6 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to create the illusion that a given location is 
  completely different than it is in reality. Thus, a laboratory could be made to 
  appear to be a bedroom, a stable made to appear to be a marketplace, a 
  tomb appear to be a lake, etc. The illusion will last for as long as the caster 
  maintains faint concentration (conversation is permitted, but combat, 
  spellcasting, taking damage, etc. will break the concentration required). Once 
  concentration ends, the spell will last for 1 hour plus 10 minutes per level of 
  the caster. Note that objects already in the area will still be there, and can be 
  felt, stumbled over, etc. Such objects will be thought to be simply invisible, as 
  there is no saving throw allowed for this spell (dispel illusion will operate 
  normally, however).  
   
  Mirror Image 
   
  Level 2 jester/mage/illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates from one to four exact duplicates of the caster, all of whom 
  move and act in concert with the genuine. The images move and shift around, 
  so it is impossible to pick out the real one, even if he has been struck and 
  wounded in a previous round. If an image is struck by a weapon, it will 
  disappear. Don’t forget that there is a chance that the actual caster will be 
  struck if in combat! The number of mirror images is determined by rolling 
  percentile dice and adding the caster’s experience level to the number: 
   
  TABLE 294: MIRROR IMAGE 
   
  Number of Images 
  Die Roll (d%) Plus Level 
  Mage 
  Illusionist 
  01-25 
  1 
  2 
  26-50 
  2 
  3 
  51-75 
  3 
  4 
  76+ 
  4 
  5 
   
  All of the images will instantly disappear when the spell expires after 2 minutes 
  per level of the caster if cast by a mage, 3 minutes per level if cast by an 
  illusionist.  
   
  Misdirection 
   
  Level 2 illusionist/mountebank spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell is designed to foil divination spells aimed at a particular thing or 
  creature. The spell effect lasts for 1 minute per level of the caster, and the 
  object of the casting must be within 30’. If the subject of the spell is 
  subsequently the object of some sort of divinatory spell such as detect charm, 
  detect lie, detect magic, etc., the caster of the divination spell must make a 
  saving throw vs. spells. Failure indicates that the divination spell will go awry, 
  giving a false reading, indicating something is not magic when it is, failing to 
  detect some invisible object, etc.  
   
  Mislead 
   
  Level 6 illusionist spell (illusion/phantasm) 
  Requires: gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to simultaneously make himself invisible (as per the 
  improved invisibility spell; see p. 176 for details) and create an illusionary 
  duplicate of himself. The illusionary duplicate can speak, walk, gesture, etc., 
  and can be touched or smelled as well. The effect lasts for 1 minute per 
  experience level of the caster. The illusionary double can be detected as such 
  by magic such as the spell detect illusion, a gem of true seeing, etc. The 
  invisible caster can be detected by means such as the spell detect invisibility, 
  a robe of eyes, etc.  
   
  Mnemonic Enhancer 
   
  Level 4 mage/savant spell (alteration) 
  Requires: incantation, gestures, string, ivory plaque, ink 
  Casting time: 10 minutes 
   
  This spell allows the caster to memorize a total of three extra levels’ worth of 
  spells: 3x1st level spells, 1x1st and 1x2nd level, or 1x3rd level. The effect lasts 
  for an entire day, and can only affect the caster himself. The spell can be used 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   189
  to either memorize additional spells once it is cast, or, alternatively, can allow 
  the caster to keep the requisite number of spell levels after they have been cast. 
  (So, for example, a mage could cast mnemonic enhancer in the morning, and 
  not opt to use it to memorize any additional spells; later that day, if he were 
  to cast a magic missile and a pyrotechnics spell, he could simply say that they 
  were being retained, and they would be able to be cast a second time, only 
  leaving his memory after the second casting).  
   
  Moan 
   
  Mage/illusionist cantrip (illusion) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip will create either a low-pitched pitiful moan or a high-pitched eerie 
  moan, somewhere within 10’ of the caster. A successful saving throw by 
  listeners indicates the illusionary sound is not heard. The moan can be made 
  to appear from within a closed box, a barrel, etc.  
   
  Monster Summoning I 
   
  Level 3 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle 
  Casting time: 18 seconds (3 segments) 
   
  This spell will cause 2-8 monsters to appear at a spot selected by the mage, 
  within 30’ of his location when the spell is cast. They will appear suddenly, as 
  if from thin air, and will attack his enemies (without explanation needed) or 
  perform other services (which must be explained to them, thus requiring some 
  means of communication which the spell itself does not supply). They will 
  remain until slain, the combat ceases, or after 2 minutes plus 1 minute per level 
  of the caster (whichever comes first). The type of creature that responds to the 
  summoning is determined randomly, and may vary depending on the 
  alignment of the caster and whether or not the spell is cast when on or in water: 
   
  TABLE 295: MONSTER SUMMONING I (DRY LAND) 
  Die Roll (d%) 
  Creature Summoned 
  (Good/Neutral Caster) 
  Creature Summoned (Evil 
  Caster) 
  01-10 
  Bat, giant 
  Bat, giant 
  11-20 
  Living boulder 
  Living boulder 
  21-30 
  Bogwump 
  Hybsil 
  31-40 
  Demon, manes 
  Demon, manes 
  41-50 
  Demon, nupperibo 
  Demon, nupperibo 
  51-60 
  Goblin 
  Dwarf 
  61-70 
  Hobgoblin 
  Elf 
  71-80 
  Kobold 
  Gnome 
  81-90 
  Orc 
  Halfling 
  91-95 
  Rat, giant 
  Rat, giant 
  96-00 
  Zvert 
  Half-elf 
   
  TABLE 296: MONSTER SUMMONING I: FRESH WATER 
  Die Roll (d%) 
  Creature Summoned 
  01-67 
  Koalinth 
  68-00 
  Nixie 
   
  TABLE 297: MONSTER SUMMONING I (SALT WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-50 
  Koalinth 
  51-00 
  Merman 
   
  The spell requires a small bag and candle, which need not be lit, both of which 
  are consumed by the spell.  
   
  Monster Summoning II 
   
  Level 4 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle 
  Casting time: 24 seconds (4 segments) 
   
  This spell functions exactly the same as monster summoning I, except that 1-6 
  monsters will respond to the summons, and there is a 1-4 minute delay between 
  the casting of the spell and the arrival of the monsters summoned. Determine 
  the type of creatures summoned randomly: 
   
  TABLE 298: MONSTER SUMMONING II (DRY LAND) 
  Die Roll (d%) 
  Creature Summoned 
  01-15 
  Centipede, giant 
  16-25 
  Devil, lemure 
  26-35 
  Duergar 
  36-45 
  Gnoll 
  45-55 
  Grimlock 
  56-70 
  Mongrelman 
  71-80 
  Stirge 
  81-90 
  Toad, giant 
  91-00 
  Troglodyte 
   
  TABLE 299: MONSTER SUMMONING II (FRESH WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-35 
  Frog, giant  
  36-00 
  Lizard man 
   
  TABLE 300: MONSTER SUMMONING II (SALT WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-25 
  Locathah 
  26-60 
  Lycanthrope, werewolf, marine 
  61-75 
  Sea urchin, giant green 
  76-00 
  Vampire ray 
   
  Monster Summoning III 
   
  Level 5 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle 
  Casting time: 30 seconds (5 segments) 
   
  This spell functions exactly the same as monster summoning I, except that 1-4 
  monsters will respond to the summons, and there is a 1-4 minute delay between 
  the casting of the spell and the arrival of the monsters summoned. Determine 
  the type of creatures summoned randomly: 
   
  TABLE 301: MONSTER SUMMONING III (DRY LAND) 
  Die Roll (d%) 
  Creature Summoned 
  01-07 
  Beetle, boring 
  08-17 
  Bugbear 
  18-25 
  Gelatinous cube 
  26-32 
  Ghoul 
  33-40 
  Kestrel man  
  41-47 
  Lizard, giant 
  48-53 
  Lycanthrope, wererat 
  54-63 
  Mephit, fire 
  64-69 
  Mephit, smoke 
  70-74 
  Ochre jelly 
  75-84 
  Ogre 
  85 
  Ophidian 
  86-90 
  Spider, huge 
  91-96 
  Spider, large 
  97-98 
  Tick, giant  
  99-00 
  Weasel, giant  
   
  
  Spell Descriptions - Monster Summoning IV 
  190 
  TABLE 302: MONSTER SUMMONING III (FRESH WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-10 
  Bunyip 
  11-75 
  Crab, giant 
  76-00 
  Lacedon (ghoul) 
   
  TABLE 303: MONSTER SUMMONING III (SALT WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-25 
  Giant sea urchin, black  
  26-50 
  Giant sea urchin, red  
  51-75 
  Lacedon (ghoul) 
  76-00 
  Sahuagin 
   
  Monster Summoning IV 
   
  Level 6 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle 
  Casting time: 36 seconds (6 segments) 
   
  This spell functions exactly the same as monster summoning I, except that 1-3 
  monsters will respond to the summons, and there is a 1-3 minute delay between 
  the casting of the spell and the arrival of the monsters summoned. Determine 
  the type of creatures summoned randomly: 
   
   
   
  TABLE 304: MONSTER SUMMONING IV (DRY LAND) 
  Die Roll (d%) 
  Creature Summoned 
  (Good/Neutral Caster) 
  Creature Summoned (Evil 
  Caster) 
  01-06 
  Ape, Carnivorous 
  Ape, Carnivorous 
  07-13 
  Gargoyle 
  Blink Dog 
  14-22 
  Camel spider, giant  
  Camel spider, giant  
  23-30 
  Ghast 
  Ghast 
  31-39 
  Gray ooze 
  Gray ooze 
  Die Roll (d%) 
  Creature Summoned 
  (Good/Neutral Caster) 
  Creature Summoned (Evil 
  Caster) 
  40-47 
  Hell hound 
  Hell hound 
  48-55 
  Hydra (5 heads) 
  Hydra (5 heads) 
  56-64 
  Lycanthrope, werewolf 
  Lycanthrope, werewolf 
  65-72 
  Meenlock 
  Meenlock 
  73-83 
  Owlbear 
  Owlbear 
  84-90 
  Pech 
  Pech 
  91-94 
  Shadow 
  Shadow 
  95-96 
  Snake, giant constrictor 
  Snake, giant constrictor 
  97-98 
  Toad, arctic 
  Toad, arctic 
  99-00 
  Toad, poisonous 
  Toad, poisonous 
   
  TABLE 305: MONSTER SUMMONING IV (FRESH WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-33 
  Beetle, water, giant 
  34-50 
  Crayfish, giant 
  51-67 
  Crystal ooze 
  68-79 
  Kopaocinth (gargoyle) 
  80-00 
  Spider, water, giant 
   
  TABLE 306: MONSTER SUMMONING IV (SALT WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-35 
  Crystal ooze  
  36-65 
  Giant sea urchin, yellow  
  66-80 
  Kopaocinth (gargoyle) 
  81-96 
  Lobster, giant 
  97-99 
  Triton 
  00 
  Lycanthrope, wereseal 
   
  Monster Summoning V 
   
  Level 7 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle 
  Casting time: 42 seconds (7 segments) 
   
  This spell functions exactly the same as monster summoning I, except that 1-2 
  monsters will respond to the summons, and there is a 1-3 minute delay between 
  the casting of the spell and the arrival of the monsters summoned. Determine 
  the type of creatures summoned randomly: 
   
  TABLE 307: MONSTER SUMMONING V (DRY LAND) 
  Die Roll (d%) 
  Creature Summoned 
  01-07 
  Cockatrice 
  08-15 
  Doppelganger 
  16-19 
  Giant, verbeeg 
  20-27 
  Gallu, earth 
  28-31 
  Hydra (7 heads) 
  32-38 
  Leucrotta 
  39-45 
  Lizard, cave 
  46-50 
  Lycanthrope, wereboar 
  51-55 
  Margoyle  
  56-65 
  Minotaur 
  66-70 
  Phase panther 
  71-75 
  Phycomid 
  76-80 
  Snake, giant, amphisbaena 
  81-85 
  Snake, giant, poisonous 
  86-90 
  Snake, giant, spitting 
  91-92 
  Sorber 
  93-00 
  Spider, giant 
   
  TABLE 308: MONSTER SUMMONING V (FRESH WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-10 
  Algoid  
  11-80 
  Crocodile, giant 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   191
  81-00 
  Water verm 
   
  TABLE 309: MONSTER SUMMONING V (SALT WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-40 
  Crocodile, giant 
  41-60 
  Giant sea urchin, silver  
  61-80 
  Sea hag 
  81-90 
  Sea lion 
  91-00 
  Water verm 
   
  Monster Summoning VI 
   
  Level 8 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle 
  Casting time: 48 seconds (8 segments) 
   
  This spell functions exactly the same as monster summoning I, except that 1-2 
  monsters will respond to the summons, and the fact that there is a 1-3 minute 
  delay between the casting of the spell and the arrival of the monsters 
  summoned. Determine the type of creatures summoned randomly: 
   
  TABLE 310: MONSTER SUMMONING VI (DRY LAND) 
  Die Roll (d%) 
  Creature Summoned 
  (Good/Neutral Caster) 
  Creature Summoned (Evil 
  Caster) 
  01-02 
  Beakbrain 
  Beakbrain 
  03-06 
  Carrion crawler 
  Carrion crawler 
  07-08 
  Devil, abishai 
  Devil, abishai 
  09-12 
  Devil, erinyes 
  Devil, erinyes 
  13-19 
  Hydra (8 heads) 
  Hydra (8 heads) 
  20-24 
  Jackalwere 
  Lammasu 
  25-26 
  Korred 
  Korred 
  27-31 
  Lycanthrope, weretiger 
  Lycanthrope, wereboar 
  32-38 
  Manticore 
  Manticore 
  39-43 
  Ogre magi 
  Ogre magi 
  44-51 
  Otyugh 
  Otyugh 
  52-53 
  Rakshasa 
  Rakshasa 
  54-56 
  Ranian, Ruby 
  Ranian, Ruby 
  57-62 
  Salamander 
  Salamander 
  62-64 
  Serpent man 
  Serpent man 
  65-68 
  Spider, phase 
  Spider, phase 
  69-78 
  Troll 
  Troll 
  79-84 
  Wight 
  Wight 
  85-88 
  Wind walker 
  Wind walker 
  89-92 
  Wraith 
  Wraith 
  93-00 
  Wyvern 
  Wyvern 
   
  TABLE 311: MONSTER SUMMONING VI (FRESH/SALT WATER) 
  Die Roll (d%) 
  Creature Summoned 
  01-33 
  Deep goliath 
  34-45 
  Lycanthrope, werewolf, marine 
  46-56 
  Octopus, giant 
  57-78 
  Snake, sea, giant 
  79-00 
  Spider, giant marine 
   
  Monster Summoning VII 
   
  Level 9 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle 
  Casting time: 54 seconds (9 segments) 
   
  This spell functions exactly the same as monster summoning I, except that 1-2 
  monsters will respond to the summons, and there is a 1-2 minute delay between 
  the casting of the spell and the arrival of the monsters summoned. Determine 
  the type of creatures summoned randomly: 
   
  TABLE 312: MONSTER SUMMONING VII (DRY LAND) 
  Die Roll (d%) 
  Creature Summoned 
  (Good/Neutral Caster) 
  Creature Summoned 
  (Evil Caster) 
  01 
  Basilisk, greater 
  Basilisk, greater 
  02-03 
  Chimera 
  Couatl 
  04 
  Cthonoid 
  Cthonoid 
  05-06 
  Demon, succubus 
  Demon, succubus 
  07-09 
  Demon, vrock 
  Demon, vrock 
  10-12 
  Demon, hezrou 
  Demon, hezrou 
  13-15 
  Demon, glabrezu 
  Demon, glabrezu 
  16-18 
  Devil, barbed 
  Devil, barbed 
  19-21 
  Devil, bone 
  Devil, bone 
  22-23 
  Devil, horned 
  Devil, horned 
  24 
  Drosera, giant 
  Drosera, giant 
  25-26 
  Ettin 
  Ettin 
  27-29 
  Giant, fire 
  Giant, fire 
  30-32 
  Giant, frost 
  Giant, frost 
  33-35 
  Giant, hill 
  Giant, hill 
  36-38 
  Giant, stone 
  Giant, stone 
  39-41 
  Gorgon 
  Gorgon 
  42-43 
  Groaning spirit 
  Groaning spirit 
  44-46 
  Hydra (10 heads) 
  Hydra (10 heads) 
  47-49 
  Hydra, pyro- (8 heads) 
  Hydra, pyro- (8 heads) 
  50-52 
  Intellect devourer 
  Intellect devourer 
  53-55 
  Invisible stalker 
  Invisible stalker 
  56-58 
  Lamia 
  Lamia 
  59-61 
  Lizard, fire 
  Lizard, fire 
  62-63 
  Lycanthrope, vixen 
  Lycanthrope, vixen 
  64 
  Mediodaemon 
  Mediodaemon 
  65-67 
  Mummy 
  Mummy 
  68-70 
  Naga, spirit 
  Naga, spirit 
  71-73 
  Neo-otyugh 
  Neo-otyugh 
  74-75 
  Night hag 
  Night hag 
  76 
  Qarin 
  Qarin 
  77-79 
  Roper 
  Shedu 
  80-82 
  Shambling mound 
  Shambling mound 
  83-85 
  Slug, giant 
  Slug, giant 
  86-88 
  Spectre 
  Spectre 
  89-91 
  Sphinx, hieraco- 
  Spinx, andro- 
  92-94 
  Wenge Goliath 
  Wenge goliath 
  95-97 
  Will-o-wisp 
  Will-o-wisp 
  98-00 
  Xorn 
  Xorn 
   
  TABLE 313: MONSTER SUMMONING VII (FRESH WATER) 
  Die Roll (d%) 
  Fresh Water 
  01-05 
  Behemoth 
  06-25 
  Morkoth 
  26-00 
  Naga, water 
   
  TABLE 314: MONSTER SUMMONING VII (SALT WATER) 
  Die Roll (d%) 
  Salt Water 
  01-15 
  Morkoth 
  16-70 
  Lycanthrope, nanaue 
  71-91 
  Ray, manta 
  92-95 
  Squid, giant 
  96-00 
  Verme 
   
  Moonbeam 
   
  Level 5 druid spell (evocation) 
  Requires: incantation, gestures, moonstone, moonseed plant seeds 
  Casting time: 42 seconds (7 segments) 
   
  This spell creates a bright spotlight, equal to the light of a full moon, some 10’ 
  in diameter (with a further 10’ very dimly illuminated by the reflected light). 
  
  Spell Descriptions - Mount 
  192 
  The moonbeam can be centered on any point that the caster can see and point 
  to, up to 10’ distant per experience level. Colors are not discernable under the 
  cold, pale light, but infravision and ultravision are not adversely affected. The 
  spell requires a small piece of moonstone, and a few seeds of the moonseed 
  plant.  
   
  Mount 
   
  Level 1 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, hair/dung from animal type desired 
  Casting time: 1 minute 
   
  This spell summons an animal, which will freely serve as a mount for the caster. 
  The mount will remain for 2 hours plus 30 minutes per level of the caster, after 
  which time it will wink out of existence. The exact type of creature, and whether 
  or not it comes with appropriate tack and harness, depends on the level of the 
  caster: 
   
  TABLE 315: MOUNT 
  Caster’s Level 
  Creature Alone 
  With Tack and Harness 
  1-3 
  Mule or light horse 
  n/a 
  4-7 
  Draft horse, warhorse 
  Mule or light horse 
  8-12 
  Camel 
  Draft horse, warhorse 
  13-17 
  Elephant 
  Camel 
  18+ 
  n/a 
  Elephant (inc. howdah) 
   
  The spell requires either a bit of hair or dung from the desired type of mount, 
  which disappears as the spell is cast.  
   
  This spell cannot be cast underwater.  
   
  Mouse 
   
  Mage/illusionist/savant cantrip (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip summons an ordinary field mouse, causing it to appear up to 10’ 
  away. Once it appears, the mouse will behave normally (for a mouse). This 
  spell cannot be cast underwater.  
   
  Move Earth 
   
  Level 6 mage spell (alteration) 
  Requires: incantation, gestures, soil, bag, iron blade 
  Casting time: 10 minutes per 40’x40’ area 
   
  This spell allows the caster to move earth (whether of clay, sand, soil, etc.). 
  The area affected can be up to 10’ distant from the caster per experience level. 
  This spell would allow earthen banks or cliffs to be collapsed, but if features 
  are to be actually moved (say, moving a hillock from one place to another), 
  the caster would need to summon an earth elemental immediately after the 
  move earth spell was cast. The spell will not work on stone, although small 
  rocks naturally found in the earth to be moved will be carried along with it. 
  When cast upon earthen fortifications, it will do 200 h.p. of damage. 
   
  Mute 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip allows the caster to change the outward form of some mineral 
  object (stone, metal, glass, etc.) for up to 1 minute. Thus, a box could be turned 
  to a ball, iron to platinum, but the size and volume of the item would not be 
  changed. Magic items are unaffected, and if the item is touched, the person 
  doing so is entitled to a saving throw vs. spells. Success indicates the item 
  reverts instantly to its normal form.  
   
  Negative Plane Protection 
   
  Level 3 cleric/mystic/savant spell (abjuration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 minute 
   
  This spell opens up a conduit to the Positive Material Plane, allowing a single 
  creature to be protected from the effect of level-draining undead (vampires, 
  wights, etc.). Once the creature to be protected has been touched by the 
  caster, the effect lasts for 10 minutes per level of the caster. If the protected 
  creature is successfully attacked by any negative-energy undead creature, he 
  is entitled to a saving throw vs. death magic. Success indicates that he takes 
  normal (physical) damage, but no level-draining or similar effects take place. 
  Failure indicates double hit point damage in addition to the level-draining 
  effects of the attack. The spell dissipates once it is activated, whether or not the 
  saving throw is successful. A flash of light and clap of thunder accompany the 
  spell’s effect. This spell cannot be cast while on the Negative Material Plane.  
   
  Neutralize Poison (Poison) 
   
  Level 3 bard/druid, level 4 cleric spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to completely detoxify any sort of venom in a single 
  creature touched or ½ cubic foot per level; thus someone who has been stung 
  by a giant scorpion could be completely healed of the effects of its poisonous 
  sting (but not any other damage, say, from its pincers); touching the victim is 
  required. If cast on a poisonous creature, a “to hit” roll is required, but animals 
  with venomous bites or stings will eventually regenerate their poisons (this 
  process will take days, however).  
   
  The reverse of the spell, poison, allows the caster to inflict a poisonous attack 
  on a victim by touch (again, a “to hit” roll may be required). If the victim fails 
  a saving throw vs. poison, he or it will die. Naturally, creatures immune to 
  poison will not be affected.  
   
  Nod 
   
  Mage/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This spell causes the target to involuntarily nod his head up and down, as if 
  agreeing or greeting someone. The target is entitled to a saving throw vs. 
  spells.  
   
  Noise 
   
  Illusionist cantrip (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip allows the caster to create a somewhat indistinct, muted noise such 
  as murmuring voices, rushing water, the sound of many footsteps a distance 
  away, etc. Nothing as distinct as a single voice, bird call, etc., can be 
  produced. It can only be heard within 10’ of the caster, and all creatures 
  hearing the noise are entitled to a saving throw vs. spell. 
   
  
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   193
  Non-Detection 
   
  Level 3 mystic/illusionist/savant/mountebank spell (abjuration) 
  Requires: incantation, gestures, diamond dust 
  Casting time: 18 seconds (3 segments) 
   
  This spell renders the illusionist completely unreadable by any sort of detection 
  spells: clairaudience, clairvoyance, detect invisibility, etc. It will also foil magic 
  items such as crystal balls, wands, and the like, as long as they have effects 
  related to detection. The spell will last for 10 minutes per level of the caster, 
  and will affect an area in a 5’ radius around the caster.  
   
  Obscurement 
   
  Level 2 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell brings into being an obscuring mist centered on the caster, reducing 
  visibility to 2-8 (2d4) feet, including infravision. The area of the mist depends 
  on the level of the caster: a cube 10’ per level of the caster on a side (thus, a 
  6th level druid casting this spell would produce a cube of mist 60’ on a side). 
  If cast underground, the mist will have a height of 10’ maximum, but will 
  otherwise be the same size as if cast above ground. The mist will remain for 4 
  minutes per experience level of the caster, but in a strong wind will only last 
  for 1 minute per level. 
   
  Palm 
   
  Mage/illusionist/savant cantrip (illusion) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip allows the caster to conceal a small object in the palm of his hand 
  while an illusionary duplicate of the object remains in plain sight. This duplicate 
  will only last for 6 seconds (1 segment), however, and thus must be concealed 
  before the “trick” is exposed.  
   
  Palm of My Hand 
   
  Level 1 jester spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to increase the effectiveness of his verbal patter 
  abilities on a particular audience (or portion of the audience). He will have 
  them “eating out of the palm of his hand”; hence the name of the spell. The 
  enchantment will affect up to one creature per level of experience of the jester, 
  as long as all are within a 40’ x 40’ area, centered on a point within the range 
  of the spell, which can be up to 60’ away from the caster. All creatures within 
  the area of effect get a single shared saving throw (the save of the toughest 
  individual); if one saves, they all do. If this spell is used on a subset of a larger 
  audience, the game master should roll singly for the enchanted and non-
  enchanted members of the audience, but apply the bonus only to the former; 
  it is possible for the one to be affected by the jester’s patter, and the other not 
  to be. The jester gains a 25% bonus when attempting verbal patter on those 
  “eating out of the palm of his hand”. The effect lasts for 1 round per level of 
  the caster.  
   
  Paralyzation 
   
  Level 3 illusionist/savant spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell causes the victims to believe that they have been struck by some sort 
  of magical paralysis. In fact, the effect is completely illusory, and thus no sort 
  of healing magic will affect it. Only a dispel magic or dispel illusion spell will 
  prove effective; the spell is otherwise permanent (until the caster chooses to 
  end the effect). The spell will affect a number of creatures whose hit dice do 
  not exceed double the experience level of the caster, as long as all are within 
  a 20’x20’ area.  
   
  Part Water 
   
  Level 6 cleric, level 6 mage spell (alteration) 
  Requires: incantation, gestures, holy symbol or crystal/glass 
  Casting time: 10 minutes 
   
  This spell allows the caster to cause water (or some liquid that is similar in 
  consistency) to part in two, forming a water-free valley through which the caster 
  can then move. The size of this valley depends on the level of the caster: 3’ 
  deep x 1’ wide x 20’ long per level of the caster (thus, a 20th level cleric 
  casting this spell would create a dry valley up to 60’ deep, 20’ wide, and 
  400’ long). The spell will last for 5 minutes per level of the caster. If cast by a 
  cleric, the caster’s holy symbol is needed to cast this spell, but if cast by a 
  mage, two small sheets of crystal or glass are required (and will be destroyed 
  as the spell is cast).  
   
   
   
  Passwall 
   
  Level 4 jester, level 5 mage spell (alteration) 
  Requires: incantation, gestures, sesame seeds 
  Casting time: 30 seconds (5 segments) 
   
  This spell will cause a hole to appear in a nearby wall, some 5’ wide, 8’ high, 
  and 10’ deep. The target wall can be of stone, brick, wood, and/or plaster, 
  but must be within 30’ of the caster. Metal walls (and gates, portcullises, etc.) 
  are not affected. Multiple spells can be cast to create deep passages through 
  thick walls. The passage will remain for 1 hour plus 10 minutes per level of the 
  caster. The spell requires a pinch of sesame seeds, which are destroyed as the 
  spell is cast.  
   
  
  Spell Descriptions - Pass Plant 
  194 
  Pass Plant 
   
  Level 5 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to enter a tree of a particular type and exit from 
  another tree of the same type. He may, at his discretion, remain inside the tree 
  rather than exiting, but if the tree in which he is hiding is destroyed, it means 
  instant death for the caster. The range of the transportation possible by means 
  of the spell depends on the type of tree that is used: 
   
  Oak 
  1,800’ 
  Linden 
  1,080’ 
  Ash 
  1,620’ 
  Other Deciduous 
  900’ 
  Yew 
  1,440’ 
   Other Coniferous 
  720’ 
  Elm 
  1,260’ 
   
   
   
  This spell cannot be cast underwater.  
   
  Pass Without Trace 
   
  Level 1 druid, level 3 illusionist, level 4 bard spell (enchantment/charm) 
  Requires: incantation gestures, mistletoe, evergreen sprig 
  Casting time: 1 minute 
   
  This spell allows the caster to move over any sort of terrain, including snow 
  and sand, without any print, scent, or spoor being left behind. This will 
  completely foil tracking, whether the sort practiced by rangers or by hunting 
  animals such as bloodhounds. The spell is activated by burning the mistletoe, 
  grinding it into a powder, and sprinkling it over the recipient with the sprig of 
  evergreen. Creatures with such protection will, however, leave a magical trail 
  behind them, which can be tracked with a detect magic spell (q.v.).  
   
  Pastel Rainbow 
   
  Illusionist cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This cantrip allows the caster to create a shimmering ribbon of light in rainbow 
  hues. The rainbow will last for 1 minute, and can be up to 30’ long. The 
  rainbow can be made to remain stationary or can move at the caster’s 
  direction (if the rainbow is in motion, the caster must remain within 10’ of it, 
  otherwise he can leave its vicinity). Any creature seeing the rainbow must make 
  a saving throw vs. spells; failure indicates that they will gaze at it in fascination 
  for 1d4 segments (1d4+1 if the rainbow is in motion). 
   
  Penetrate Disguise 
   
  Level 1 cleric, level 2 mystic/savant spell (divination) 
  Requires: incantation, gestures 
  Casting time: 2 minutes 
   
  This spell allows the caster to see through any non-magical disguise on a single 
  creature within 120’ of the caster. It will not reveal the true nature of the 
  disguised figure, but it will indicate that it is disguised. The disguised figure is 
  entitled to a saving throw vs. spells; if it is successful, the caster will become 
  convinced that the disguise is, in fact, the real nature of the creature in 
  question. The spell cannot detect hidden alignments, polymorphed creatures, 
  illusions, etc. It will, however, reveal the presence of a friends spell (see p. 167 
  for details).  
   
  Perception 
   
  Level 1 bard spell (divination) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to sharpen his senses, allowing him to detect things 
  that might otherwise go overlooked. While the spell is in effect, the caster will 
  be able to detect secret and concealed doors as if he were an elf, and gets a 
  +1 bonus to all surprise rolls. The spell lasts for as long as the caster maintains 
  the incantation.  
   
  Permanency 
   
  Level 8 mage/savant spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 2 minutes 
   
  This spell will alter the duration of certain other spells the caster has already 
  cast so as to make them permanent. It also has a role in the creation of certain 
  magic items (see Creating Other Magic Items on p. 112 for details). 
  Permanency can be used only on the following spells that the caster casts upon 
  himself (not other creatures): comprehend languages, detect evil, detect 
  illusion, detect invisibility, detect magic, infravision, protection from evil, 
  protection from normal missiles, read magic, run, tongues, ultravision, and 
  unseen servant. These permanent effects can only be dispelled by a spell-caster 
  of greater level than the caster was at the time the permanency spell was cast.  
   
  In addition, the caster can use the spell to make the following spells he has 
  cast on some other creature, place, or object permanent: alarm, deepockets, 
  dispel magic, enlarge, fear, forcecage, gust of wind, invisibility, magic mouth, 
  preserve, prismatic sphere, stinking cloud, wall of fire, wall of force, web, and 
  wind wall. These effects can be dispelled normally using a dispel magic spell. 
   
  Casting this spell on himself or some other creature will reduce the caster’s 
  constitution score by 1 point. Casting this spell on some other inanimate object 
  will only cost a point of constitution 5% of the time (exception: if permanency 
  is placed within a ring of spell storing (or similar device), the constitution loss 
  is automatic).  
   
  Permanent Illusion 
   
  Level 6 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, fleece 
  Casting time: 42 seconds (7 segments) 
   
  This spell is an even more potent version of the improved phantasmal force 
  spell (see p. 176). This spell creates an illusion that contains visual, audible, 
  olfactory, and thermal elements; it is thus so convincing that creatures believing 
  it to be real will suffer actual damage from it, if appropriate. Any image 
  desired by the caster can be created, and the image can move and react and 
  make sounds including actual speech. The caster does not need to concentrate 
  to sustain the illusion. The image can cover an area of 160 square feet plus 
  10 square feet per level of the caster, centered on a point up to 10’ per level 
  of the caster distant.  
   
  Creatures who actively attempt to disbelieve the image gain a saving throw 
  vs. spells, and if they are successful, they will see the illusion for what it is and 
  will be immune to any further damage from it. Companions of those who 
  disbelieve, and who can be told of the true nature of the illusion, get a saving 
  throw with a +4 bonus. The illusion lasts as long as the caster continues to 
  concentrate, or until the illusion fails to react realistically (i.e., an illusion of an 
  orc which does not react when it is hit by an axe). The spell requires a small 
  bit of fleece, which is destroyed as the spell is cast.  
   
  
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   195
  Phantasmagoria 
   
  Level 6 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to create a complete illusion, programmed to be 
  triggered under specific circumstances, including touch, sound, sight, and 
  scent. The spell can affect an area up to 40 square feet plus 10 square feet 
  per level of the caster, centered on an area 6” distant. Those entering the area 
  and triggering the spell are entitled to a saving throw vs. spells; those who fail 
  the saving throw will experience the illusion for 1 minute per level of the caster. 
  The effect must be related to movement (falling, walking, sliding, flying, etc.), 
  so that the spell can deceive its victims into believing that a drop in a 10’ pit 
  was actually 200’, that as they walk through a room the far wall continues to 
  recede from them, that when they walk through a door they are whisked high 
  above into the sky, etc.  
   
  Phantasmal Force 
   
  Level 1 illusionist, level 2 jester, level 3 mage spell (illusion/phantasm) 
  Requires: incantation, gestures, fleece 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates a visible illusion that is so convincing that creatures believing 
  it to be real will suffer actual damage from it, if appropriate. Any image 
  desired by the caster can be created, and the image can move and react (as 
  long as the caster concentrates on making it behave thus) but no 
  accompanying sounds are created, which might be a tip-off to an observer. 
  The image can cover an area of 120 square feet plus 10 square feet per level 
  of the caster, centered on a point up to 80’ plus 10’ per level of the caster 
  distant.  
   
  Creatures who actively attempt to disbelieve the image gain a saving throw 
  vs. spells, and if they are successful, they will see the illusion for what it is and 
  will be immune to any further damage from it. Companions of those who 
  disbelieve, and who can be told of the true nature of the illusion, get a saving 
  throw with a +4 bonus. The illusion lasts as long as the caster continues to 
  concentrate, or until the illusion fails to react realistically (i.e., an illusion of an 
  orc which does not react when it is hit by an axe). The spell requires a small 
  bit of fleece, which is destroyed as the spell is cast.  
   
  Phantasmal Killer 
   
  Level 4 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell reaches into the subconscious of the target to produce the illusion of 
  the absolutely most terrifying creature that could possibly exist for him. A single 
  successful attack by the phantasmal killer, which strikes as a 4 hit die monster, 
  indicates that the victim has died of fright. The killer cannot itself be attacked 
  or evaded, but if the caster is slain while the spell is in effect, the killer will 
  disappear. The killer is visible only to the victim and the caster, and the spell 
  has a range of 5’ per level of the caster. The killer will remain for 1 minute per 
  level.  
   
  It is possible to attempt to disbelieve in the reality of a phantasmal killer, but 
  in order to do so, 3d6 are rolled. If the total is less than or equal to the victim’s 
  intelligence, the phantasmal killer is seem as illusory, and can do no harm. 
  This special sort of disbelieving roll has the following modifiers (as well as the 
  standard wisdom adjustment and magic resistance, if any): 
   
  TABLE 316: PHANTASMAL KILLER 
  Cause 
  Modifier 
  Surprise 
  +1 penalty 
  Previously attacked by a phantasmal killer 
  -1 bonus per previous attack 
  Illusionist 
  -2 
  Wearing a helm of telepathy 
  -3 
   
  Note that if the victim is wearing a helm of telepathy and is successful in his 
  saving throw, he can actually take control of the phantasmal killer and turn it 
  on the caster (who then gets his own saving throw)! 
   
  Phantom Armor 
   
  Level 1 illusionist spell (alteration, illusion/phantasm) 
  Requires: incantation, gestures, mithril 
  Casting time: 1 minute 
   
  This spell creates a partially-illusionary suit of armor around one person (who 
  must be touched by the caster) or himself. The phantom armor looks and 
  behaves like plate mail (AC 3), except it will not inhibit movement, and will 
  absorb a number of hit points equal to the level of the caster. Once that number 
  of hit points has been absorbed, the armor will vanish, and any further hit 
  points of damage will affect the former wearer normally. In circumstances 
  where magic armor would otherwise afford a bonus to a saving throw, the 
  phantom armor yields a +1 saving throw bonus. The spell will not function in 
  combination with any other armor or magical protection, and is subject to 
  disbelief if an opponent actively attempts to do so. Rust monsters will be 
  attracted to, but cannot harm, the phantom armor. The spell requires a small 
  bit of mithril (no more than 10 g.p. in value), which is destroyed as the spell is 
  cast.  
   
  Phantom Stalker 
   
  Level 7 mage, savant spell (conjuration/summoning) 
  Requires: incantation, gestures, incense, crescent-shaped horn 
  Casting time: 1 minute 
   
  This spell will conjure a phantom stalker from the elemental plane of fire, 
  compelling it to serve against its will. Details of the stalker can be found in the 
  ADVENTURES DARK AND DEEP™ Bestiary. The creature will protect the summoner 
  for as long as the conjuror can manage, but the stalker will immediately seek 
  to pervert its instructions by following them to the letter, thus seeking to bring 
  about the doom of its master so that it can return to its home plane. The stalker 
  will avenge the death of its master, which is usually a cold comfort, but can be 
  an effective deterrent. Note that any given spell-caster can only have one 
  stalker of any type (phantom, invisible, etc.) under his control at any given 
  time.  
   
  Phantom Steed 
   
  Level 3 illusionist spell (conjuration/summoning, illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 10 minutes 
   
  This spell brings into being a semi-real steed that can be ridden either by the 
  caster himself or some other person for whom the caster specifically casts the 
  spell. The steed itself appears black with a gray mane and tail, white eyes, 
  and hooves that are semi-translucent and soundless. The phantom steed is 
  uncanny, so normal animals will grow skittish and not approach it. It has 12 
  hit points, and can move 40’/minute per level of the caster. It has tack and 
  harness, but cannot carry saddlebags or any other sort of cargo; just the rider 
  and what the rider himself has on his person.  
   
  If the phantom steed is created by a caster of 8th level or higher, the steed can 
  pass over rough, slippery, swampy, etc., terrain as if it were normal ground. 
  
  Spell Descriptions - Phantom Wind 
  196 
  If cast by a 10th level caster, the steed can run over water as if it were normal 
  ground. If cast by a 12th level caster, the steed can run across chasms and 
  similar features as if there were a bridge (but cannot actually fly). At 14th level, 
  the caster can create a steed that flies like a pegasus. 
   
  If cast underwater, the steed will take the form of a silver-black hippocampus. 
  It cannot fly, but in other respects acts as noted above.  
   
  Phantom Wind 
   
  Level 3 illusionist spell (alteration, illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to create a gust of wind that behaves in all ways 
  like an ordinary zephyr (it will blow papers, cause candles to sputter, move 
  cloudkills and fog clouds, cause clothing and drapes to flutter, etc.), but cannot 
  be felt by any creature. The wind will move in the direction chosen by the 
  caster, at a rate of 10’ per minute, in a 10’ wide zone, for 1 minute per level 
  of the caster. It can be used to move becalmed ships with sails, but only for 
  the limited time indicated.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Phase Door 
   
  Level 7 mage spell (alteration) 
  Requires: incantation 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to create an invisible passageway through some 
  solid matter, visible and usable only by him (the place where the passage 
  originates must be touched by the caster when the spell is cast). The passage 
  so created will be 5’ wide, 8’ high, and 10’ deep, and can penetrate stone, 
  wood, brick, and plaster. Metal is proof against this spell. It can be cast serially 
  to create a passage more than 10’ in length. The passage will last indefinitely, 
  but can only be used once for every 2 experience levels of the caster before it 
  is gone forever (thus, a 22nd level mage casting this spell could use the phase 
  door 11 times before the spell would expire). It can be dispelled by a dispel 
  magic spell cast either by a caster with a higher level, or by a number of lower-
  level casters acting together to eliminate the phase door.  
   
  Planar Stability 
   
  Level 3 savant spell (alteration) 
  Requires: incantation, gestures, meteoric iron 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to “stabilize” any one magical item for planar 
  travel. The item in question must be touched by the caster, and only one item 
  may be treated per spell (more than one spell may be cast on more than one 
  item, of course). Any enchanted weapon or armor treated by the spell will 
  retain one “plus” that it would otherwise have lost moving from one plane to 
  another. Example: A long sword +3, if taken to the astral plane, would 
  normally only have a bonus of +2 on that plane. If treated by this spell, it would 
  retain its +3 enchantment. If that same blade were taken to the Nine Hells (for 
  example), it would have a +2 enchantment, rather than +1, as it otherwise 
  would have. The effect will last for 1 week plus 1 week per level of the caster, 
  in subjective time.  
   
  Plane Shift 
   
  Level 4 savant, level 5 cleric spell (alteration) 
  Requires: incantation, gestures, forked metal rod 
  Casting time: 48 seconds (8 segments) 
   
  This spell allows the caster to be transported to another plane of existence such 
  as the ethereal, one of the outer or elemental planes, etc. (Note that the game 
  master will have information on the nature and configuration of the planes.) If 
  the astral plane is selected, each participant will have his astral body 
  transported to the plane, connected to his physical body by an invisible silver 
  cord; the physical body will remain on the material plane, in a state of 
  suspension. Up to seven people can be so transported if they hold hands in a 
  circle, but if it is cast on an unwilling recipient, a successful roll “to hit” must 
  be made. The material component is a small forked metal rod like a tuning 
  fork; each plane is accessed by a different fork tuned to a particular “note” by 
  size and composition. Note that if plane shift is used to access one of the outer 
  planes, the targeting within the selected layer is not necessarily exact, and 
  should be determined randomly.  
   
  TABLE 317: PLANE SHIFT 
  Die Roll (d%) 
  Distance from Spot Visualized 
  01-20 
  0-100 yards 
  21-60 
  1-10 miles 
  61-90 
  1-100 miles 
  91-00 
  100-1000 miles (1d10x100) 
   
  Planetrack 
   
  Level 7 mystic spell (divination) 
  Requires: incantation, gestures, divinatory tools 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to determine where in the multiverse some creature 
  has gone. Whether by gate, astral or ethereal travel, summoning or 
  conjuration, teleport, or any other means, the caster is able to sense the trail 
  of the target creature and have a general idea of which plane of existence it 
  has traveled to. More detailed information can be obtained, as indicated 
  below. 
   
  TABLE 318: PLANETRACK 
  Information Revealed 
  Minimum 
  INT+WIS 
  Base Chance of 
  Success 
  Destination plane 
  30 
  70% 
  Layer of destination plane (if 
  applicable) 
  31 
  60% 
  Within 100 miles of destination  
  32 
  50% 
  Within 1 mile of destination 
  33 
  40% 
  Within 20 yards of destination 
  34 
  30% 
   
  In all cases the intelligence plus wisdom of the caster should be added to the 
  chance of success as a modifier. If the caster has access to a crystal ball, it will 
  automatically add 25% to the chance of success. The game master should roll 
  a single set of percentile dice to determine success. The roll will indicate just 
  how much information the spell reveals.  
   
  EXAMPLE: Larson the Pious, the famed mystic, is in battle with a fearsome 
  marilith demon. Sorely pressed, she flees back to her palace in the Abyss. 
  Larson, who has a combined intelligence and wisdom of 33, casts planetrack 
  and rolls a 61. He easily divines the destination plane (103% chance), the 
  layer of the plane (93% chance), knows to within 100 miles on the layer where 
  the quarry is (83% chance), and even to within a mile on the Abyssal plane 
  (73% chance). Due to the limitations of his intelligence and wisdom, that is as 
  much information as he could hope to gain from the spell. Had he but a single 
  point of wisdom or intelligence more, he would have been able to track the 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   197
  demon to within 20 yards of her lair (63% chance), but unfortunately he must 
  make do with what he can get.  
   
  If the creature in question has an innate magic resistance, it should be applied 
  to see if its trail is masked from the efforts of the caster to track it. The spell is 
  particularly useful in protracted battles with powerful extra-planar beings, who 
  often use their powers of planar travel to elude enemies, only to have them 
  show up a minute later in a place they had thought a safe haven. The spell 
  must be cast within 5 minutes of the target creature’s departure, and may only 
  be cast once per target creature per caster per day.  
   
  Place of Holding 
   
  Level 4 jester spell (alteration) 
  Requires: incantation, gestures, object (see below) 
  Casting time: 1 minute 
   
  By means of this spell, the caster creates a miniature extra-dimensional space 
  inside another (ordinary) space. The extra-dimensional pocket will be a 10’ 
  cube, plus 1’ per level of the caster (i.e., a 10th-level caster will create a cube 
  20’ on each side), and will have sufficient light, heat, and air to sustain life for 
  the duration of the spell. It must be within 30’ of the caster.  The object upon 
  which the spell is cast must have a volume of its own, plus a door, opening, 
  etc. The extra-dimensional space can be entered and exited through that 
  opening; the spell is often used to create the illusion that a great number of 
  creatures are entering or exiting from a place that would be far too small to 
  accommodate them all. If anyone or anything is in the extra-dimensional space 
  when the spell duration ends, they will be ejected unceremoniously from the 
  opening. If the opening is destroyed or otherwise uncompromisingly blocked 
  to the point where movement is impossible, those within the extra-dimensional 
  space are lost forever on the astral plane. It lasts for 10 minutes per level of 
  the caster. 
   
  Plant Door 
   
  Level 4 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to create a magical pathway through otherwise 
  dense and impenetrable plant growth; the path is 4’ wide, 8’ high and 12’ 
  long per level of the caster. It will last for 10 minutes per level of the caster, 
  but can only be used by the druid who cast the spell, druids of higher level, 
  and dryads. Alternately, the caster can use the spell to enter a tree and remain 
  within for the duration of the spell (although if the tree is destroyed, the caster 
  will be forced to leave or be killed himself). If the caster is hiding in an ash 
  tree, the duration is 30 minutes per level. If an oak, it is 90 minutes per level.  
   
  Plant Friend 
   
  Level 2 druid spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to cause all implements made of plant material to 
  resist inflicting any harm upon either himself or some other individual whom 
  he touches as the spell is cast. The protection will last for 1d4+5 minutes. This 
  protection extends to weapons that are made entirely of wood, such as 
  quarterstaffs, clubs, etc., but not to those that merely have wood as a 
  component of their construction, such as spears or arrows. Such weapons will 
  do the minimum possible amount of damage on the person thus protected. 
  Spells such as entangle will have no effect, and purely plant-based creatures 
  such as vegepygmies will automatically have a favorable reaction to the 
  beneficiary of this spell (such reaction will instantly be turned to one of hostility 
  if the object of their friendship attacks).  
   
  Plant Growth 
   
  Level 2 jester, level 3 druid, level 4 mage/mountebank spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 minute 
   
  This spell allows the caster to transform an area containing “normal” 
  vegetation such as bushes and trees into an impenetrable thicket that slows 
  movement to 10’/minute (20’/minute for large creatures). When cast by a 
  druid, the spell will affect a 20’ x 20’ area per level of the caster, centered on 
  a point up to 160’ away from him. When cast by a mage, the spell does not 
  require a holy symbol, but only works on half the area (one 10’x10’ square 
  per level), centered on a point up to 10’ distant per level of the caster.  
   
  Polish 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip will bring a shine to any single object that would naturally take a 
  polish: wood, leather, metal, etc. The object in question must be both clean 
  and relatively small: a single table, a floor not more than 1,000 sq. feet in 
  size, a wall mirror, etc.  
   
  Polymorph Any Object 
   
  Level 8 mage spell (alteration) 
  Requires: incantation, gestures, mercury, gum arabic, smoke 
  Casting time: 1 minute 
   
  This spell can be used as a more powerful form of the spells polymorph other 
  or stone to flesh (in which case, refer to those spell descriptions on pp. 198 
  and 222, respectively, but the target gets a -4 penalty on any saving throws). 
  Otherwise, the spell can be used to transform any thing (living or inanimate) 
  into any other type of thing, and unlike other forms of polymorph, the 
  intelligence of the creature will change to match that of the new form. The 
  duration of the change depends on just how radical the change is. First, 
  determine how many of the following factors apply to the change: 
   
  TABLE 319: POLYMORPH ANY OBJECT 
  Change Is… 
  Add to Duration Factor 
  Within same kingdom (animal, 
  vegetable, mineral) 
  +5 
  Within same class (mammals, 
  fungi, metal, etc.) 
  +2 
  Roughly same size (elf to human) 
  +2 
  Related (leaf to tree, tusk to 
  elephant) 
  +2 
  To same or lower intelligence 
  +2 
  Roughly the same shape (horse to 
  zebra, human to elf) 
  +1 
   
  Then consult the following table to determine the duration of the change: 
   
  Total Duration Factor 
  Duration 
  0-1 
  20 minutes 
  2-3 
  1 hour 
  4 
  3 hours 
  5 
  12 hours 
  6 
  2 days 
  7 
  1 week 
  9+ 
  permanent 
   
  
  Spell Descriptions - Polymorph Other 
  198 
  Thus, a marionette that was polymorphed into a living boy would have a 
  duration of 1 hour (same shape, same size; duration factor 3), an androsphinx 
  turned into a manticore would be permanent (same kingdom, same class, same 
  size, lower intelligence, same shape; duration factor 12).  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Polymorph Other 
   
  Level 4 mage, level 5 bard spell (alteration) 
  Requires: incantation, gestures, caterpillar cocoon 
  Casting time: 24 seconds (4 segments) 
   
  This spell will cause any one creature, within 5’ per level of the caster, to turn 
  into some other type of creature. Thus, a goblin could be turned into a 
  manticore, a dragon into a centipede, a horse into a dragon, etc. Size is no 
  object. The victim is entitled to a saving throw vs. magic. The change effected 
  by the polymorph other spell will necessitate a system shock survival roll (see 
  constitution on p. 6 for details), as will the change back to the original form (if 
  any!). The spell is permanent unless cancelled by a dispel magic spell.  
   
  Once the transformation is complete, the creature actually is the creature it has 
  turned into; a goblin-turned manticore would be able to fly, a horse-turned-
  dragon would have a breath weapon, etc. There is a chance that, in addition 
  to the physical change, the mentality of the creature will also change, 
  rendering the transformation total. Once that happens, not even a dispel magic 
  spell can undo the polymorph other spell’s effect (a wish or similar spell would 
  be able to do so, however). There is a base chance of 100% that the mentality 
  will change to the new creature type; this is reduced by 5% for each point of 
  intelligence the creature has. The chance is further reduced if the new creature 
  type has more hit dice than the old, 5% per level or hit dice difference. If the 
  new creature type has fewer hit dice than the old, the chance to change 
  mentality is increased, 5% per level difference. This check is made daily until 
  the mental transformation takes place.  
   
   
   
  Polymorph Self 
   
  Level 4 mage spell (alteration) 
  Requires: incantation 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to assume the outward physical form of some other 
  creature, from the size of a small bird to a large animal such as a rhinoceros. 
  This transformation allows for the caster to move as does the creature type in 
  question (so, a crow could fly, a horse gallop, a spider climb walls), but neither 
  transforms the mentality or grants the other powers (attacks, senses, special 
  powers, etc.). The spell lasts for 20 minutes per experience level of the caster, 
  and during that time a variety of different forms can be assumed (the 
  transformation takes 30 seconds (5 segments) per change). No system shock 
  survival roll is required. If the caster takes damage while in altered form, up to 
  1d12 hit points of such damage will be healed when the caster returns to his 
  normal form.  
   
  Portent 
   
  Level 1 cleric/mystic spell (divination) 
  Requires: incantation, gestures, divinatory device 
  Casting time: 10 minutes 
   
  This spell allows the caster to get an insight into the luck of someone at some 
  point in the future, in the form of an adjustment to a “to hit” roll or saving throw 
  at some point in the future, the exact timing of which is known only to the game 
  master. The game master rolls 1d6 to determine the effect, telling the player in 
  question only the portent type: 
   
  TABLE 320: PORTENT 
  Roll 
  Effect 
  Portent Type 
  1 
  -3 on roll 
  Poor 
  2 
  -2 
  Poor 
  3 
  -1 
  Fair 
  4 
  +1 
  Fair 
  5 
  +2 
  Good 
  6 
  +3 
  Good 
   
  The game master must then roll 1d12. This indicates the number of “to hit” rolls 
  or saving throws the character in question must go through before the portent 
  takes effect; the player does not know when, exactly, it will do so. Only rolls 
  genuinely made in life-or-death situations are counted; the player can’t simply 
  start swinging an axe at sheep in a pen to get rid of a “poor” portent. The 
  character whose portent is being read must be touched by the caster, who 
  needs some sort of divinatory device: tea leaves, runes, dragon-sticks, etc. 
   
  Power Word, Blind 
   
  Level 8 mage spell (conjuration/summoning) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell will cause a number of creatures in the area of effect (a circle 30’ in 
  diameter, 5’ distant per level of the caster) to become sightless. The spell will 
  affect a maximum of 100 hit points’ worth of creatures, but if fewer creatures 
  are affected, the spell will last longer: 
   
  TABLE 321: POWER WORD, BLIND 
  Total Hit Points Affected 
  Duration 
  1-50 
  1d4+1x10 minutes 
  51-100 
  1d4+1 minutes 
   
  Creatures with more than 100 h.p. are not affected. The spell can be 
  counteracted by either a cure blindness or dispel magic spell.  
   
  Power Word, Kill 
   
  Level 9 mage spell (conjuration/summoning) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell will slay, without benefit of any saving throw, one or more creatures 
  within the spell’s area of effect. The spell will impact a 20’ diameter circle 
  centered 2 ½’ distant per level of the caster. It will kill either a single creature 
  with up to 60 hit points remaining, or several creatures, up to 120 hit points 
  total, as long as all have 10 or fewer hit points each remaining. The caster 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   199
  must decide prior to the spell being cast whether he will attempt to kill a single 
  powerful creature or many weaker creatures within the area of effect. 
   
  Power Word, Stun 
   
  Level 7 mage spell (conjuration/summoning) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to completely stun one target creature within 5’ per 
  level of the caster. Creatures that are stunned are unable to move, attack, cast 
  spells, think or plan coherently, etc. The length of the stun effect depends on 
  how many hit points the target creature has at the time the spell is cast: 
   
  TABLE 322: POWER WORD, STUN 
  Hit Points 
  Stunned For 
  1-30 
  4d6 minutes 
  31-60 
  2d8 minutes 
  61-90 
  1d4 minutes 
  90+ 
  Not affected 
   
  Prayer 
   
  Level 3 cleric/mystic spell (conjuration/summoning) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds (6 segments) 
   
  Much like the chant spell (q.v.), this spell allows the caster to give friends the 
  following bonuses: 
   
   
  +1 “to hit” in combat and saving throws 
   
  -1 to all ability checks 
   
  +5% to all percentage-based class abilities (verbal patter, thieving 
  skills, etc.) 
   
  Enemies get equivalent penalties on these rolls. The spell will affect any 
  creatures within 60’ of the caster, and lasts for one minute per level of the 
  caster. However, unlike chant, once this spell is cast, the cleric is free to do 
  other things, such as casting other spells, engaging in combat, etc. The spell 
  requires the cleric’s holy symbol in silver, which is not consumed by the casting. 
  If the caster moves, the center of the spell radius does not move with him. 
   
  Precipitation 
   
  Level 1 cleric, level 1 druid, level 1 mage spell (alteration) 
  Requires: incantation, gestures, silver dust 
  Casting time: 18 seconds (3 segments) 
   
  This spell will condense all of the water vapor in the air in a given area into a 
  fine rain for a very brief period. The spell will affect an area some 30’ in 
  diameter and 120’ high, centered on a point some 10’ distant per level of the 
  caster. The rain will last for 6 seconds (1 segment) per level of the caster. This 
  will be enough to thoroughly soak thin, light material such as paper and cloth 
  in but 12 seconds (2 segments), and twigs and canvas in 18; stone and wood 
  will become covered in a thin sheet of water, etc. Small flames such as candles 
  will be extinguished, slightly larger fires will become smoky for a minute after 
  the precipitation has ended, and large fires will be unaffected. Magical fire 
  such as flame strike cast into the area of the precipitation spell will cause a 
  blanket of fog twice the area of the spell, in addition to the other spell’s normal 
  effect. If the temperature is above 90° F, the duration of the spell will be 
  doubled in all but the most arid locales. If the temperature is at or below 
  freezing, the precipitation will take the form of sleet or snow, as appropriate. 
  The spell requires a pinch of silver dust, which is lost as the spell is cast; if cast 
  by a druid, his holy symbol is also required. 
   
  This spell cannot be cast underwater.  
   
  Predict Weather 
   
  Level 1 druid/savant, level 2 bard spell (divination) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 minute 
   
  This spell grants the caster perfect knowledge of the future weather in a three-
  mile diameter area. This will yield information on temperature, precipitation, 
  and wind. For every experience level of the caster, he will be able to know the 
  weather two hours out; thus, a 6th level druid would know the weather in the 
  given area for the next 12 hours.  
   
  This spell cannot be cast underwater.  
   
  Prediction 
   
  Level 2 savant spell (divination) 
  Requires: incantation 
  Casting time: 2 minutes 
   
  By means of this spell, the caster can tell the outcome of a future event taking 
  place within 24 hours. The caster can specify what event he wants a prediction 
  about, but the answer will be both specific and shrouded in ambiguities, 
  possibly couched in some sort of rhyme or bit of doggerel. For example, if 
  predicting the outcome of a future battle, the answer might be “a kingdom 
  bright and true shall fall, once the ring of steel’s been heard by all.” Only one 
  prediction can be made about any given subject by a particular caster.  
   
  Present 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip allows the caster to cause some small object (as large as a cup, 
  say, or 12 coins) to appear in his hand, as long as they are within 2’. If the 
  object is in someone else’s possession, he is entitled to a saving throw vs. 
  spells. Failure indicates the caster has successfully placed the object in his 
  hand. It will not work on magic items. 
  Preserve 
   
  Level 2 mage/mountebank spell (abjuration) 
  Requires: incantation, gestures, dust, resin/amber, brandy 
  Casting time: 2 minutes 
   
  This spell allows the caster to keep some item(s) fresh until needed for some 
  other purpose (such as being used as the component of a spell, or for 
  consumption without fear of spoilage). The spell can affect ½ cubic foot of 
  material per level of the spell, and its effects are permanent. The type of 
  material that can be affected depends on the level of the caster: 
   
  Level of Caster 
  Material Affected 
  2-4 
  Hard, dry 
  5-7 
  Soft, moist 
  8+ 
  Wet, liquid 
   
  Those plants used as material components for druid spells (mistletoe, holly 
  berries, oak leaves, etc.) cannot be preserved, nor can the spell be used to 
  keep a corpse preserved until it can be resurrected or raised. It will otherwise 
  work on all other materials, as noted above. The spell requires a pinch of dust, 
  a small bit or resin or amber, and a drop of brandy, all of which are lost as 
  the spell is cast.  
   
  
  Spell Descriptions - Prismatic Sphere 
  200 
  Prismatic Sphere 
   
  Level 9 mage spell (abjuration) 
  Requires: incantation 
  Casting time: 42 seconds (7 segments) 
   
  This spell creates a sphere, some 20’ in diameter, of various shimmering 
  colors, each of which has a specific effect and which can be cancelled out by 
  a specific magic spell. The sphere does not move with the caster; if cast on 
  solid ground, it will take the form of a hemisphere (the bottom half of the sphere 
  being beneath the ground). It will last for 10 minutes per level of the caster. 
  The sphere will blind any creature with 7 or fewer hit dice for 20-80 minutes.  
   
  The various colors, and their attributes, are described below. Note that the 
  spheres are concentric, so that the sphere will at first appear red, then orange 
  once the red sphere has been negated, then yellow, etc. Of course, the effects 
  of interior spheres will still be operative even though other spheres are still in 
  operation; thus, if the full sphere is operating, it will prevent both magical and 
  non-magical missiles, gas, breath weapons, etc. The spheres must be destroyed 
  in order, however, and the spells used to do so will not have any other effect; 
  for instance, a magic missile used to negate the blue sphere will spend all of 
  its energy in doing so, and no actual magic missile attack will penetrate to the 
  interior of the sphere. Any creature attempting to penetrate the sphere will be 
  affected by each and every still-functioning color sphere in turn.  
   
  The caster is immune to the harmful effects of the sphere, and can cast spells 
  within it as long as they are not stopped by a particular sphere (for example, 
  the indigo layer stops magic spells going in or out). A rod of cancellation will 
  completely destroy a sphere, but dispel magic will only affect the indigo layer.  
   
  Sphere # 
  Color 
  Effect 
  Negated by 
  1 
  Red 
  Stops non-magical 
  missiles, inflicts 10 h.p. 
  damage 
  Cone of cold 
  2 
  Orange 
  Stops magical missiles, 
  inflicts 20 h.p. damage 
  Gust of wind 
  3 
  Yellow 
  Stops poison, gas, and 
  petrification, inflicts 40 
  h.p. damage 
  Disintegrate 
  4 
  Green 
  Stops breath weapons, 
  touch causes death 
  unless save vs. poison 
  Passwall 
  5 
  Blue 
  Prevents all location and 
  detection, touch turns to 
  stone unless save vs. 
  petrification 
  Magic missile 
  6 
  Indigo 
  Stops all magic spells, 
  touch causes insanity 
  unless save vs. wands 
  Continual light 
  7 
  Violet 
  Wall of force, touch will 
  cause banishment to 
  another plane unless 
  save vs. magic 
  Dispel magic 
   
  Prismatic Spray 
   
  Level 4 jester, level 7 illusionist spell (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 42 seconds (7 segments) 
   
  This spell causes the seven enchanted colors of the prismatic sphere to issue 
  forth from his extended hand towards some target. The ray takes the form of a 
  beam some 70’ long, 15’ wide at the end, and 5’ wide at the base (the hand 
  whence it issues), and any creature in the area of effect will be struck by one 
  or more of the colored beams:  
   
  D6 Roll 
  Beam Hits 
  Effect 
  1 
  Red 
  10 h.p. damage 
  2 
  Orange 
  20 h.p. damage 
  3 
  Yellow 
  40 h.p. damage 
  4 
  Green 
  Save vs. poison or die 
  5 
  Blue 
  Save vs. petrification or be 
  turned to stone 
  6 
  Indigo 
  Save vs. wands or go insane 
  7 
  Violet 
  Save vs. magic or be hurled to 
  some other plane 
  8 
  Roll twice, ignoring subsequent rolls of 8 
   
  Prismatic Wall 
   
  Level 7 illusionist spell (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 42 seconds (7 segments) 
   
  This spell creates a shimmering curtain of layered colors, each of which has a 
  different magical effect. The wall functions exactly like a prismatic sphere spell 
  (see p. 199 for details), but takes the form of a solid wall some 4’ wide and 
  2’ high per experience level of the caster (and which can be invoked up to 10’ 
  distant), and which will last 10 minutes per level of the caster.  
   
  Layer 
  Color 
  Effect 
  Negated by 
  1 
  Red 
  Stops non-magical 
  missiles, inflicts 10 h.p. 
  damage 
  Cone of cold 
  2 
  Orange 
  Stops magical missiles, 
  inflicts 20 h.p. damage 
  Gust of wind 
  3 
  Yellow 
  Stops poison, gas, and 
  petrification, inflicts 40 
  h.p. damage 
  Disintegrate 
  4 
  Green 
  Stops breath weapons, 
  touch causes death 
  unless save vs. poison 
  Passwall 
  5 
  Blue 
  Prevents all location 
  and detection, touch 
  turns to stone unless 
  save vs. petrification 
  Magic missile 
  6 
  Indigo 
  Stops all magic spells, 
  touch causes insanity 
  unless save vs. wands 
  Continual light 
  7 
  Violet 
  Wall of force, touch 
  will cause banishment 
  to another plane unless 
  save vs. magic 
  Dispel magic 
   
  Produce Flame 
   
  Level 2 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to produce a torch-sized flame in the palm of his 
  hand. The flame will last up to 2 minutes per level of the caster. The flame is 
  harmless to the caster, but will otherwise act as any ordinary torch (causing 
  flammable objects to catch fire). The caster can toss the flame up to 40’, where 
  it will ignite any flammable objects within 3’ of its point of impact.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   201
  Produce Fire (Quench Fire) 
   
  Level 4 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to call into being a fire up to 12’ in diameter, 
  centered on a point up to 40’ away. The fire will last one minute, but will ignite 
  any flammable material in the area of the fire (wood, paper, etc.). Any 
  creatures in the area will take 1-4 hit points of damage. The reverse of the 
  spell, quench fire, will instantly put out any non-magical fire in the area.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Programmed Illusion 
   
  Level 6 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, fleece 
  Casting time: 36 seconds (6 segments) 
   
  This spell creates an illusion that contains visual, audible, olfactory, and 
  thermal elements; it is thus so convincing that creatures believing it to be real 
  will suffer actual damage from it, if appropriate. The illusion can be 
  programmed to activate at a specific time or when a specific condition has 
  been fulfilled. Any image desired by the caster can be created, and the image 
  can move and react and make sounds including actual speech. The image can 
  cover an area of 160 square feet plus 10 square feet per level of the caster, 
  centered on a point up to 60’ plus 10’ per level of the caster distant. The 
  illusion can last a maximum of 1 minute per level of the caster.  
   
  Creatures who actively attempt to disbelieve the image gain a saving throw 
  vs. spells, and if they are successful, they will see the illusion for what it is and 
  will be immune to any further damage from it. Companions of those who 
  disbelieve, and who can be told of the true nature of the illusion, get a saving 
  throw with a +4 bonus. The illusion lasts as long as the caster continues to 
  concentrate, or until the illusion fails to react realistically (i.e., an illusion of an 
  orc which does not react when it is hit by an axe). The spell requires a small 
  bit of fleece, which is destroyed as the spell is cast.  
   
  Project Image 
   
  Level 3 jester, 5 illusionist, level 6 mage spell (alteration, illusion/phantasm) 
  Requires: incantation, gestures, figurine 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to create an illusionary image of himself which will 
  move as he moves, speak as he speaks, etc. Most significantly, the image 
  allows the caster to cast spells through it, but it is otherwise completely 
  incorporeal and attacks of any sort will not affect it. The image can be 
  projected to any point within 10’ per level of the caster, but must always be in 
  line of sight. If the caster’s sight is somehow blocked, even momentarily, the 
  spell will be broken. The spell can be broken by a dispel magic spell, or at the 
  discretion of the caster. It will otherwise last for 1 minute per experience level 
  of the caster. The spell requires a small figurine in the image of the caster, 
  which is not destroyed by the casting of the spell.  
   
  Prophecy 
   
  Level 4 savant, level 5 mystic spell (divination) 
  Requires: incantation, gestures, mugwort, vervain, lavender 
  Casting time: 4 minutes 
   
  By means of this spell, the caster is able to forecast a single future event based 
  on the current state of the world(s). It will always be granted in the form of a 
  rhyme, couplet, quatrain, etc., and will be couched in symbolism and allegory. 
  The caster may attempt to confine his prophecy to a specific future event such 
  as a war, election, the next harvest, or a specific person such as a king, guild 
  master, bride, etc. If so, he has a 2% chance per experience level, plus 1% 
  per point of wisdom and intelligence, of doing so. The caster will know if the 
  prophecy deals with the intended subject or not. If he fails, or if he does not 
  specify what sort of event or individual will be the object of his prophecy, the 
  game master may determine such randomly (although the exact event that is 
  described by the prophecy will remain unknown): 
   
  TABLE 323: PROPHECY 
  Die Roll (d%) 
  Object of Prophecy 
  01-10 
  The prophet’s home nation 
  11-25 
  The nation in which the prophet is currently dwelling 
  26-30 
  The prophet’s home town or district 
  31-49 
  The town or district in which the prophet is currently 
  dwelling 
  50-65 
  Someone close to the prophet 
  66-75 
  A casual acquaintance 
  76-80 
  A complete stranger, unknown to the prophet 
  81-95 
  A famous personage 
  96-00 
  The prophet himself 
   
  Note that the object of the prophecy will be obliquely referenced in the 
  prophecy itself, so that by either clever deduction or use of other divination 
  magic and tools, the object can be found.  
   
  Such prophecies are not iron-clad, and it is possible to avoid one’s fate by 
  radically changing one’s plans, lifestyle, etc. The spell can only be cast once 
  per week, and if the same object is prophesied upon by two different prophets 
  (or by the same prophet more than once) there is a 99% chance that the exact 
  same answer will be obtained. The spell requires that the caster boil a mixture 
  of mugwort, vervain, and lavender worth 100 g.p. in an iron cauldron. 
   
   
  Protection from Cantrips 
   
  Level 2 mage spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell provides complete immunity from the effects of cantrips, whether cast 
  by mages and their sub-classes, apprentices, or other creatures that cast so-
  called 0-level spells. The spell protects either the caster, or some other creature 
  or object that he touches, and lasts for 1 day per level of the caster. If cast on 
  an unwilling subject, a successful “to hit” roll must be made, and the recipient 
  is entitled to a saving throw vs. spells. Cantrips cast on someone or something 
  protected by this spell will fail with an audible “pop.” Often, mages will cast 
  this spell when dealing with unruly apprentices, or to ensure that tasks get done 
  through work and not magic. Note that the flourish cantrip is not affected by 
  this spell, as it affects the spell that it is cast upon, and not some individual (see 
  p. 166 for details).  
  
  Spell Descriptions - Protection from Disease 
  202 
   
  Protection from Disease 
   
  Level 5 mystic spell (abjuration) 
  Requires: incantation, gestures, bear fat 
  Casting time: 30 seconds (5 segments) 
   
  This spell affords the caster, or someone he touches, complete immunity from 
  diseases. This includes natural diseases such as might be gotten from a 
  miasmic bog, as well as those transmitted by the bite or touch of certain 
  creatures such as mummies, giant rats, otyughs, etc. The spell lasts for 12 hours 
  per level of the caster. Note that it will not cure diseases that are already 
  affecting someone.  
   
  Protection from Evil (Protection from Good) 
   
  Level 1 cleric/mystic/mage/savant spell (abjuration) 
  Requires: incantation, gestures, other (see below) 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates a magical shell of force around the recipient that extends 1’ 
  from his body (however, it will not move with the caster). This shell protects 
  against physical contact by creatures of an extra-planar nature of evil or neutral 
  alignment (such as devils, demons, elementals, etc.), as well as “normal” 
  animals summoned by magical means (such as the various animal summoning 
  spells, q.v.). It lasts for 3 minutes per level of the caster. In addition to being 
  proof against physical attack, the spell also affords the person bearing its 
  protection a +2 on any saving throws caused by attacks by such creatures, 
  and enchanted and summoned creatures attempting any attacks that do not 
  involve direct physical contact (such as missiles, etc.) incur a -2 on their rolls 
  “to hit.” The reverse of the spell, protection from good, functions against extra-
  planar creatures of evil or neutral alignment (angels, archons, ranians, etc.). 
  The spell requires that the caster create a 3’ diameter circle; if cast by a cleric, 
  holy water on the ground or incense in the air for protection from evil, and 
  blood on the ground or smoldering dung for protection from good. If cast by 
  a mage, the spell requires powdered iron for protection from evil, and 
  powdered silver for protection from good. The components are destroyed in 
  the casting. 
   
  Protection from Evil, 10’ Radius (Protection from Good, 10’ Radius) 
   
  Level 3 mystic/mage/savant, level 4 cleric spell (abjuration) 
  Requires: incantation, gestures, holy water, incense (blood, dung) 
  Casting time: 30 seconds (5 segments) 
   
  This spell is identical to the spell protection from evil (see above), but the 
  magical shell of force extends 10’ in all directions from the caster (however, if 
  he moves, the center of the spell will not move with him), and lasts for 10 
  minutes per level of the caster. The spell requires that the caster create a 20’ 
  diameter circle on the ground; if cast by a cleric, either of holy water or incense 
  for protection from evil 10’ radius, or blood or smoldering dung for protection 
  from good 10’ radius. If cast by a mage, the spell requires powdered iron for 
  protection from evil, and powdered silver for protection from good. The 
  components are destroyed in the casting.  
   
  Protection from Fire 
   
  Level 3 druid spell (abjuration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to touch one creature, thereby bestowing upon it 
  complete immunity to non-magical fire, a +4 bonus to all saving throws vs. fire-
  based attacks, and half damage from magical fire-based attacks. The spell 
  lasts for 10 minutes per level of the caster.  
   
  Protection from Lightning 
   
  Level 4 druid/mystic spell (abjuration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to bestow immunity to electrical and lightning-type 
  attacks on one creature by touch. Natural electrical attacks (such as by an 
  electric eel or natural lightning) are completely foiled, while saving throws 
  against magical electricity or lightning (for instance, that from a blue dragon) 
  are made with a +4 bonus, and such attacks only inflict half damage in any 
  case.  
  Protection from Normal Missiles 
   
  Level 2 mystic, level 3 mage spell (abjuration) 
  Requires: incantation, gestures, piece of tortoise/turtle shell 
  Casting time: 18 seconds (3 segments) 
   
  This spell provides complete invulnerability to non-enchanted missile weapons 
  such as arrows, sling bullets, crossbow bolts, spears, etc. With regard to 
  larger, siege-type weapons such as catapult stones and ballista bolts, it reduces 
  the damage done by 1 hit point per die of damage. The same goes for 
  enchanted missiles such as magical arrows, a +2 spear, etc. It provides no 
  defense against purely magical assaults such as the magic missile, fireball, or 
  lightning bolt spells.  
   
  Purify Food and Drink (Putrefy Food and Drink) 
   
  Level 1 cleric spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to turn spoiled, rotten, or otherwise inedible food 
  and drink (including that which has been poisoned) into fresh and edible fare. 
  The caster can affect up to one cubic foot of food and drink per level, as long 
  as it is all within a 10’ square area no more than 30’ from the caster. The 
  reverse of the spell, putrefy food and drink, naturally spoils and ruins otherwise 
  edible food. Just as purify food and drink will ruin unholy water, so too will 
  putrefy food and drink do the same to holy water.  
   
  Purify Water (Contaminate Water) 
   
  Level 1 druid spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell turns brackish, contaminated water completely fresh and pure. It will 
  purify one cubic foot of water per level of the caster, up to 40’ distant. Note 
  that unholy water will be rendered inert and useless by this spell. The reverse 
  of the spell, contaminate water, will take pure and drinkable water and render 
  it undrinkable. Even holy water will be ruined by the spell.  
   
  Push 
   
  Level 1 mage/mountebank spell (evocation) 
  Requires: incantation, gestures, powdered brass 
  Casting time: 6 seconds (1 segment) 
   
  This spell calls into being an invisible force to push whatever thing or being is 
  within its range (10’ plus 2.5’ per level of the caster), as long as it is within 
  line of sight of the caster. The spell can be used to generate 1 foot-pound of 
  pressure per level of the caster, and can be used to knock an object back 1’, 
  knock over an object that is not secured, etc. If the spell is cast against a 
  creature (for instance, a monster in the midst of some attack, and thus possibly 
  
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  off-balance), the target gets a saving throw vs. spells. Failure indicates that it 
  is indeed knocked over, and would lose its attack that combat round. If the 
  spell is cast against a held weapon, wand, etc., the holder also gets a saving 
  throw vs. spells. Failure indicates that the holder gets -1 “to hit”, or his intended 
  target gets +1 to his saving throw, per level of the caster of the push spell. The 
  powdered brass is blown towards the object, and is thus lost as the spell is 
  cast.  
   
  Pyrotechnics 
   
  Level 3 druid, level 2 mage spell (alteration) 
  Requires: incantation, gestures, fire 
  Casting time: 30 seconds (5 segments) 
   
  This spell can take two forms. “Fireworks” causes a brilliant multi-colored 
  display to burst forth from an already-extant source of flame; this display blinds 
  any creatures within 120’ during its duration. The fireworks’ volume will be 10 
  times that of the original fire, and will last for 6 seconds (1 segment) per level 
  of the caster. The second form, “smoke”, produces thick, blinding smoke equal 
  to 100 times the size of the original fire whence it came; the smoke will reduce 
  visibility to 2’. Both effects will cause the original fire source to go out.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Quantify 
   
  Savant cantrip (divination) 
  Requires: incantation, gestures, measuring stick 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to measure the weight, length, height, or width of 
  some object or space. The object to be measured must be within 10’ of the 
  caster, and can itself be no more than 20’ on a side. The spell will return the 
  exact weight or distance. The spell requires a small (1”) measuring stick, which 
  can be re-used.  
   
  Quest 
   
  Level 5 cleric spell (enchantment/charm) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 48 seconds (8 segments) 
   
  This spell allows the caster to compel a creature to fulfill a particular task, and 
  bring back proof that the quest has been fulfilled. The exact nature of the task 
  is quite flexible; it could be to secure a particular object, rescue the princess, 
  kill someone, etc. If the target does not diligently pursue the object of the quest, 
  he will suffer a -1 penalty to all saving throws for every day the quest is ignored. 
  The spell can be cast upon anyone within 60’ of the caster, but the target is 
  entitled to a saving throw vs. spells. If the saving throw is made, the spell has 
  no effect. The caster must have his holy symbol to cast the spell.  
   
  Rainbow 
   
  Level 5 cleric spell (evocation) 
  Requires: incantation, gestures, rainbow/diamond 
  Casting time: 42 seconds (7 segments) 
   
  This spell requires that a rainbow be visible to the caster, or that he have 
  previously prepared a diamond of not less than 1,000 g.p. value in sight of 
  such a rainbow, by casting the spells bless (see p. 130) and prayer (see p. 
  199) upon the gem. The spell effects will last a maximum of 1 minute per 
  experience level of the caster, and can appear up to 120’ from the caster, if 
  applicable. One of four separate effects can be called forth by the caster 
  (which effect can be chosen as the spell is cast).  
   
  Bow: This application of the spell creates a rainbow-hued longbow and 7 
  enchanted arrows of different colors. The bow itself functions as a +3 weapon 
  (both “to hit” and damage) and can be used by anyone not restricted by class 
  from using a bow, firing up to 2 arrows per round. The bearer of the bow can 
  either request a particular color arrow (if it has not already been shot) or the 
  next arrow along in color order will appear ready to fire: 
   
   
  Red: double damage against fire creatures (red dragons, fire 
  elementals, fire giants, etc.) 
   
  Orange: double damage against earth elementals (including xorn, 
  pech, etc.) 
   
  Yellow: double damage against plant creatures, fungi, etc. 
   
  Green: double damage against water creatures (merfolk, fish, 
  water elementals, etc.) 
   
  Blue: double damage against air creatures and creatures with 
  electrical attacks (blue dragons, air elementals, etc.) 
   
  Indigo: double damage against creatures with acid or poison 
  attacks (black dragons, giant scorpions, etc.) 
   
  Violet: double damage against metallic creatures or those that 
  regenerate damage (trolls, iron golems, etc.) 
   
  Bridge: This application of the spell calls forth a rainbow-hued bridge between 
  two solid points. The bridge will be 1’ wide for every level of experience of 
  the caster, and can be between 20’ and 120’ long. It can hold 100 lbs. per 
  level of the caster; if more is placed upon it, it will vanish into thin air.  
   
  Elevator: This application allows the caster to be carried aloft on a shimmering 
  rainbow along with anyone in a 10’ radius. Those so carried will move 120’ 
  per minute on an arc as high up as the caster desires, trailed by a shimmering 
  rainbow sheet some 120’ long.  
   
  Flagon: This application creates a rainbow-colored cup with seven draughts 
  within. Each draught has a separate magical effect, and can only be used 
  once per casting of the spell (the appropriate color will disappear from the cup 
  once it is drunk): 
   
   
  Red: cure light wounds (see p. 145) 
   
  Orange: resist fire (see p. 207) 
   
  Yellow: cure blindness (see p. 145) 
   
  Green: slow poison (see p. 214) 
   
  Blue: cure disease (see p. 145) 
   
  Indigo: resist cold (see p. 207) 
   
  Violet: remove paralysis (see p. 207) 
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Rainbow Pattern 
   
  Level 4 illusionist spell 
  Requires: gestures, crystal prism, pinch of phosphor 
  Casting time: 24 seconds (4 segments) 
   
  This spell will create an intricate glowing pattern which will have the effect of 
  mesmerizing up to a total of 24 hit dice worth of creatures, as long as they are 
  all within a 30’x30’ area. Each individual is entitled to a saving throw vs. 
  spells; success indicates the rainbow pattern has no effect. Once cast, the 
  rainbow pattern can be set to move in a chosen direction, at 30’ per minute, 
  and those mesmerized by it will follow. The caster need not maintain 
  concentration in order for the rainbow pattern to remain in effect. It will last for 
  1-3 minutes. If it leads those affected into danger, (for example, into quicksand 
  or off a roof) each is entitled to a second saving throw. If the rainbow pattern 
  is obscured somehow, the effect is broken.  
   
  
  Spell Descriptions - Raise Dead (Slay Living) 
  204 
  Raise Dead (Slay Living) 
   
  Level 5 cleric spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to bring back certain types of creatures from the 
  dead; this is limited to dwarves, gnomes, half-elves, halflings, and humans. 
  Elves and creatures such as orcs, goblins, etc., cannot be restored to life by 
  means of this spell, as they possess a spirit, rather than a true soul. The person 
  to be raised can have been dead only a number of days equal to the level of 
  the caster. If the body is not whole, missing parts will not be regenerated (i.e., 
  if a hand is cut off the corpse, the body will still be missing a hand when it is 
  brought back to life). The spell can be cast upon most corporeal undead 
  (zombies, vampires, ghouls, but not skeletons) as long as their death is within 
  the specified time limit. It can be cast on any corpse within 30’ of the caster.  
   
  Those raised from the dead must rest for a number of days equal to the number 
  of days they were dead; no combat, spellcasting, etc., is permitted. They come 
  back with 1 hit point and will have regained all of their hit points at the end 
  of the required rest period. 
   
  Any character is limited in the number of times he can be raised from the dead 
  (by any means) equal to his constitution score, and must in addition make a 
  successful resurrection survival roll (see p. 6). If an undead creature is the 
  subject of this spell, and yet fails his resurrection survival roll, the undead 
  creature will merely turn into an ordinary corpse. 
   
  The reverse of this spell, slay living, allows the caster to instantly kill some 
  person within 30’, although he is allowed a saving throw vs. spells and only 
  those races listed above are susceptible. If the saving throw is successful, the 
  target takes 3-17 (2d8+1) hit points of damage. The use of the reverse of this 
  spell is somewhat problematic for good-aligned clerics; the circumstances of 
  its use must be very carefully scrutinized, the victim thoroughly evil, and his 
  death of great specific import to the forces of good. To do otherwise risks a 
  prima facie change of alignment.  
   
  Raise Dead Fully 
   
  Level 6 cleric spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 10 minutes 
   
  This spell allows the caster to bring back certain types of creatures from the 
  dead; this is limited to dwarves, gnomes, half-elves, halflings, and humans. 
  Elves and creatures such as orcs, goblins, etc., cannot be restored to life by 
  means of this spell, as they possess a spirit, rather than a true soul. The person 
  to be raised can have been dead only a number of days equal to the level of 
  the caster. If the body is not whole, missing parts will not be regenerated (i.e., 
  if a hand is cut off the corpse, the body will still be missing a hand when it is 
  brought back to life). The spell can be cast upon most corporeal undead 
  (zombies, vampires, ghouls, but not skeletons) as long as their death is within 
  the specified time limit. It can be cast on any corpse within 30’ of the caster.  
   
  No system shock roll applies when casting this spell, nor are its recipients 
  subject to the constitution limit on being raised from the dead.  
   
  Those raised from the dead do not need rest and immediately have all of their 
  hit points restored. 
   
  Rattle 
   
  Mage/illusionist cantrip (illusion) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip creates an illusionary sound of chains rattling within 10’ of the 
  caster, lasting for some two seconds. Anyone within hearing distance (10’) of 
  the sound get a saving throw vs. spells. Success means they do not hear the 
  rattling chains.  
   
  Ray of Enfeeblement 
   
  Level 2 mage spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to decrease the strength of one creature by 25%, 
  plus 2% per level of the caster beyond 3rd. The target must be within 10’ plus 
  2.5’ per experience level of the caster, and the spell will last for 1 minute per 
  level. When cast upon a character with an actual strength score, the effect is 
  obvious; when cast upon a monster, the amount of damage it does on any 
  given attack will be reduced by the percentage of strength loss. The target 
  creature is entitled to a saving throw vs. spells. If the save is successful, the 
  spell is ineffectual.  
   
  Read Illusionist Magic (Unreadable Illusionist Magic) 
   
  Level 1 illusionist, level 3 savant spell (divination) 
  Requires: incantation, gestures, crystal prism, (pinch of dirt, drop of water) 
  Casting time: 1 minute 
   
  This spell allows the caster to understand magical writings, scrolls, and 
  inscriptions that are written in magical scripts used by illusionists. The spell lasts 
  for 2 minutes per level of the caster, and requires the use of a crystal prism 
  (which is not destroyed by the casting). When used on scrolls, spell books, 
  etc., the spell enables the caster to determine what is contained within 
  (although doing so usually triggers cursed scrolls and the like). An illusionist 
  will never need this spell to read his own spell book, of course, and once the 
  spell is used on a given piece of magical writing, it need not be used again 
  (so, an illusionist could use it to determine the contents of a magic scroll as 
  long as the scroll contained an illusionist spell, and then later, when he wishes 
  to actually use the scroll, would not need to cast read illusionist magic again). 
  The spell is never needed to read a spell that the illusionist himself has 
  inscribed. If cast by a savant on an illusionist’s spell book, it will allow him to 
  comprehend what is written therein, but will not allow him to memorize spells 
  from the book, even if they are spells which also exist on the savant’s spell lists. 
  It is used mostly by savants to read illusionist scrolls.  
   
  The reverse of the spell, unreadable illusionist magic, will enable the caster to 
  render magical writings indecipherable, even by means of a read illusionist 
  magic spell, until it wears off or is dispelled.  
   
  Read Magic (Unreadable Magic) 
   
  Level 1 mage, level 2 savant spell (divination) 
  Requires: incantation, gestures, crystal prism, (pinch of dirt, drop of water) 
  Casting time: 1 minute 
   
  This spell allows the caster to understand magical writings, scrolls, and 
  inscriptions. The spell lasts for 2 minutes per level of the caster, and requires 
  the use of a crystal prism (which is not destroyed by the casting). When used 
  on scrolls, spell books, etc., the spell enables the caster to determine what is 
  contained within (although doing so usually triggers cursed scrolls and the like). 
  A mage will never need this spell to read his own spell book, of course, and 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   205
  once the spell is used on a given piece of magical writing, it need not be used 
  again (so, a mage could use it to determine the contents of a magic scroll, and 
  then later, when he wishes to actually use the scroll, would not need to cast 
  read magic again). The spell is never needed to read a spell that the mage 
  himself has inscribed. If cast by a savant on an mage’s spell book, it will allow 
  him to comprehend what is written therein, but will not allow him to memorize 
  spells from the book, even if they are spells which also exist on the savant’s 
  spell lists. It is used mostly by savants to read mage scrolls. 
   
  The reverse of the spell, unreadable magic, will enable the caster to render 
  magical writings indecipherable, even by means of a read magic spell, until it 
  wears off or is dispelled.  
   
  Read Savant Magic (Unreadable Savant Magic) 
   
  Level 1 savant spell (divination) 
  Requires: incantation, gestures, crystal prism, (pinch of dirt, drop of water) 
  Casting time: 1 minute 
   
  This spell allows the caster to understand magical writings, scrolls, and 
  inscriptions that are written in magical scripts used by savants. The spell lasts 
  for 2 minutes per level of the caster, and requires the use of a crystal prism 
  (which is not destroyed by the casting). When used on scrolls, spell books, 
  etc., the spell enables the caster to determine what is contained within 
  (although doing so usually triggers cursed scrolls and the like). A savant will 
  never need this spell to read his own spell book, of course, and once the spell 
  is used on a given piece of magical writing, it need not be used again (so, a 
  savant could use it to determine the contents of a magic scroll as long as the 
  scroll contained a savant spell, and then later, when he wishes to actually use 
  the scroll, would not need to cast read savant magic again). The spell is never 
  needed to read a spell that the savant himself has inscribed. 
   
  The reverse of the spell, unreadable savant magic, will enable the caster to 
  render magical writings indecipherable, even by means of a read savant 
  magic spell, until it wears off or is dispelled.  
   
  Ready Spell 
   
  Level 1 bard spell (alteration) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to “hold” some other spell in readiness until such 
  time as it is required. It is thus especially useful when applied to spells with 
  very long casting times. The caster can only have one such spell ready at any 
  given time, of course; it requires that the caster maintain the incantation until 
  such time as he wishes to activate the other spell. When that happens, treat it 
  as if it had a casting time of but 6 seconds (1 segment), regardless of its actual 
  casting time. If the caster’s concentration should be interrupted by some 
  agency (taking damage, magical silence, etc.), both the ready spell and the 
  spell that was on hold are lost.  
   
  Recall 
   
  Level 6 mage spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to rememorize any spell that he has cast within the 
  last 24 hours, of level 1-5, bringing it back into memory, able to be cast once 
  more. No time is required to do so beyond the casting time of this spell. Note 
  that this does not restore material components that might have been consumed 
  during the first casting of the spell.  
   
  Reflecting Pool 
   
  Level 2 druid, level 3 savant spell (divination) 
  Requires: incantation, gestures, holy symbol, pool of water, nut oil 
  Casting time: 2 hours 
   
  This spell allows the caster to turn an ordinary pool of water (maximum 2’ 
  diameter per level of the caster) into a powerful divinatory device. The magic 
  will remain for 1 minute per level of the caster, and the pool itself must be 
  within 10’. Once the spell is cast, the pool will function as a crystal ball (see 
  the ADVENTURES DARK AND DEEP™ Game Masters Toolkit for more information) 
  whose range is limited to the material plane and those other planes which 
  directly touch it. Infravision and the like will function through the pool, and the 
  following spells can be cast directly through it, with a 5% chance of success 
  per experience level of the caster: detect magic, detect snares and pits, detect 
  poison, moonbeam, and starshine. The spell requires that the oil from hickory 
  nuts, walnuts, etc., be poured into the pool in three equal measures.  
   
  This spell can be cast underwater, turning any section of water into a scrying 
  device, subject to the limitations above.  
   
   
   
  Refresh 
   
  Level 2 bard spell (abjuration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell reinvigorates one target creature within a 20’ radius. The target will 
  feel instantly refreshed, all natural fatigue or drowsiness gone, the effects of 
  magical sleep removed, and even the effects of paralysis (as that of ghouls 
  and other creatures) ended. It will not remove the effects of a hold person spell, 
  however.  
   
  Regenerate (Wither) 
   
  Level 7 cleric/druid spell (necromantic) 
  Requires: incantation, gestures, prayer beads, holy water 
  Casting time: 3 minutes 
   
  This spell allows the caster to either re-attach (if a severed limb is pressed 
  against the point whence it was removed) or re-grow any missing limb, tail, 
  digit, horn, etc. Even the severed head of an ettin could, in theory, be 
  regenerated by means of this spell (it cannot restore life, however). If the 
  missing piece is being re-attached, it will graft itself back onto the body in but 
  a single minute. If it is actually necessary to re-grow the missing body part, the 
  process will take 20-80 minutes. It requires prayer beads and holy water, the 
  latter being sprinkled on the location of the missing body part. Druids substitute 
  
  Spell Descriptions - Reincarnate 
  206 
  their own holy symbol, the leaves being rubbed on the spot that is to “sprout” 
  a new limb. 
   
  The reverse of the spell, wither, will destroy any limb or other organ touched 
  (thus requiring a roll “to hit” in most cases). Within a minute the affected body 
  part will be numb and useless, turning to corruption and finally withering away 
  into nothingness within 20-80 minutes. It uses unholy water in place of the holy 
  water. Druids may not cast the reverse of the spell.  
   
  Reincarnate 
   
  Level 7 druid, level 6 mage spell (necromantic) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 10 minutes 
   
  This spell allows the caster to return the spirit or soul of one recently slain into 
  a new body. The subject can only have been killed within the past week, and 
  the body (or at least what’s left of it) must be available. After the spell is cast, 
  the new body, containing the essence of the dead character, will appear in 
  10-60 minutes. Once reincarnated, the subject will retain his memories of his 
  previous life as well as his personality, but may well not have any of the skills 
  or powers associated with his previous character class. The exact body into 
  which the subject is reincarnated is determined randomly: 
   
  Caster is a Druid 
   
  Caster is a Mage 
  Roll 
  Reincarnated as… 
   
  Roll 
  Reincarnated as… 
  01-03 
  Badger 
   
  01-05 
  Bugbear 
  04-08 
  Black bear 
   
  06-11 
  Dwarf 
  09-12 
  Brown bear 
   
  12-18 
  Elf 
  13-16 
  Wild Boar 
   
  19-23 
  Gnoll 
  17-19 
  Centaur 
   
  24-28 
  Gnome 
  20-23 
  Dryad 
   
  29-33 
  Goblin 
  24-28 
  Eagle 
   
  34-40 
  Half-elf 
  29-31 
  Elf 
   
  41-47 
  Halfling 
  32-34 
  Faun 
   
  48-54 
  Half-orc 
  35-36 
  Fox 
   
  55-59 
  Hobgoblin 
  37-40 
  Gnome 
   
  60-73 
  Human 
  41-44 
  Hawk 
   
  74-79 
  Kobold 
  45-58 
  Human 
   
  80-85 
  Orc 
  59-61 
  Lynx 
   
  86-90 
  Ogre 
  62-64 
  Owl 
   
  91-95 
  Ogre mage 
  65-68 
  Pixie 
   
  96-99 
  Troll 
  69-70 
  Raccoon 
   
  00 
  Intelligent magic item 
  71-75 
  Stag 
   
   
   
  76-80 
  Wolf 
   
   
   
  81-85 
  Wolverine 
   
   
   
  86-00 
  Roll on mage table 
   
   
   
   
  If a human or demi-human is indicated, the character should be rolled up just 
  as if a new character were being created. Otherwise, the game master should 
  improvise, consulting the ADVENTURES DARK AND DEEP™ Bestiary for details. 
  Intelligent magic items are detailed in the ADVENTURES DARK AND DEEP™ Game 
  Masters Toolkit; if a player character is reincarnated as such a thing, it should 
  be up to the player’s discretion if he wishes to keep on playing that character.  
   
  Remove Curse (Bestow Curse) 
   
  Level 3 cleric, level 4 mage spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to remove a curse that has been placed upon some 
  person, thing, or place. Cursed magic items, such as cursed swords and the 
  like, will not have their malefic effects permanently removed, but rather the 
  possessor of such an item will be able to rid himself of it.  
   
  The reverse of the spell, bestow curse, allows the caster to call down a curse 
  on someone by touch (a roll “to hit” may apply, and a successful saving throw 
  vs. spells will negate the spell’s effect). The effects of the curse can either be 
  specified by the caster, or can be determined randomly: 
   
  TABLE 324: BESTOW CURSE 
  Die Roll (d%) 
  Effect 
  01-06 
  Random ability score is reduced to 3 
  07-13 
  All “to hit” rolls and saving throws are made with a -4 
  penalty 
  14-19 
  Every 10 minutes, victim has a 50% chance of 
  dropping whatever he is carrying in his hand 
  20-26 
  All gold and silver carried by the victim turns to dead 
  leaves 
  27-32 
  Invisible stalker begins hunting the victim 
  33-39 
  Once every day, 1 randomly determined spell 
  memorized by the victim will go off, aimed at some 
  random friend (if applicable). If the victim is not a 
  spellcaster, roll again 
  40-45 
  One of the victim’s magic weapons or wondrous items 
  will animate and attack him 
  46-52 
  Double the normal chance to encounter wandering 
  monsters until the curse is lifted 
  53-58 
  -25% to all NPC reaction and morale rolls 
  59-65 
  Victim loses 1 pound per day (stopping at 20% of 
  original body weight), losing 1d6 STR, CON, and 
  CHA as the weight disappears 
  66-71 
  Victim is stricken with insomnia; lose 1 point of INT 
  and WIS per day to a minimum of 3, then lose 1 point 
  of DEX per day, to a minimum of 3 
  72-78 
  Insanity (see ADVENTURES DARK AND DEEP™ Game 
  Masters Toolkit) 
  79-84 
  Stammering; victim loses 2d4 points of CON and must 
  make a saving throw vs. spells to cast any spell 
  requiring an incantation 
  85-91 
  Deaf (curing or healing magic will not remove this 
  effect) 
  92-00 
  Blind (curing or healing magic will not remove this 
  effect) 
   
  If the caster is creating their own curse, the above table should be used as a 
  guideline to determine the power level of the curse’s effect. A bestowed curse 
  will last for 10 minutes per level of the caster. 
   
  Remove Fear (Cause Fear) 
   
  Level 1 cleric, level 2 bard spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to cause any creature or person touched to be filled 
  with magical courage. Anyone thus affected will receive a +4 to any saving 
  throws made vs. fear (including morale rolls, rolls due to magical effect, etc.). 
  If the spell is cast on someone already struck by some sort of fear, it affords 
  them a second saving throw with a +1 bonus. Naturally, if the recipient is 
  unwilling, a roll “to hit” must be made by the caster. The reverse of the spell, 
  cause fear, instills a magically-induced panic that causes the target to flee at 
  maximum speed away from the caster for one minute per level of the caster (if 
  in a dungeon environment, the game master should roll randomly to determine 
  direction when given a choice such as at a side passage, but the player should 
  not be informed of these directions; the panic induced is such that the character 
  is too terrified to remember such things clearly). Both the spell and its reverse 
  can be used to counteract the other. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   207
  Remove Paralysis (Cause Paralysis) 
   
  Level 3 bard/cleric spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to grant creatures in the target area another saving 
  throw vs. any sort of paralysis-inducing effect, such as a hold person spell or 
  the attack of a corpse crawler. Up to 4 creatures can be so affected, as long 
  as they are all within a 20’x20’ area centered on a point 10’ distant per 
  experience level of the caster. If a single creature is to be affected, it gains a 
  bonus of +3 to the new saving throw; 2 creatures get a +2 bonus, and 3 or 
  more creatures get a bonus of +1.  
   
  The reverse of the spell, cause paralysis, requires a successful “to hit” roll (using 
  the cleric’s holy symbol as the weapon), and requires a saving throw vs. spells. 
  Failure indicates the target is completely paralyzed for 1d6 minutes plus 1 
  minute per level of the caster.  
   
  Repel Insects 
   
  Level 4 druid spell (abjuration) 
  Requires: incantation, gestures, holy symbol, marigold/leek/nettles/ camphor 
  Casting time: 1 minute 
   
  This spell creates a barrier 10’ around the caster that keeps out all insects (but 
  not arachnids, etc.). Giant insects with 2 or more hit dice are entitled to a 
  saving throw vs. spells; if they make their save, they will be able to penetrate 
  the barrier, but will take 1d6 hit points of damage in doing so. The spellcaster 
  must have marigold flowers, a crushed leek, stinging nettle leaves, or a small 
  piece of camphor, which will be consumed by the casting of the spell.  
   
  Repulsion 
   
  Level 6 mage/savant spell (abjuration) 
  Requires: incantation, gestures, statuettes 
  Casting time: 36 seconds (6 segments) 
   
  This spell creates a beam, some 10’ long per level of the caster and 10’ wide, 
  within which all creatures will move away from the caster at their normal 
  movement rate (or 30’ per minute, whichever is greater). Repulsed creatures 
  will continue to move for an entire minute, even if it takes them beyond the 
  normal range of the spell. The spell will last for 30 seconds (5 segments) per 
  experience level of the caster. It requires a pair of special statuettes, one of 
  ebony and the other of ivory, in the image of dogs, attached to which are two 
  pieces of lodestone. The statuettes will be destroyed as the spell is cast.  
   
  Resilient Sphere 
   
  Level 4 mage spell (evocation) 
  Requires: incantation, gestures, diamond, gum arabic 
  Casting time: 24 seconds (4 segments) 
   
  This spell creates a sphere 1’ in diameter per level of the caster, centered on 
  a point up to 20’ distant. This sphere is used to entrap a target creature, which 
  is in turn entitled to a saving throw vs. spells. The sphere will last for 1 minute 
  per level of the caster, or until a rod of cancellation, wand of negation, 
  disintegrate spell, or dispel magic spell is used. Any creature trapped therein 
  can breathe normally, but will be quite unable to do anything except rock the 
  sphere itself; nothing can pass through its boundary. The sphere can be moved, 
  and must be large enough to encompass the target creature. The spell requires 
  a hemispherical piece of diamond or clear, hard gem-like substance, as well 
  as a bit of gum arabic. 
   
  Resist Charm 
   
  Level 3 bard, level 6 druid spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to create a sphere some 10’ plus 1’ per level of the 
  caster in radius, within which spells such as charm person, hypnotism, friends, 
  etc. are weakened. All those within the area of effect get a bonus of +4 on 
  their saving throws against such spells, and spells (or magical effects) which 
  do not normally allow such (in the latter case, no bonus is allowed, just a 
  straight saving throw). This applies to verbal patter effects as well. The spell 
  lasts for as long as the caster remains concentrating, plus 1 round per level of 
  the caster.  
   
  Resist Cold 
   
  Level 1 bard/cleric/mystic spell (alteration) 
  Requires: incantation, gestures, sulfur 
  Casting time: 1 minute 
   
  This spell allows the caster to imbue any creature or person touched with a 
  magical resistance to cold. Any temperatures down to 0° F feel just like a balmy 
  spring day. Against anything cold-based that causes temperatures colder than 
  that (such as the breath of a white dragon, magical spells such as ice storm, 
  etc.), the spell allows a saving throw to be made with a bonus of +2. Failing 
  the saving throw means that the affected person only takes half damage; 
  making the saving throw means only one-quarter damage is taken (note that 
  this is in addition to any other saving throws that might be allowed, such as a 
  save vs. breath weapon). The effect lasts for ten minutes per level of the caster, 
  and requires a pinch of sulfur to cast (which is consumed by the spell). 
   
  Resist Fire 
   
  Level 2 bard/cleric/druid/mystic spell (alteration) 
  Requires: incantation, gestures, mercury 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to confer a magical resistance to heat and flame 
  upon a creature or person touched. Anything up to 212° F (the boiling point 
  of water) will feel comfortable and room-temperature. Hotter temperatures 
  (such as that produced by boiling oil, fireball spells, lava, and even the breath 
  of a red dragon) will affect the target, but with a bonus of +3 on all saving 
  throws associated with the fire and flame. Failing the saving throw means that 
  half damage is taken; making the saving throw means that only one-quarter 
  damage is taken. The effect lasts for ten minutes per level of the caster, and 
  requires a drop of mercury (which is consumed as the spell is cast).  
   
  Resist Water 
   
  Level 3 druid/mystic spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell affords the caster a resistance to any sort of water-based attack or 
  other harm to either himself or some other, by touch. The effect will last for 
  1d6+4 minutes. This resistance will result in a -2 h.p. per die when under attack 
  by water-based creatures such as water elementals. Damage from floods, 
  being swept along a raging river, crashing on rocks in a small boat, etc., is 
  similarly reduced by 2 h.p. per die. The spell will not enable the target to 
  actually breathe water, but for the duration of the spell no harmful effects of 
  drowning will be felt (the subject must be able to breathe normally when the 
  spell expires, however, or else the lack of oxygen will suddenly catch up to 
  him and death will almost certainly ensue).  
   
  
  Spell Descriptions - Restoration (Energy Drain) 
  208 
  Restoration (Energy Drain) 
   
  Level 7 cleric/mystic spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 3 minutes 
   
  This spell allows the caster to restore lost experience levels to himself or 
  another. Such level loss includes chiefly (but not exclusively) the levels lost by 
  attacks from undead creatures such as vampires. The spell will completely 
  restore the lost level, including all abilities, hit points, etc., but must be cast 
  within 1 day of the original loss per level of the caster. The spell will never, 
  under any circumstances, raise a recipient to a level he never before 
  possessed. The spell will also completely reverse the effects of a feeblemind 
  spell (see p. 162).  
   
  The reverse of the spell, energy drain, will permanently lower the experience 
  level (or hit dice, if applicable) of a target creature by one. The creature to be 
  drained must be touched, and thus a “to hit” roll is required, but no saving 
  throw is allowed. This spell, and its reverse, will age the caster by 2 years.  
   
  Resurrection (Destruction) 
   
  Level 7 cleric spell (necromantic) 
  Requires: incantation, gestures, holy symbol, holy water 
  Casting time: 10 minutes 
   
  This spell allows the caster to bring back certain types of creatures from the 
  dead; this is limited to dwarves, gnomes, half-elves, halflings, and humans. 
  Elves and creatures such as orcs, goblins, etc., cannot be restored to life by 
  means of this spell, as they possess a spirit, rather than a true soul. The person 
  to be resurrected may have been dead for a number of decades equal to the 
  level of the caster. The employment of this spell is such a drain on the caster 
  that he will need one day of total bed-rest (including no spellcasting) for each 
  experience level of the person resurrected. The body of the deceased need not 
  be present or whole. 
   
  The reverse of this spell, destruction, will blast one person touched into dust, 
  with no saving throw (although a successful roll “to hit” is required). The reverse 
  of the spell requires unholy water, naturally, and inflicts a similar need for rest 
  as the original version of the spell. Both versions of the spell will age the caster 
  by 3 years. 
   
  Reverse Gravity 
   
  Level 7 mage spell (alteration) 
  Requires: incantation, gestures, lodestone, iron filings 
  Casting time: 42 seconds (7 segments) 
   
  This spell will briefly (1 second) cause gravity to invert in an area some 30’ 
  square. This area can be no more than 5’ distant from the caster per 
  experience level. Creatures or objects in the area of effect will “fall up” 16’, 
  then come crashing to the ground (normal falling damage thus applies). If there 
  is some obstruction above the target area such as a ceiling, creatures “falling 
  up” will strike it accordingly. The spell has no effective “top”; thus creatures 
  flying above the area of effect will be similarly disoriented.  
   
  Reverse Transmutation 
   
  Level 9 savant spell (alteration) 
  Requires: incantation, gestures, moly 
  Casting time: 54 seconds (9 segments) 
   
  This spell allows the caster to reverse the workings of spells such as polymorph 
  self, polymorph any object, and the like. It will not affect any illusionary effect, 
  but will force any object or creature whose actual form has been transformed 
  to revert back to its original form. It will function as a stone to flesh spell, if cast 
  upon a creature turned to stone by a medusa, basilisk, etc. If cast upon a druid 
  who is using his shape changing ability, the druid will be forced back to his 
  original form and be rendered unable to change again for a number of minutes 
  equal to the difference in levels between the caster and the druid (if the druid 
  is of higher level, he will be able to change shape in but a single minute). Note 
  that this will even restore those who have been the subject of a polymorph 
  other spell who have lost their saving throw to retain their mind. No system 
  shock roll is required when using this spell. The spell requires a sprig of moly, 
  which is destroyed as the spell is cast. 
   
   
   
  Rope Trick 
   
  Level 2 mystic/mage/mountebank, level 3 illusionist spell (alteration) 
  Requires: incantation, gestures, corn powder, parchment loop 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to enchant a length of rope up to 30’ in length, 
  causing it to become fixed to an extra-dimensional space up to 30’ in the air. 
  This rope can be then used in two ways. First, it can be climbed so that the 
  person climbing gets off before the top is reached. Second, the person climbing 
  can go all the way to the top, in which case he enters the extra-dimensional 
  space and is completely safe for the duration of the spell (20 minutes per level 
  of the caster). Up to six persons can stay in the space at any given time; if they 
  are still there when the spell expires, they will drop to the ground (perhaps 
  suffering falling damage in the process). The rope can be pulled up after them 
  if there are only 5 persons in the space; otherwise it must remaining hanging 
  below. The corn powder and twisted parchment loop disappear when the spell 
  is cast. The rope in question must be touched by the caster.  
   
  Run 
   
  Level 1 mage, level 6 mystic spell (enchantment/charm) 
  Requires: incantation, gestures, prune juice, castor oil 
  Casting time: 1 minute 
   
  This spell allows the caster to enable some creature to run at twice its normal 
  speed for 1d4+4 hours without fatigue. The creature must then rest for the same 
  duration, as well as eat and drink copiously. The spell affects up to 1 creature 
  per 2 levels of the caster; 1 creature at 1st through 3rd levels, 2 creatures at 
  4th level, 3 creatures at 6th level, etc. The creatures affected must be touched 
  by the caster.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   209
  Sacred Place 
   
  Level 5 mystic spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 5 hours 
   
  This spell allows the caster, by means of communing with the particular spirits 
  of a place or object, to store magical energy within it that can then be tapped 
  into at a later time. Each caster may only have one sacred place operative at 
  any given time, and no more than two sacred places can be extant within 1 
  mile of one another (if someone attempts to create such a place within 1 mile 
  of an already-existing sacred place, the new one will simply not “take”). Two 
  different casters cannot “charge” the same sacred place. 
   
  Each week the caster performs this spell at the same place, he will add one 
  spell level’s worth of energy, up to his current level (thus, a 19th level mystic 
  could store up to 19 levels’ worth of magical energy in the sacred place). The 
  spell must be cast within 20 yards of the specific point that is designated as 
  the sacred place: a spring, boulder, tree, cave, etc. If the same caster fails to 
  keep up the chain of spellcasting for four continuous weeks, the entire 
  storehouse will be drained and the caster must start over.  
   
  While within 20 yards of the sacred place, the caster may cast any spell 
  (subject to the limits of the highest level spell he could normally cast) using the 
  energy stored in the sacred place, without using up the spells he had 
  memorized through the normal process. Each spell so cast will drain the sacred 
  place of that many spell levels, until the sacred place is drained. It may, of 
  course, be built up by more repeated castings of the sacred place spell.  
   
  Salt 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip will cause fine salt to fall upon a desired item or area; it is mostly 
  used when seasoning food, but can conceivably salt ground to prevent plants 
  from growing there, or to cause damage (1-4 h.p. maximum) to those creatures 
  who are harmed by salt, such as giant slugs. No more than 4 square yards or 
  30 gallons of liquid can be salted; any more, and the salt will be very diluted 
  to the point of ineffectiveness.  
   
  If cast underwater in fresh water, this spell will create a pocket of salt water 
  approximately 1 pint in volume. It will quickly dissipate into the surrounding 
  water, to little or no effect.  
   
  Sanctuary 
   
  Level 1 cleric spell (abjuration) 
  Requires: incantation, gestures, holy symbol, small silver mirror 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to touch one creature, who will then be immune 
  from attack by any opponent who fails to make a saving throw vs. spells. 
  Failure indicates that the opponent will simply overlook and ignore the 
  beneficiary of the sanctuary spell. Attacks that affect an area (such as a fireball 
  spell) will still have full effect, however. The creature or person who is 
  benefitting from the spell can take no offensive action (including using 
  weapons, casting offensive spells, etc.). Neutral (such as augury) or healing 
  spells, however, can be cast without voiding the spell. The spell lasts for 2 
  minutes plus one minute per level of the caster. The holy symbol and small 
  silver mirror are not consumed by the casting of the spell.  
   
  Sand Stalker 
   
  Level 7 mage, savant spell (conjuration/summoning) 
  Requires: incantation, gestures, incense, small brass gong 
  Casting time: 1 minute 
   
  This spell will conjure a sand stalker from the elemental plane of earth, 
  compelling it to serve against its will. Details of the stalker can be found in the 
  ADVENTURES DARK AND DEEP™ Bestiary. The creature will obey the summoner 
  for as long as the conjuror can manage, but the stalker will immediately seek 
  to pervert its instructions by following them to the letter, thus seeking to bring 
  about the doom of its master so that it can return to its home plane. Note that 
  any given spell-caster can only have one stalker of any type (phantom, 
  invisible, etc.) under his control at any given time.  
   
  Scare 
   
  Level 2 mage spell (enchantment/charm) 
  Requires: incantation, gestures, undead bone 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates a fit of abject terror in a target creature, causing it to tremble 
  and shake (although it will not normally drop anything it’s carrying). The target 
  creature must be within 10’ of the caster, must have 5 or fewer levels or hit 
  dice, and must fail a saving throw vs. spells. Once affected, the creature will 
  be at -1 on all its “to hit” rolls and damage, as well as on all saving throws, 
  until the spell expires after 3-12 minutes. It will not affect elves, half-elves, 
  undead creatures, extra-planar creatures, or clerics. The material component 
  is a piece of bone from an animated skeleton, zombie, ghoul, ghast, or 
  mummy, which is destroyed as the spell is cast.  
   
  Scratch 
   
  Mage/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip creates an itch on the skin of the target creature, which must be 
  within 10’ and which is entitled to a saving throw. If it fails, it will involuntarily 
  scratch the itch for a moment, causing it to cease.  
   
  Secret Chest 
   
  Level 5 mage spell (alteration) 
  Requires: incantation, gestures, chest, miniature chest 
  Casting time: 10 minutes 
   
  This spell has a twofold effect. First, it creates a magical link between two 
  chests; one of normal (2’x2’x3’) size, and the other a miniature replica of the 
  first. Second, it transports the larger chest to the ethereal plane, where it serves 
  as a relatively safe repository for whatever goods the caster chooses to place 
  within it. The smaller replica chest serves as a key to retrieve the larger. The 
  cost of the pair of chests is no less than 5,000 g.p., and they must be of the 
  finest workmanship.  
   
  The spell itself will send the larger chest into the ethereal plane, while the 
  smaller chest is kept by the caster. The chest can contain inanimate materials 
  (gems, magic items, scrolls, etc.) with no penalty, but if a living creature is in 
  the chest, there is a 75% chance that the spell will fail. At will, the caster may, 
  as long as he is holding the smaller chest, summon the larger chest back from 
  the ethereal plane, and retrieve whatever object(s) may have been placed 
  inside. The large chest may be kept on the ethereal plane for a minimum of 60 
  days; after that, there is a 5% cumulative chance per day that the chest will be 
  forever lost. 
   
  
  Spell Descriptions - Secret Page 
  210 
  While the chest is in the ethereal plane, there is a 1% cumulative chance per 
  week that the chest will be found by some wandering ethereal creature. If that 
  happens, the reaction of the creature who finds the chest is determined 
  randomly. 
   
  TABLE 325: SECRET CHEST 
  Roll 
  Action 
  01-10 
  Chest will be ignored 
  11-20 
  Contents will be added to 
  21-50 
  Contents will be exchanged for something else 
  51-80 
  Something will be taken 
  81-00 
  All contents will be stolen 
   
  When the chest is retrieved from the ethereal plane, there is a 5% chance that 
  some ethereal creature will follow. For every hour thereafter, there is a 1% less 
  chance of some creature following; 4% the next hour, 3% the hour after that, 
  etc., until 5 hours pass and the ethereal hole closes.  
   
  Secret Page 
   
  Level 3 mage spell (alteration) 
  Requires: incantation, gestures, powdered herring scales 
  Casting time: 10 minutes 
   
  This spell allows the caster to disguise the true nature of some piece of paper, 
  vellum, papyrus, etc., up to 2’x2’ in size. A page in a spell book could, thus, 
  be disguised as a woodcut, a treasure map could be made to look like a 
  children’s game board, or a page in an accountant’s ledger could appear as 
  an essay on the mating habits of butterflies. Spells such as confuse languages 
  or explosive runes can be cast upon the secret page. The caster can, by the 
  issuance of a command word, reveal the true nature of the secret page, and 
  then restore the decoy contents, or can permanently remove the secret page’s 
  enchantment. Dispel magic will remove the dweomer if it is successful; failure 
  will result in the obliteration of the page entirely. The essence of a will-o-wisp 
  (or boggart) will also reveal the true nature of a secret page. The page itself 
  will radiate magic faintly if detected for.  
   
  Secure Shelter 
   
  Level 4 mage spell (evocation) 
  Requires: incantation, gestures, stone, lime, sand, water, wood (string, silver 
  wire, small bell) 
  Casting time: 40 minutes 
   
  This spell brings into being a small but sturdy building that provides protection 
  for the caster and his companions. The building itself will appear to be of 
  whatever sort of material is common to the area: stone, wood, sod, etc., but 
  will in all respects be as strong as stone (it is impervious to fire, etc.). The shelter 
  will have a floor area of some 30 square feet per experience level of the caster, 
  and will include a door, at least two windows (with shutters), a fireplace, and 
  plain furnishings as desired, including up to 8 small beds.  
   
  The shelter cannot be harmed by non-magical missiles, although those 
  launched by a siege engine, boulders hurled by giants, etc., will have their 
  normal effect. The door and windows are protected as if the spell wizard lock 
  had been cast upon them (see p. 236 for details). The caster may, at his 
  discretion, include the effects of both an alarm and unseen servant spell (see 
  pages 121 and 230, respectively) at the time the shelter is created; doing so 
  requires that the appropriate material components be at hand when the spell 
  is cast, but the mage need not have those additional spells memorized in order 
  to include their effects on the shelter. The spell otherwise requires a small piece 
  of stone, powdered lime, a pinch of sand, a drop of water, and a very small 
  bit of wood.  
   
  Selflessness 
   
  Level 4 mystic spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to “lose himself” in the moment of whatever he 
  happens to be doing, be it walking down a tree-lined path, playing chess, 
  casting another spell, engaging in melee, or whatever else may be envisioned. 
  For ordinary activities, the spell will grant a temporary bonus of +25% (or +5, 
  as applicable) to the chance of success for whatever is being done. If cast 
  before some other spell, which requires concentration to maintain, the 
  selflessness spell allows the caster to maintain his concentration even if he 
  suffers damage. In fact, nothing short of physical death (-10 hit points) will be 
  able to break the concentration thus achieved. In combat, it allows the caster 
  to function at up to -7 hit points without flinching, but only with the proviso that 
  he never rests; he must constantly be attacking, charging, parrying, or 
  otherwise engaged in activity. Even a single minute of standing still (including 
  taking time to be cured, drink a potion, or otherwise engage in non-combat 
  activities) will break the spell. The spell will last for as long as the caster can 
  maintain his activity; when walking or running, this will allow the caster to 
  keep moving for 8 or 4 hours, respectively.  
   
  Sending 
   
  Level 5 mage/savant spell (evocation) 
  Requires: incantation, gestures, cylinders and wire 
  Casting time: 10 minutes 
   
  This spell enables the caster to send a brief communication to any single 
  creature with whom he is familiar; the target must be known by name (and 
  appearance, as necessary). The message sent can consist of 1 word per level 
  of the caster (articles such as a, an, and the don’t count). There is no range 
  limit on the sending, but if the target is on another plane of existence, there is 
  a 5% chance per plane removed that the sending will fail (thus, if the target is 
  on the ethereal plane there is a 5% chance of failure, one of the elemental 
  planes 10%, etc.). The recipient must have an intelligence of at least 1. The 
  spell requires a pair of small cylinders connected by a length of copper wire.  
   
  Sepia Snake Sigil 
   
  Level 3 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, powdered amber, mushroom spores, snake 
  scale 
  Casting time: 18 seconds (3 segments) 
   
  This spell invokes a dark brown force in the form of a serpent. This serpent 
  force will attack the nearest living creature (the caster being excepted, of 
  course), as if it were a d8 monster with a number of hit dice equal to the level 
  of the caster. If the serpent hits, the target will become enveloped in a glowing 
  amber force field, in which it will be held in perfect stasis, unaware of its 
  surroundings or the passage of time, and completely incapable of being 
  moved. Only a dispel magic spell will cancel the effect. If it misses, the snake 
  will disappear with a loud pop and a puff of smoke. The spell can either be 
  cast directly at a target (range 5’) or as a written sigil that protects an object, 
  written page, etc. If the spell is used in the latter fashion, the magic will be 
  activated by either handling or gazing upon the sigil. The spell requires 100 
  g.p. worth of powdered amber, a snake scale, and a small sample of 
  mushroom spores.  
   
  
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   211
  Sequester 
   
  Level 6 savant, level 7 mage spell (abjuration) 
  Requires: incantation, gestures, basilisk eyelash, gum arabic, whitewash 
  Casting time: 1 minute 
   
  This spell allows the caster to render some object or creature completely 
  undetectable by magical means (including spells such as find traps, potion of 
  treasure finding, etc.), as well as being invisible to normal sight, including 
  infravision and ultravision. The object(s) being sequestered must all fit within a 
  cubical space 2’ on a side per level of the caster, and will remain thus 
  concealed for 1 week plus 1 day per level of the caster. Normal touching will 
  reveal the sequestered objects, and those magical items explicitly designed to 
  foil invisibility will work normally. If the spell is cast on an unwilling living 
  creature, that creature will be entitled to a saving throw vs. spells. Any 
  intelligent creature (including undead) upon whom the spell is cast will remain 
  in a comatose state, unaging, for the duration of the spell. The spell requires 
  the eyelash of a basilisk, gum arabic, and a drop of whitewash.  
   
  Shades 
   
  Level 6 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to create quasi-real illusions of some monster or 
  other creature. The total hit dice of the illusory creature(s) cannot exceed the 
  level of the caster, and they will have but 60% of the normal hit points of the 
  type of creature that is created. The shades will endure for 1 minute per level 
  of the caster, and must be in a 20’x20’ area no more than 30’ from the caster. 
  Unlike other forms of illusion/phantasm, all viewers are automatically entitled 
  to a saving throw vs. spells. If they fail, viewers will believe the shades to be 
  real and the shades will fight as if they had the normal armor class and 
  damage of their type. If the saving throw is made, however, the shades will 
  have an effective armor class of 6 and will inflict only 60% of normal damage.  
   
  Shadow Door 
   
  Level 5 illusionist, level 6 savant spell (illusion/phantasm) 
  Requires: gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to create the illusion of a door, into which he then 
  appears to flee. In reality, the caster is made invisible by the spell, and remains 
  so for up to 1 minute per experience level. If the door is opened by pursuers 
  (or anyone else), all they will see is an illusion of an empty 10’x10’ room. 
  Magic that works as true seeing will of course see through the deception. 
   
  Shadow Magic 
   
  Level 5 illusionist/savant spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to create an almost-real version of his choice of the 
  spells magic missile, fireball, lightning bolt, or cone of cold. The shadow magic 
  spell will function as the chosen spell except for one thing: if the target makes 
  a successful saving throw vs. magic, he will only take 1 hit point of damage. 
  That saving throw is instead of any that would normally be allowed for the 
  spell in question.  
   
  Shadow Monsters 
   
  Level 4 mage spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to create quasi-real illusions of some monster or 
  other creature. The total hit dice of the illusory creature(s) cannot exceed the 
  level of the caster, and they will have but 20% of the normal hit points of the 
  type of creature that is created. The shadow monsters will endure for 1 minute 
  per level of the caster, and must be in a 20’x20’ area no more than 30’ from 
  the caster. Unlike other forms of illusion/phantasm, all viewers are 
  automatically entitled to a saving throw vs. spells. If they fail, viewers will 
  believe the shadow monsters to be real and the shadow monsters will fight as 
  if they had the normal armor class and damage of their type. If the saving 
  throw is made, however, the shadow monsters will have an effective armor 
  class of 10 and will inflict only 20% of normal damage.  
   
  Shadow Walk 
   
  Level 7 illusionist, level 9 savant spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to move to the plane of shadow, where he can then 
  travel at a rate of 2 miles per minute, and then return to the corresponding 
  point in the material plane. The caster can remain on the plane of shadow for 
  a total of 1 hour per level of experience by means of this spell, thus being able 
  to move some 120 miles per hour per level. The caster may, at his discretion, 
  bring other beings with him by touching them as the spell is cast; if unwilling, 
  both a “to hit” roll on the part of the caster, and a saving throw vs. spells on 
  the part of the unwilling traveler, apply. Those accompanying the caster need 
  not return to the material plane (if they are deliberately abandoned, or wander 
  off on their own, they will either remain in the plane of shadow or return in 
  some random spot in the material plane, with a 50% chance of either result). 
  Naturally, it is possible to end the trip in some plane other than the material, 
  if it also borders the plane of shadow.  
   
  Shape Change 
   
  Level 9 mage spell (alteration) 
  Requires: incantation, gestures, jade circlet 
  Casting time: 54 seconds 
   
  This spell allows the caster to become almost anything he wishes, except for 
  singular creatures such as deities, demon lords, etc. The form need not be 
  limited to living creatures, and the caster can change shape as many times as 
  he wishes for 10 minutes per his experience level. The actual change takes but 
  6 seconds (1 segment) to take place. Once changed, the caster actually is the 
  creature or thing in all but mind; he can use breath weapons if a dragon, 
  breathe water if a fish, etc. The spell requires a jade circlet worth no less than 
  5,000 g.p. After the first transformation, the circlet is left behind; if it is 
  destroyed before the spell expires, the spell will be broken. It will otherwise 
  shatter of its own accord when the spell runs out. This spell does not require a 
  system shock roll.  
   
  Sharp Note 
   
  Level 1 bard spell (evocation) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates a sharp sonic barb that will strike one target creature within 
  60’ of the caster. The target must be within line of sight, and no other creatures 
  can be between the caster and the target. The sharp note will do 1d6 h.p. of 
  
  Spell Descriptions - Shatter 
  212 
  damage. For every two levels of experience beyond the first, the caster can 
  affect another target with the sharp note (i.e., 2 at 3rd level, 3 at 5th level, 
  etc.).  
   
  Shatter 
   
  Level 2 mage spell (alteration) 
  Requires: incantation, gestures, piece of mica 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes one small object to be shattered into pieces, as if it had 
  sustained a heavy blow. The object in question must be within 60’ of the caster 
  and weigh under 10 lbs. Readily breakable objects such as mugs, vials, plates, 
  windows, etc., will automatically shatter. Other objects must make a saving 
  throw vs. crushing blow or be smashed. The spell requires a small piece of 
  mica, which is lost as the spell is cast.  
   
  Shave (Hairy) 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip will remove up to 1” of hair from any specified object or portion 
  thereof. If no hair is left thereafter, growth will not take place for another 2-12 
  days. The reverse of this cantrip, hairy, will cause hair, fur, and the like to 
  grow 2-12 inches. It will affect one object; if cast on a living object without 
  permission, a saving throw vs. spells is allowed.  
   
  Shield 
   
  Level 1 mage spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell enables the caster to bring into being an invisible barrier in front of 
  him which is impervious to attacks by the magic missile spell. Against hand-
  hurled missiles (darts, throwing axes, etc.), it grants the equivalent of armor 
  class 2; against other missiles (arrows, bolts, etc.), it grants armor class 3; all 
  other attacks against the caster are made against armor class 4. Note that it 
  only protects against attacks from the front; attacks coming from the rear or 
  flanks are made normally. The caster also gains a +1 bonus to all saving 
  throws coming from the front quarter. The spell lasts for 5 minutes per level.  
   
  Shillelagh 
   
  Level 1 druid, level 3 bard spell (alteration) 
  Requires: incantation, gestures, oaken club, mistletoe, shamrock leaf 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to transform an ordinary oaken club into a potent 
  magical weapon. Once the spell is cast, the club will have a magical +1 bonus 
  “to hit” and will do 2-8 h.p. of damage to small and medium-sized creatures, 
  and 2-5 h.p. to large creatures. The enchantment will last 1 minute per level of 
  the caster. The spell requires mistletoe and a shamrock leaf, which will 
  disappear as the spell is cast, and of course an oaken club, which will return 
  to normal after the spell has run its course.  
   
  Shine (Tarnish) 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip will bring forth a mirror-like sheen to a desired single object, 
  removing corrosion, rust, tarnish, etc. If cast upon a piece of jewelry that had 
  previously had its value decreased by random die-roll (see the ADVENTURES 
  DARK AND DEEP™ Game Masters Toolkit for details), this cantrip allows a re-roll 
  on the base value. This can only be done once per piece of jewelry, and can 
  only increase the value by one category. The reverse of the cantrip, tarnish, 
  will create a layer of rust and tarnish on any object (around 1 cubic yard in 
  size) normally subject to becoming tarnished. It cannot be used to lower the 
  value of jewelry.  
   
  Shocking Grasp 
   
  Level 1 mage spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to deliver an electrical jolt to a single creature 
  touched. The jolt does 1d8 h.p. of electrical damage plus 1 h.p. per level of 
  the caster. The spell does require that the caster successfully hit the target (or 
  upon some electrical conductor that is touching the target’s body, like a sword).  
   
  Shooting Stars 
   
  Level 5 mage spell (evocation) 
  Requires: incantation, gestures, small pebble 
  Casting time: 30 seconds (6 segments) 
   
  This spell allows the caster to call forth 1 shooting star for every 5 experience 
  levels he possesses (i.e., 2 at 10th level, 3 at 15th level, etc.). Each has a 
  range of 30’ plus 10’ for every level of the caster, but there can be no 
  intervening object or creature between the caster and the target; the shooting 
  stars move in a straight line and will detonate on the first thing they encounter 
  (it is possible for each shooting star to be aimed at a separate target, however). 
  Creatures in the path of the shooting star are entitled to a saving throw vs. 
  spells, with the following penalties. 
   
  TABLE 326: SHOOTING STARS 
  Shooting Star has Traveled 
  Saving Throw Penalty 
  0’ - 20’ 
  -3 
  21’ - 40’ 
  -2 
  40’ - 60’ 
  -1 
  60’ or longer 
  none 
   
  On impact, they will each do 12 h.p. of damage from the impact itself, plus a 
  further 24 h.p. of damage from the fiery explosion that results. Any creature 
  struck by the shooting star will automatically take the explosion damage as 
  well as the impact damage, but those within a 10’ sphere of the point of impact 
  are entitled to a saving throw vs. magic to only take half damage.  
   
  Shout 
   
  Level 3 bard, level 4 mage spell (evocation) 
  Requires: incantation, bull/ram horn, honey, citric acid 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to issue forth an incredibly loud noise beginning at 
  his mouth and forming a cone some 30’ long and 10’ wide at its end. Any 
  creature within the area of effect must make a saving throw vs. spells; failure 
  indicates it is deafened for 2d6 minutes and must take 2d6 h.p. of damage. 
  
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   213
  Anything within the area that might normally be disrupted or destroyed by loud 
  noise (crystals, glass, wall of ice, etc.) will be shattered. The spell can only be 
  used once per day; more than that will deafen the caster permanently.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
   
   
  Silence 15’ Radius 
   
  Level 2 cleric spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to create a zone of complete and utter silence in a 
  sphere with a radius of 15’, on a point up to 120’ away from the caster. The 
  spell can be cast upon a creature or person; if so, he is entitled to a saving 
  throw vs. spells; failure indicates the spell is targeted on a point in space 1’ 
  behind the intended target. Success indicates the effect of the spell moves with 
  the target. The spell lasts for 2 minutes per level of the caster. Such silence will 
  not only interrupt normal speech, but prevent the casting of spells with spoken 
  components, the operation of magical devices that require command words, 
  etc.  
   
  Simulacrum 
   
  Level 7 mage spell (illusion/phantasm) 
  Requires: incantation, gestures, snow/ice sculpture, powdered ruby, 
  sympathetic piece of creature to be duplicated 
  Casting time: 42 seconds (7 segments) 
   
  This spell enables the caster to create a near-duplicate of some other creature, 
  in conjunction with the spells reincarnate and limited wish. All three spells are 
  required to finish the creation; the simulacrum spell creates the form, the 
  reincarnate spell gives it life, and the limited wish spell gives it a portion of the 
  knowledge and personality of the target creature.  
   
  The creature thus created will appear as the target creature, but will only have 
  51-60% (1d10+50) of the hit points of the original, 40-65% (5d6+35) of the 
  knowledge of the original, and 20-50% (1d4+1x10) of the experience levels 
  of the original. The creature will remain under the command of the one who 
  created it at all times (but no telepathy or other special means of 
  communication is granted by the spells used to create the thing). True seeing 
  or detect magic will reveal the true nature of a simulacrum.  
   
  The spell requires that some part of the original (hair, nail trimmings, etc.) be 
  placed within a rough humanoid-shaped form of ice or snow, over which 
  powdered ruby of not less than 1,000 g.p. value is sprinkled. The creature will 
  remain alive until it is slain.  
   
  Sink 
   
  Level 8 mage spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 48 seconds (8 segments) 
   
  This spell allows the caster to cause the target to sink into the earth, becoming 
  entombed in the stone and soil in a state of suspended animation. The spell 
  can affect one creature or one object 1 cubic foot per level of the caster in 
  size, which must be no more than 10’ distant per level of the caster.  
   
  After 24 seconds (4 segments) of casting the spell, the target must make a 
  saving throw (vs. spells for living creatures, vs. disintegration for magical items, 
  no save for non-magical items) or become rooted to the spot where it stands. 
  If the caster stops chanting the spell at this point, the subject will remain where 
  it is, rooted in place, for 40 minutes, after which time it will go back to normal. 
  If he continues, however, the target will begin to sink into the earth, one-quarter 
  of its height for every 6 seconds (1 segment) that the spell continues. Once the 
  full casting time has elapsed, the subject will continue to sink into the ground 
  until it is as far beneath the surface as it was in height (i.e., a 6’ tall human 
  would sink so its head was 6’ beneath the surface of the ground, etc.). The 
  target will have the same density as the ground around it, and will remain in 
  perfect suspended animation until the earth around it is removed. Spells such 
  as dig or transmute rock to mud will not harm the target. The patch of ground 
  into which the target sank will dimly radiate magic. 
   
  If cast underwater, the target will sink into the seabed (or riverbed, lakebed, 
  etc.). The water above that point will radiate magic, just as the ground itself 
  does.  
   
  Skyhook 
   
  Level 2 jester spell (alteration) 
  Requires: incantation, gestures, small hook 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates an invisible “hook” in mid-air, from which the caster can then 
  hang things that would normally be able to be hung from a hook. The invisible 
  hook must be within 10’ of the caster. It will hold 100 lbs. of weight plus 10 
  lbs. per level of the caster, and will last for ten minutes. The material component 
  of this spell is a small brass hook, which disappears as the spell is cast. 
   
  Sleep 
   
  Level 1 bard/mage spell (enchantment/charm) 
  Requires: incantation, gestures, fine sand/rose petals/cricket 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to induce a deep, comatose sleep in a number of 
  creatures. The creatures must all be within a 15’ radius circle, the center of 
  which can be up to 30’ away from the caster, plus 10’ per level. 1d4x4 hit 
  dice worth of creatures will be affected (regardless of hit die type). Note that 
  creatures with 5 hit dice or greater (again, regardless of type) will be immune 
  to the sleep spell, as will undead and other creatures detailed in the 
  ADVENTURES DARK AND DEEP™ Bestiary.  
   
  The caster may specify a specific creature as the target. If that is the case, that 
  creature will be affected first (if it is susceptible to the spell, of course). 
  Otherwise, creatures within the area of effect will be affected in order, from 
  lowest number of hit dice to highest. When determining whether the spell still 
  has enough strength to put a given creature to sleep, round down. 
   
  Creatures affected by the sleep spell may be slain at a rate of one per minute 
  (more, if there is more than one person doing the slaying). Noise will not 
  
  Spell Descriptions - Slow 
  214 
  awaken creatures affected by the spell, but shaking, slapping, or wounding 
  will. Waking up takes a full minute and creatures will naturally wake up on 
  their own after 5 minutes per level of the caster. The spell requires either fine 
  sand, rose petals, or a live cricket, all of which are destroyed during the casting 
  of the spell.  
   
  Slow 
   
  Level 2 jester, level 3 mage spell (alteration) 
  Requires: incantation, gestures, drop of molasses 
  Casting time: 18 seconds (3 segments) 
   
  This spell causes the affected creatures to move and attack at half their normal 
  rate. A maximum number of creatures equal to the experience level of the 
  caster may be affected, as long as they are all within a 40’x40’ area, centered 
  on a point 90’ plus 10’ per level distant from the caster. It will negate a haste 
  spell, and can be used cumulatively (i.e., two slow spells will cause a target to 
  move at ¼ speed, etc.). The effect lasts for 3 rounds plus 1 round per level of 
  the caster. The drop of molasses is destroyed in the casting. 
   
  Slow Poison 
   
  Level 2 cleric/druid/mystic spell (necromantic) 
  Requires: incantation, gestures, holy symbol, garlic 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to greatly slow the effects of any sort of poison or 
  venom on a single creature touched, for up to one hour per level of the caster. 
  The spell will not completely neutralize the poison, but will slow its progress to 
  the point where only a single hit point of damage will be taken for every ten 
  minutes (up to the total amount of damage the poison would otherwise have 
  inflicted). While under the influence of this spell, the target’s total hit points will 
  never dip below 1. This spell can also be cast on someone who has already 
  been slain by poison, as long as it is cast within ten minutes of death per level 
  of the caster (thus, a 6th level cleric could cast it on someone who had died of 
  poison up to an hour previously), allowing that person a reprieve, during which 
  time they would need to be healed, cured, or otherwise tended by magical 
  means. If no such help is forthcoming, the victim will once again die.  
   
  If a druid casts the spell, there is a 5% chance per experience level that the 
  druid will know an herbal remedy to counteract the poison. This only applies 
  if the poison in question is plant-based; if it has been established to be animal  
  or mineral in nature, the druid cannot concoct the herbal remedy. If the game 
  master does not know the origin of the poison, the druid may cast the spell 
  detect poison (see p. 150 for details) to detect the type of poison. If successful, 
  it may be assumed that it is plant-based in nature, and thus he can attempt to 
  apply the remedy. The components of the herbal remedy must be obtained by 
  the druid himself in the woods, or from an herbalist or apothecary.  
   
  Smokepuff 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This cantrip brings into being a small puff of smoke, of white, gray, black, 
  brown, yellow, or green color, as the caster desires. The smoke will dissipate 
  normally once it appears.  
   
  Snake Charm 
   
  Level 1 mystic, level 2 cleric spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to chant and move his hands in such a way as to 
  hypnotize one or more snakes, causing them to do no more than gently sway 
  in a half-erect posture. The spell can affect a number of snakes whose hit point 
  total is equal to or less than that of the caster, and can affect those within 30’ 
  of the caster. The duration of the spell depends on the disposition of the snakes 
  in question. If they are languid, it will last 30-60 minutes. If they are active, but 
  not attacking or aggressive, it will last 10 to 30 minutes. If they are attacking, 
  it will last but from 5-8 minutes. The spell will be effective against creatures 
  such as nagas and serpent men, but only within the limitations described 
  above.  
   
  Snare 
   
  Level 3 druid spell (enchantment/charm) 
  Requires: incantation, gestures, holy symbol, snake skin, sinew 
  Casting time: 3 minutes 
   
  This spell enables the caster to create an enchanted snare that will remain 
  undetected 90% of the time, although magic such as detect traps will act 
  normally. The spell requires some sort of rope-like object (vine, rawhide, etc.), 
  which will be formed into a loop that blends into the ground. The loop will be 
  24 inches in diameter plus 2 inches per level of the caster. When entered, the 
  loop will instantly constrict; if there was a sapling or other appropriate tree, 
  the spell will cause it to bend down and then snap upwards, carrying the 
  trapped creature upwards and inflicting 1d6 hit points of damage into the 
  bargain. If no such tree is available, the snare will simply entangle the limbs 
  of the creature, making movement quite impossible. The strength required to 
  break free of the snare depends on how much time has passed since it was 
  activated: a strength of 23 is needed the first hour, 22 the next, 21 the next, 
  and so forth. After 12 hours, the snare will lose its power completely, and 
  anything trapped will be able to free itself. The snake skin and sinew are 
  woven into the substance of the snare, and are thus lost once the spell is cast.  
   
  Sneeze 
   
  Mage/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip will force the target to sneeze unless it makes a successful saving 
  throw vs. spells. The target must be within 10’. Like all cantrips, this cannot be 
  used to interrupt spellcasting.  
   
  Sobriety 
   
  Level 2 mountebank spell (abjuration) 
  Requires: incantation, gestures, pinch of saleratus 
  Casting time: 12 seconds (2 segments) 
   
  This spell is a special form of the neutralize poison spell that allows the caster 
  to completely and instantly remove the effects of alcohol or other drugs that 
  have the function of impairing judgment and coordination, causing 
  drowsiness, etc. It will not function on more potent toxins, and will in no case 
  heal damage caused by breathing, drinking, or eating poison.  
   
  
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   215
  Social Grace 
   
  Level 2 bard spell (alteration) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to give himself and certain of his companions an 
  enhancement not of their innate charisma, but of their knowledge of social 
  graces, ability to “put on airs” and present themselves flawlessly as members 
  of a higher social strata than they ordinarily occupy. This will not only assist 
  when dealing with others of higher social class, but can also be used to give 
  a 20% bonus to attempts to disguise oneself as a member of the higher social 
  orders. Those who are used to taking commands and who are naturally 
  impressed by social class (bureaucrats, soldiers, courtiers, etc.) will be 
  especially impressed by this spell’s effects. It will last for 1 hour per level of the 
  caster, divided by the number of persons affected. Example: A 6th level bard 
  casts the spell. He could affect 1 person for 6 hours, 2 people for 3 hours 
  each, or 3 people for 2 hours each. Such divisions can only be made in whole 
  hours, and must be rounded down.  
   
  Solid Fog 
   
  Level 4 illusionist spell (evocation) 
  Requires: incantation, gestures, powdered peas, powdered hoof 
  Casting time: 24 seconds (4 segments) 
   
  This spell summons a dense bank of mist that obscures all vision, including 
  infravision, beyond 2’. The fog will occupy one cube 20’ on a side per 
  experience level of the caster, and will remain for 2-8 minutes plus 1 minute 
  per level. The fog can be made to appear up to 30’ away from the caster. This 
  spell differs from wall of fog (see p. 232) in that it can only be blown away by 
  the strongest of winds, and those entering the area will only be able to move 
  at 1/10th of their normal movement rate. Gust of wind will not affect solid fog.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Song of Battle 
   
  Level 4 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 48 seconds (8 segments) 
   
  This spell will allow the caster to raise the morale of all friendly combatants 
  within 240’ by +5%, as well as increasing all “to hit” rolls made by those on 
  his side by 1 within the same radius. The effect lasts for as long as the caster 
  maintains the incantation.  
   
  Song of Combat 
   
  Level 3 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  This spell raises the experience level of any single fighter or cavalier (or sub-
  class), who must be named by the caster and within 60’ at the time the 
  incantation is said, by 1 for the duration of the spell. Hit points are temporarily 
  increased during this time, and any damage taken while the spell is in effect 
  will be taken from those additional and temporary hit points. The effect will 
  last for as long as the caster maintains the incantation, plus a like amount of 
  time once the incantation is completed. In addition, any fighters or cavaliers 
  (or sub-classes) within 120’ get a +5% bonus to their morale while the 
  incantation is being sung, but not afterwards.  
   
  Song of War 
   
  Level 5 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell gives one person, who must be named by the caster and within 60’ 
  at the time the incantation is said, to receive a level of the generalship skill (or 
  an additional level, if he already has the skill), as well as an increase of 2 to 
  his charisma score (subject to racial maximums). The effect will last for as long 
  as the caster maintains the incantation, plus a like amount of time once the 
  incantation is completed. In addition, any fighters or cavaliers (or sub-classes) 
  within 360’ get a +10% bonus to their morale while the incantation is being 
  sung, but not afterwards. 
   
  Sonic Blast 
   
  Level 6 bard spell (evocation) 
  Requires: incantation 
  Casting time: 72 seconds 
   
  This spell allows the caster to aim a blast of pure sound in a cone some 60’ 
  long and 20’ wide at the base. All creatures within the area of effect will take 
  6d6 hit points of damage from the sonic blast. A silence spell, or other magical 
  silence, will nullify the effect.  
   
  Spark Shower 
   
  Level 2 mage spell (evocation) 
  Requires: incantation, gestures, flint and steel 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to create a shower of fiery sparks some 20’ deep 
  and 10’ wide in front of the caster. Any creature within that area will take 2d4 
  h.p. of fire damage. Creatures wearing metal armor or carrying metal 
  weapons, however, will take 4d4 h.p. No saving throw is allowed. 
   
  Speak with Animals 
   
  Level 1 druid spell, level 2 cleric spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to understand, and be understood by, any one 
  animal that is not completely mindless (such as an earthworm) which happens 
  to be within 30’ of the caster (40’ if the caster is a druid). Only non-fantastic 
  animals such as snakes, bears, lizards, birds, etc., can be communicated with 
  by means of this spell; in order to communicate with creatures such as 
  manticores, harpies, etc., the spell speak with monsters (q.v.) must be utilized. 
  While the spell lasts, the animal in question (and any of its fellows, if present) 
  will not be hostile towards the caster and his companions, although they may 
  well be wary. The caster may ask questions, and will receive answers and 
  generally be on friendly terms with the animal in question. If the animal has an 
  alignment that is close to that of the caster (evil and evil, neutral and neutral, 
  good and good), it is possible that a favor or service will be granted (the game 
  master will determine the chances of success based on the circumstances). The 
  spell will last for two minutes per level of the caster.  
   
  
  Spell Descriptions - Speak with Monsters 
  216 
  Speak with Monsters 
   
  Level 6 cleric spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 54 seconds (9 segments) 
   
  This spell allows the caster to converse with any single type of creature within 
  30’ of the caster, although it must have some ability to speak and understand 
  speech (i.e., completely mindless creatures such as slimes could never be 
  conversed with, but this spell could be used to speak with a manticore, for 
  instance). A friendly reaction is not guaranteed, however, and the game master 
  should roll to determine the reaction of the creature being spoken to. Other 
  creatures of the same type as the object of the spell will be able to understand 
  what the caster says, as long as they are within the range of the spell. The spell 
  lasts for one minute per level of the caster.  
   
  Speak with Plants 
   
  Level 4 cleric, level 4 druid spell 
  Requires: incantation, gestures, drop of water, pinch of dung, fire 
  Casting time: 10 minutes 
   
  This spell allows the caster to converse with all plants and vegetation within 
  30’ (80’ if cast by a druid), for a period of one minute per level of the caster 
  (twice that if the caster is a druid). The conversation must of necessity be simple, 
  consisting of answering uncomplicated questions (“have any horses passed 
  through here recently?”). Plants which have some rudimentary ability to move 
  can be requested to trip up passersby and so forth, but the spell does not give 
  the caster any power to grant mobility or animation to plants that do not 
  already possess it. A druid will need his holy symbol in addition to the 
  components listed above.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Speak with the Dead 
   
  Level 3 cleric spell (necromantic) 
  Requires: incantation, gestures, holy symbol, incense 
  Casting time: 10 minutes 
   
  This spell allows the caster to converse with some being who has passed 
  beyond the mortal plane, as long as some portion of their remains are at hand 
  to act as a focal point. The higher the level of the caster, the more effective the 
  spell, both in terms of how long ago the subject can have died, as well as the 
  length of the questioning allowed: 
   
  TABLE 327: SPEAK WITH THE DEAD 
  Experience 
  Level 
  How Long Ago 
  Deceased 
  Duration 
  Max. Number of 
  Questions 
  5-6 
  1 week 
  1 minute 
  2 
  7-8 
  1 month 
  3 minutes 
  3 
  9-12 
  1 year 
  10 minutes 
  4 
  13-15 
  10 years 
  20 minutes 
  5 
  16-20 
  100 years 
  30 minutes 
  6 
  21+ 
  1,000 years 
  1 hour 
  7 
   
  Of course, the caster must be able to understand the language of the dead 
  creature, and it will not possess any information in death that it did not possess 
  in life. The caster requires his holy symbol and incense; the latter is consumed 
  in the casting of the spell. 
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details).  
   
   
  Spectral Force 
   
  Level 3 bard/illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, fleece 
  Casting time: 18 seconds (3 segments) 
   
  This spell is an even more potent version of the improved phantasmal force 
  spell (see p. 176). This spell creates an illusion that contains visual, audible, 
  olfactory, and thermal elements; it is thus so convincing that creatures believing 
  it to be real will suffer actual damage from it, if appropriate. Any image 
  desired by the caster can be created, and the image can move and react and 
  make sounds including actual speech. The caster needs concentrate only 
  minimally to sustain the illusion (so movement is possible, but not spellcasting), 
  and with one minute of intense concentration can make the illusion endure for 
  an entire 3 minutes with no further concentration on his part whatsoever. The 
  image can cover an area of 160 square feet plus 10 square feet per level of 
  the caster, centered on a point up to 60’ plus 10’ per level of the caster distant.  
   
  Creatures who actively attempt to disbelieve the image gain a saving throw 
  vs. spells, and if they are successful, they will see the illusion for what it is and 
  will be immune to any further damage from it. Companions of those who 
  disbelieve, and who can be told of the true nature of the illusion, get a saving 
  throw with a +4 bonus. The illusion lasts as long as the caster continues to 
  concentrate, or until the illusion fails to react realistically (i.e., an illusion of an 
  orc which does not react when it is hit by an axe). The spell requires a small 
  bit of fleece, which is destroyed as the spell is cast.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   217
  Spell Immunity 
   
  Level 4 cleric, level 5 savant spell (abjuration) 
  Requires: incantation, gestures, component of spell 
  Casting time: 1 minute 
   
  This spell allows the caster to impart total immunity against one specific spell 
  by touch, as long as it is a spell that the caster himself has directly experienced. 
  It cannot be combined with any other sort of immunity or protection (including 
  multiple castings of the spell immunity spell itself), and does not extend 
  protection to those items and possessions carried by the beneficiary. The 
  protection afforded does not protect against spell effects caused by magic 
  items or the like, nor does it impart any sort of partial immunity against other 
  spells with similar effects (i.e., immunity against fireball does not provide any 
  sort of protection against burning hands). The spell requires the same material 
  component as the spell which is being protected against. The spell lasts 10 
  minutes per level of the caster. 
   
  Spell Turning 
   
  Level 7 mage spell (abjuration) 
  Requires: incantation, gestures, silver mirror 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to reflect 1d4+7 levels’ worth of spells back upon 
  the caster. The caster won’t know the exact number of spell levels that will be 
  turned by the spell. It will not affect area-effect spells, nor spells that require 
  the caster touch to the target. If there are not a sufficient number of spell levels 
  remaining to turn a given spell, the effect will be turned proportionally; for 
  example, if a mage has 2 spell levels left, and is hit by a fireball spell (a 3rd 
  level spell), he will be affected by 1/3 of the force of the fireball, while the 
  remaining 2/3rds will be reflected back to the caster. For non damage-causing 
  spells, there is a percentage chance that the spell will affect either the caster 
  or the target; for instance, if that same mage were struck by a hold person 
  spell rather than fireball, there would be a 1/3 chance that it would affect him, 
  and a 2/3 chance that it would affect the spell-caster who cast the hold person 
  spell. If two spell-casters are both protected by a spell turning spell or magical 
  effect and one casts a spell at the other, a harmonic resonance is set up and 
  the result must be determined on the following table: 
   
  TABLE 328: SPELL TURNING 
  Die roll 
  (d%) 
  Effect 
  01–70 
  Spell has no effect on either spellcaster 
  71–80 
  Spell affects both spellcasters at full effect 
  81–97 
  Spell turning effect is disabled for 1d4 minutes for both 
  spellcasters 
  98–100 
  Both spellcasters are blasted into a random plane of existence 
   
  The spell requires a silver mirror, which is not destroyed by the casting of the 
  spell. 
   
  Spice 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip will actually bring a particular spice, herb, etc., into being and 
  add it to a particular food. Enough of the spice will be created to provide for 
  approximately a dozen people.  
   
  Spider 
   
  Mage/illusionist/savant cantrip (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip summons an ordinary spider, which will appear up to 10’ away 
  from the caster. Ordinarily, this spider will be no more than 2 inches in 
  diameter and relatively harmless, and its bite will only serve to distract the 
  victim for a few seconds. There is, however, a 5% chance that the spider so 
  summoned will in fact possess a poisonous bite. In such a case, the victim must 
  make a saving throw vs. poison. Success means the victim takes 1 h.p. of 
  damage. Failure means the victim takes 2 hit points and is sickened (basically 
  incapacitated) for 1d4 days. A neutralize poison spell (see p. 192) will cure 
  the victim, and a slow poison will only serve to delay the illness for a day.  
   
  This spell cannot be cast underwater.  
   
  Spider Climb 
   
  Level 1 mage/savant spell (alteration) 
  Requires: incantation, gestures, bitumen, live spider 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to climb on walls and ceilings just like a spider, at 
  a rate of 30’ per minute. The effect lasts for 1 minute plus 1 minute per 
  experience level of the caster. The caster must have bare hands and feet, and 
  cannot handle anything weighing less than 5 lbs., while the spell is in effect; 
  anything smaller than that will stick to the hands of the caster (note that this will 
  make casting most other spells with material components while this spell is in 
  effect, impossible). The spell requires a small bit of bitumen and a live spider, 
  which must be swallowed.  
   
  Spike Growth 
   
  Level 2 bard, level 3 druid, level 5 cleric spell (alteration) 
  Requires: incantation, gestures, holy symbol, thorns or twigs 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to create a patch of sharp spiky growth amongst 
  any sort of ground-covering plant life; even on seemingly barren ground roots, 
  seeds, etc. in the earth will create a similar effect. The spell will affect 100 
  square feet per level of the caster, centered on a point up to 60’ distant. It will 
  last 1d6x10 minutes plus 10 minutes per level of the caster. Anyone entering 
  the area will suffer 2 attacks per 10’ crossed (but will be unaware of the 
  hazard until they take damage). Those charging or running through the area 
  suffer twice as many hits. Each attack is made as if the caster were attacking, 
  and will cause 1-4 hit points of damage. The spell can be detected by such 
  means as detect traps, detect snares and pits, true seeing, etc., but not 
  otherwise. The spell requires 7 thorns or sharp sticks, which are destroyed by 
  the casting of the spell, as well as the caster’s holy symbol, which is not.  
   
  Spike Stones 
   
  Level 4 cleric, level 5 druid spell (alteration) 
  Requires: incantation, gestures, stalactites 
  Casting time: 36 seconds (6 segments) 
   
  This spell will turn any sort of rock into a sharp-edged shape, but one that is 
  very difficult to discern by even careful observation; such stones are detectable 
  only 25% of the time by untrained observers (although find traps, true seeing, 
  etc., will alert one to the hazard). The spell will last 3d4x10 minutes plus 10 
  minutes per level. Up to 100 square feet per level of the caster can be affected. 
  Those entering the area will suffer 2 attacks per 10’ (although they will not 
  become aware of the spell’s effect until an attack successfully causes damage), 
  
  Spell Descriptions - Spirit Gift I 
  218 
  as if the caster were attacking, with each successful attack causing 1d4 h.p. 
  of damage. If those entering the area of effect are running or charging, the 
  number of attacks is doubled. If the spell is cast on the bottom of a pit or other 
  place where it will be fallen upon from some height, 6 attacks will be inflicted, 
  with a +2 bonus “to hit” and damage per 10’ fallen, in addition to normal 
  falling damage. The spell requires 4 small stalactites, which are destroyed as 
  the spell is cast.  
   
  Spirit Gift I 
   
  Level 1 mystic spell (evocation) 
  Requires: incantation, gestures, dragon scale 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to invoke one of the Spirits of the Dragons, either 
  in himself or in someone who is touched. The caster has no control over which 
  exact spirit will come forth, which is determined randomly: 
   
  TABLE 329: SPIRIT GIFT I 
  Die Roll (d6) 
  Dragon Spirit 
  Effect 
  1-2 
  Silver 
  Duration of all spells 
  cast is doubled 
  3-4 
  Electrum 
  Initiative bonus of -2 
  5-6 
  Gold 
  +2 to all saving throws 
  vs. spells 
   
  The effect of the spell will last for 1 hour, and only one spirit gift can be invoked 
  on the same person at the same time. If more than one spirit gift spell (of any 
  level) is attempted on the same person more than once, the second spell will 
  have no effect and will be lost. The spell requires the scale of a dragon (of any 
  type), which is destroyed during the casting. 
   
  Spirit Gift II 
   
  Level 3 mystic spell (evocation) 
  Requires: incantation, gestures, monster feather 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to invoke one of the Spirits of the Winds, either in 
  himself or on someone who is touched. The caster has no control over which 
  exact spirit will come forth, which is determined randomly: 
   
  TABLE 330: SPIRIT GIFT II 
  Die Roll 
  (d4) 
  Wind 
  Spirit 
  Effect 
  1 
  East 
  The recipient can bring into effect a single sudden 
  75 mph hurricane-force wind. The wind will knock 
  down people, light structures, etc. Individuals 
  caught in the wind will be blown back some 5d6 
  yards and suffer 5d6 h.p. of damage. 
  2 
  South 
  The recipient can bring into effect a sudden 50 mph 
  gale with a temperature of 100°.  All those in the 
  area of effect must save vs. spells or have their 
  strength and constitution scores reduced by 1 for 
  5d6 minutes. For creatures without such scores, 
  reduce all rolls “to hit” by 2 and -1 on all damage 
  rolls for the duration of the effect. 
  Die Roll 
  (d4) 
  Wind 
  Spirit 
  Effect 
  3 
  West 
  The recipient can bring into effect a sudden 35 mph 
  high wind. All those in the area of effect must make 
  a saving throw vs. spells or flee in fear (as per the 
  spell; see p. 161 for details) in the same direction 
  as the wind blows. 
  4 
  North 
  The recipient can bring into effect a sudden 25 mph 
  strong 
  wind 
  with 
  a 
  temperature 
  of  
  -10°. All those within the area of effect must save 
  vs. spells or have their movement slowed to ½ 
  speed and their melee attacks reduced to ½ normal 
  frequency. 
   
  All winds can be invoked in whatever direction the caster chooses, and will 
  form a cone emanating from his pointing finger some 200 yards long and 
  160’ wide at the base. The effect of the spell can be called upon once, no 
  more than 1 hour after the spell is cast, and only one spirit gift can be invoked 
  on the same person at the same time. If more than one spirit gift spell (of any 
  level) is attempted on the same person more than once, the second spell will 
  have no effect and will be lost. The spell requires the feather of a non-natural 
  creature (of any type, such as hippogriff, sphinx, pegasus, etc.), which is 
  destroyed during the casting.  
   
  Spirit Gift III 
   
  Level 5 mystic spell (evocation) 
  Requires: incantation, gestures, flower 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to invoke one of the Spirits of the Flowers, either in 
  himself or on someone who is touched. The caster has no control over which 
  exact spirit will come forth, which is determined randomly: 
   
  TABLE 331: SPIRIT GIFT III 
  Die Roll 
  (d4) 
  Flower 
  Spirit 
  Effect 
  1 
  Rose 
  Immune to all magical aging, withering, or 
  slowing, plus all attacks against the recipient do 
  -1 h.p. of damage per die, regardless of type 
  (min 1 per die). 
  2 
  Lily 
  Immune to all water-based damage, including 
  attacks by creatures from the elemental plane of 
  water, and halving damage done by steam, ice, 
  etc. Able to breathe water during the duration of 
  the effect.  
  3 
  Thistle 
  Immune to all fire-based damage, both mundane 
  and magical in nature, including red dragon’s 
  breath and attacks by creatures from the 
  elemental plane of fire.  
  4 
  Pansy 
  Immune to all forms of cold- or ice-based 
  damage, 
  whether 
  magical 
  or 
  mundane, 
  including white dragon’s breath and attacks by 
  creatures from the meta-elemental plane of ice. 
   
  The effect of the spell will last for 1 hour, and only one spirit gift can be invoked 
  on the same person at the same time. If more than one spirit gift spell (of any 
  level) is attempted on the same person more than once, the second spell will 
  have no effect and will be lost. The spell requires a whole fresh flower (of any 
  type), which is destroyed during the casting. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   219
  Spirit Gift IV 
   
  Level 7 mystic spell (evocation) 
  Requires: incantation, gestures, silver circle 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to invoke one of the Spirits of the Seasons, either in 
  himself or on someone who is touched. The caster has no control over which 
  exact spirit will come forth, which is determined randomly: 
   
  TABLE 332: SPIRIT GIFT IV 
  Die Roll 
  (d4) 
  Season 
  Spirit 
  Effect 
  1 
  Spring 
  -2 bonus to all initiative rolls (minimum of 1). Immunity 
  to all weather-related injury, including that caused by 
  magical means, extending to thunder and lightning. 
  Also immune to all electrical based attacks. All attacks 
  against the recipient do -2 h.p. per die of damage (min 
  1 per die). 
  2 
  Summer 
  -2 bonus to all spellcasting times (minimum of 1). 
  Immune to all fire or heat based attacks. All attacks 
  against the recipient do -4 h.p. per die of damage (min 
  1 per die).  
  3 
  Autumn 
  +1 bonus to intelligence and wisdom for the duration 
  of the spell’s effect. Immunity to all sorts of magical 
  fear, confusion, sleep, and insanity, including poisons 
  and monster-generated effects. All attacks against the 
  recipient do -4 h.p. per die of damage (min 1 per die).  
  4 
  Winter 
  -2 bonus to all weapon speeds (minimum of 1). Immune 
  to magical disintegration, slowing, magical aging, or 
  withering. Immune to all poisons. All attacks against 
  the recipient do -4 h.p. per die of damage (min 1 per 
  die). 
   
  The effect of the spell will last for 2 hours, and only one spirit gift can be 
  invoked on the same person at the same time. If more than one spirit gift spell 
  (of any level) is attempted on the same person more than once, the second 
  spell will have no effect and will be lost. The spell requires a circle of silver 
  worth at least 50 g.p., which is destroyed during the casting.  
   
  Spirit Possession 
   
  Level 5 mystic spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 30 minutes 
   
  By means of this spell, the caster invites a spirit from one of the other planes of 
  existence to enter his body, affording the spirit a vehicle by which it can speak, 
  move, and otherwise interact with those on the material plane. This is a very 
  different thing from such a being entering the material plane directly, as it is 
  easier for the being to do so and generally involves less risk for the being in 
  question. The caster of the spell has no control over what sort of spirit will enter 
  his body during the ritual. Note that the casting time above refers only to the 
  amount of time it takes to bring the spirit into the body; once there, it will 
  remain for a variable amount of time, as noted below.  
   
  The type of being who answers the summons will depend on the alignment of 
  the caster: 
   
  TABLE 333: LAWFUL GOOD SPIRIT POSSESSION 
  Die Roll (d%) 
  Type of Spirit 
  Min. Duration 
  01-33 
  Dead 
  40 min. 
  34-83 
  Angel 
  30 min. 
  84-87 
  Hollyphant 
  20 min. 
  88-89 
  Ki-rin 
  10 min. 
  Die Roll (d%) 
  Type of Spirit 
  Min. Duration 
  90-94 
  Lammasu 
  20 min. 
  95-98 
  Shedu 
  20 min. 
  99-00 
  Devil 
  See below 
   
  TABLE 334: ANGEL SUB-TABLE 
  Die Roll (d%) 
  Angel Type 
  01-50 
  Angel 
  51-74 
  Archangel 
  75-85 
  Principality 
  84-89 
  Power 
  90-93 
  Virtue 
  94-95 
  Dominion 
  96-97 
  Throne 
  98-99 
  Cherub 
  00 
  Seraph 
   
  TABLE 335: NEUTRAL GOOD SPIRIT POSSESSION 
  Die Roll (d%) 
  Type of Spirit 
  Min. Duration 
  01-33 
  Dead 
  40 min. 
  34-41 
  Agathion 
  20 min. 
  42-91 
  Archon 
  30 min. 
  92-98 
  Baku 
  20 min. 
  99-00 
  Daemon 
  See below 
   
  TABLE 336: ARCHON SUB-TABLE 
  Die Roll (d%) 
  Archon Type 
  01-50 
  Hound 
  51-89 
  Warden 
  90-98 
  Sword 
  99-00 
  Tome 
   
  TABLE 337: CHAOTIC GOOD SPIRIT POSSESSION 
  Die Roll (d%) 
  Type of Spirit 
  Min. Duration 
  01-33 
  Dead 
  40 min. 
  34-83 
  Deva 
  30 min. 
  84-89 
  Foo creature (dog) 
  20 min. 
  90-95 
  Foo creature (lion) 
  10 min. 
  96-97 
  Planetar 
  20 min. 
  98 
  Solar 
  10 min. 
  99-00 
  Demon 
  See below 
   
  TABLE 338: DEVA SUB-TABLE 
  Die Roll (d%) 
  Deva Type 
  01-55 
  Movanic 
  56-80 
  Monadic 
  81-00 
  Astral 
   
  For all spirits except devils, daemons, and demons, a reaction roll should be 
  made, with a +25% adjustment, but no charisma adjustment. The result will 
  determine the sort of assistance (if any) the spirit provides. A hostile reaction 
  will, of course, result in nothing but belittling, sniffing about how poorly the 
  caster has lived up to the ideals of his alignment, etc. A neutral reaction may 
  (45% chance) result in some very minor bit of information that will help the 
  caster, but almost certainly couched in rhyme, metaphor, and obscurity. A 
  positive reaction will, at the very least, result in substantive information useful 
  to the caster, and may, depending on how positive the reaction was, result in 
  the spirit remaining in the body of the caster long enough to work directly 
  through him. If the caster is in immediate physical danger, there is a +35% 
  adjustment to the reaction roll, and if it is positive, the spirit will act out through 
  the caster, battling whatever sort of danger presents itself. Once that is 
  completed, the spirit will depart.  
  
  Spell Descriptions - Spiritual Hammer 
  220 
   
  A spirit in possession of a body can employ whatever physical or magical 
  powers the body itself possesses (including knowledge of any relevant 
  command words for magic items, etc.). In addition, it can employ whatever 
  magical abilities it would otherwise be able to use, but none of the physical; 
  thus an astral deva “horsing” a mortal body (as the practice is sometimes 
  called) would be able to dispel invisibility or polymorph self, but would not 
  have its fearsome mace. 
   
  Spirits of the dead will not be able to employ any special powers, but will have 
  all the knowledge that they did in life. The dead spirit will be a loved one or 
  close associate of the caster 80% of the time. It will do whatever they can to 
  extend its time back in a mortal body, particularly enjoying simple physical 
  pleasures such as eating, drinking, and love-making. The game master should 
  use the spell speak with the dead as a guideline (see p. 216 for details), but 
  the spirit will be much more inclined to indulge in trivial conversation, only 
  giving substantive answers when seriously pressed.  
   
  Most spirits will remain in a body for 1d20 minutes plus the minimum duration 
  listed above. If the reaction adjustment was particularly positive, and the need 
  is particularly great, the game master may use his discretion to say that the 
  spirit will remain until a particular criterion is fulfilled. Such exceptions should 
  be exceedingly rare, however, and will probably be accompanied by other 
  requirements, such as the sacrifice of 50% of all treasure recovered to the deity 
  whom the spirit serves, at the very least. If the caster wishes, he may attempt 
  to force out the spirit before it wishes to go; in such cases, there is a base 50% 
  chance of success. For every point of intelligence difference between the spirit 
  and the caster, there is a 5% modifier (negative if the spirit’s intelligence is 
  higher, and positive if the reverse is true). The attempt can only be made once; 
  if it fails, the spirit will remain until it is good and ready to depart.  
   
  Spirits of the lower planes will occasionally roam the ethereal plane, keeping 
  an eye out for those who are inviting spirits to possess them, swiftly occupying 
  the body before some more benevolent spirit is able to. Once firmly ensconced, 
  they will attempt to impersonate some other type of spirit, with the ultimate aim 
  of retaining control, faking the departure of the “good spirit” and faking the 
  restoration of the host to control of his body. An exorcism spell, or similar 
  magical coercion, will be required to dislodge the evil spirit, but there is a -
  20% modifier to the chance of success, owing to the fact that the spirit was 
  invited to possess the body in the first place.  
   
  Spiritual Hammer 
   
  Level 2 cleric spell (invocation) 
  Requires: incantation, gestures, war hammer 
  Casting time: 30 seconds (5 segments) 
   
  This spell brings into existence an invisible hammer of pure spiritual force that 
  can attack any enemy within 30’ of the caster. This hammer acts in all respects 
  as a normal war hammer, except that it is able to hit creatures normally only 
  hit by enchanted weapons, such as demons and gargoyles. For purposes of 
  determining what creatures can be hit only, it acts as if it had a “plus” for every 
  three levels of the caster (i.e., a 7th level caster could hit creatures normally 
  only hit by +3 or better weapons). The hammer has no actual bonuses in 
  combat, either “to hit” or to damage done.  
   
  The spell requires a war hammer, which disappears as the spell is cast. It lasts 
  for one minute per level of the caster, as long as the caster is able to 
  concentrate. If that concentration is broken (such as by a successful attack 
  against the caster), the spell will be immediately broken and the hammer will 
  disappear.  
   
  Spiritwrack 
   
  Level 6 mage/savant spell (evocation, abjuration) 
  Requires: incantation, vellum scroll 
  Casting time: special (see spell description) 
   
  This spell enables the caster to inflict considerable agony and ultimately 
  banishment upon a specific denizen of the lower planes (including demons, 
  daemons, devils, night hags, etc.). The spell requires both the true name of the 
  being to be affected (a piece of information most such creatures are loathe to 
  make public) and a specially prepared scroll, the creation of which must be 
  done by the caster himself, costing no less than 5,000 g.p. and taking 2d6+6 
  hours (the name of the creature must be known prior to the creation of the 
  scroll, as it must be included in the writing itself).  
   
  The spell can only be initiated when the being named in the scroll is within 10’ 
  plus 1’ per level of the caster. Once the caster begins to read the scroll, the 
  target creature will be instantly rooted to the spot, unable to move, unless it 
  succeeds in its initial magic resistance roll. If the roll is made, the entity will 
  most likely (90% chance) flee immediately rather than risk trying to slay the 
  caster or destroy or steal the scroll. During the first minute of reading, the 
  named creature will be afflicted with growing discomfort. During the second 
  minute, the pain will increase until it is nearly unbearable, with the being losing 
  1 hit point per hit die. During the third minute, the creature will lose 50% of its 
  remaining hit points. If the end of the third minute should be reached, the 
  named being will be cast out to its home plane, writhing in agony for a number 
  of years equal to the level of the caster. 
   
  Naturally, this is a spell not well loved by the denizens of the lower planes. 
  Usually, the spell is used as a threat by the caster, intended to force the named 
  being to perform some service or be inflicted with the full wrath of the spell. 
  There is a 25% cumulative chance per minute that such a being, undergoing 
  the exquisite agonies of the spiritwrack, will accede to the demands of the 
  caster, rather than suffer the final effect of the spell.  
   
  Spook 
   
  Level 1 illusionist/mountebank spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to create an illusionary horror from the subconscious 
  mind of the target (who must be within 10’ of the caster). The illusionist appears 
  
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  to threaten the target, who, if he fails his saving throw vs. spells, will flee in 
  terror (but will not drop items carried). The caster will not know the exact nature 
  of the horror that is then “pursuing” the target. The target is entitled to another 
  saving throw each minute for 6 minutes, with a cumulative +1 bonus. After 6 
  minutes, the spell will wear off even if the subject hasn’t yet made a successful 
  saving throw. The spell will not work on creatures with an intelligence of 0. 
   
  Sprout 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip will accelerate the growth or aging of plants. A seed or bulb can 
  be made to sprout, immature fruit can be made to ripen, or ripe fruit can be 
  moved to spoilage. It will affect a maximum of 1 cubic yard.  
   
  Starshine 
   
  Level 3 druid spell (evocation, illusion) 
  Requires: incantation, gestures, amaryllis stalks, holly berries 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to create a zone which appears to be lit by nothing 
  but a starry sky. This zone can be an area 100 square feet per level of the 
  caster, centered on a point up to 10’ distant per experience level of the caster. 
  It lasts for 10 minutes per level. Within the zone, normal vision is possible up 
  to 30’, blurry up to 60’, and beyond that only dim and indistinct shapes can 
  be made out. Infravision functions normally under starshine, and ultravision 
  operates without impediment. If the illusionary component of the spell is 
  successfully disbelieved, the disbeliever will simply know the illusionary nature 
  of the “stars” in the sky; they, and the starshine effect, will still be in place.  
   
  Statue 
   
  Level 7 mage spell (alteration) 
  Requires: incantation, gestures, lime, sand, water, small iron bar 
  Casting time: 42 seconds (7 segments) 
   
  This spell will transform any single creature into a statue of solid stone. The 
  creature so transformed must be touched, and the initial transformation will 
  take 1 minute, and will naturally include any clothing or other possessions on 
  his person. After the initial change, the “statue” can change back and forth 
  from his normal form to statue form in only 1 second, for as many times as he 
  likes, for 1 hour per level of the caster. The person in statue form is fully 
  conscious and is able to see and hear as normal. His sense of touch is very 
  limited, however, to only those things that would actually harm a granite statue 
  (damage suffered while in statue mode will be reflected as wounds once the 
  subject returns to normal mode). The initial change requires that the subject 
  successfully roll 82 or less on percentile dice, subtracting his constitution score 
  from the roll. Failure indicates that the change was too drastic for his system, 
  and results in instant death. The spell requires lime, sand, and a small amount 
  of water stirred with a very small iron bar (a nail or spike will do fine for this 
  purpose).  
   
  Steadfast Mount 
   
  Level 4 bard spell (alteration) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell allows the caster to cause some beast of burden, whether it be a 
  horse, mule, hippogriff, or even an elephant, to increase one or more of its 
  abilities.  
   
   
  Double its capacity to carry burdens 
   
  Double its speed 
   
  Double the amount of time it can travel without tiring 
   
  The caster can alter one of those factors in one animal per experience level. 
  The creature must remain within 120’ for as long as the incantation is recited, 
  but the effect of the spell will last for as long again as the incantation was 
  maintained. Example: a 12th level bard doubles the carrying capacity and 
  speed of 6 horses. He sings the incantation for 4 hours, during which time the 
  beasts are able to carry twice as much as normal, twice as fast. After 4 hours 
  have elapsed, he ceases the incantation, meaning the horses can continue their 
  doubly heavy burden at double speed for 4 more hours, for a total of 8 hours.  
   
  Sticks to Snakes (Snakes to Sticks) 
   
  Level 4 cleric/mystic, level 5 druid spell (alteration) 
  Requires: incantation, gestures, bark, snake scales 
  Casting Time: 42 seconds (7 segments) 
   
  This spell allows the caster to turn a piece of wood (roughly in the shape of a 
  stick or staff) into an ordinary snake. A number of sticks can be so transformed 
  up to the level of the caster, as long as they are all in a 10’ cube centered no 
  farther than 30’ from the caster. The snakes thus created will attack the enemies 
  of the caster as directed. For every level of the caster, there is a 5% chance 
  that any given snake created will be poisonous; thus a 10th level cleric casting 
  the spell can create 10 snakes from sticks, and each has a 50% chance of 
  being poisonous. Any non-magical wood in roughly the proper shape can be 
  used (spears, torches, quarterstaffs, arrows, etc., will suffice, but a table would 
  not). The snakes will remain for 2 minutes per level of the caster, after which 
  time they will transform back into their original form. The spell requires a bit of 
  tree bark and a few snake scales, both of which are consumed as the spell is 
  cast. 
   
  The reverse of the spell, snakes to sticks, will allow the caster to transform a 
  number of ordinary (i.e., non-giant) snakes into boughs of wood for 2 minutes 
  per level.  
   
  Stinking Cloud 
   
  Level 1 jester, level 2 mage spell (evocation) 
  Requires: incantation, gestures, rotten egg or skunk cabbage leaves 
  Casting time: 12 seconds (2 segments) 
   
  This spell brings into being a 20’ cloud of noxious vapor, somewhere within 
  30’ of the caster. Anyone within the cloud must make a saving throw vs. poison 
  or be overcome with nausea for 2-5 minutes, in effect helpless and unable to 
  move, fight, cast spells, etc. If the saving throw is successful, the creature in the 
  cloud is able to move out of the cloud and will only be under its effect for a 
  minute afterwards, as his eyes, nose, and throat are cleared of the vapors. The 
  spell requires a rotten egg or a few skunk cabbage leaves, which are used up 
  as the spell is cast.  
   
  Stitch (Ravel) 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to sew together two pieces of cloth, leather, etc., 
  whether a new seam or a repair of an old one (the seam is no stronger or 
  weaker than one that would have been created by ordinary sewing). Up to 20 
  yards of cloth can be sewn together (for example, a sail) or a maximum of 2 
  yards of leather. The reverse of the cantrip, ravel, can only be used where 
  there is already a loose thread, but will cause such a thread to come undone, 
  thus destroying the seam. Enchanted items are immune to this effect.  
  
  Spell Descriptions - Stone Door 
  222 
   
  Stone Door 
   
  Level 3 druid spell 
  Requires: incantation 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to seem to walk into any stone surface and emerge 
  from any other surface no more than 30’ distant. The surfaces must be of actual 
  raw stone (brick will not work, nor hewn stone, stone which has been plastered 
  over, mud, soil, etc.) and the destination surface must be visible from the point 
  of origin. The effect is instantaneous.  
   
  Stone Shape 
   
  Level 3 druid, 5 mage spell (alteration) 
  Requires: incantation, gestures, clay (holy symbol) 
  Casting time: 1 minute 
   
  This spell allows the caster to alter the form of any piece of stone, up to one 
  cubic foot per his experience level. Fine detail is not possible by means of the 
  spell (so creating realistic sculptures is not within its powers), but it can easily 
  be used to create tunnels, doors, pits, walls, chests, bowls, etc. It can also be 
  used to create a secret door in a stone wall. The clay is used to create an 
  image of the desired shape of the stone and then touched to it; the clay is then 
  lost. A holy symbol is only needed if a druid casts the spell.  
   
  Stone Tell 
   
  Level 5 savant, level 6 cleric spell (divination) 
  Requires: incantation, gestures, mercury, clay 
  Casting time: 10 minutes 
   
  This spell causes stones to temporarily rise to a rudimentary level of 
  intelligence, through which they will truthfully and completely (albeit without 
  much insight) answer questions posed by the caster regarding what creatures 
  might have touched the stones, what may lay beyond or under them, etc. The 
  spell is especially effective when used on stone walls, such as those typically 
  found in dungeons. The spell can affect one cubic yard of stone, and will last 
  for ten minutes. It requires a drop of mercury and a pinch of clay, which are 
  destroyed as the spell is cast.  
   
  Stone to Flesh (Flesh to Stone) 
   
  Level 6 mage spell (alteration) 
  Requires: incantation, gestures, earth/blood (lime, water, and earth) 
  Casting time: 36 seconds (6 segments) 
   
  This spell will enable the caster to change any creature turned to stone (by the 
  gaze of a medusa or basilisk, for example) back to flesh-and-blood, including 
  the restoration of any possessions on his person. If cast upon an area of 
  ordinary stone, 9 cubic feet per level of experience of the caster will be 
  affected. The reverse of the spell, flesh to stone, will turn any flesh-and-blood 
  creature to stone, including any possessions, but the target is entitled to a 
  saving throw vs. spells. The range of both spells is 10’ per level of the caster.  
   
  Stoneskin 
   
  Level 4 mage spell (alteration) 
  Requires: incantation, gestures, granite dust, diamond dust 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to grant some target creature (possibly himself) near 
  invulnerability to all physical weapons, even those of a magical nature, by 
  touch. Vorpal weapons are foiled by stoneskin, as are normal melee weapons, 
  boulders hurled by giants, etc. Purely magical effects, however, such as 
  fireball, magic missile, shocking grasp, etc., will work normally. Bare-handed 
  attacks (such as pummeling, attacks by a troll’s claws, etc.) will inflict 1-2 h.p. 
  of damage on the attacker. The spell remains in effect until the recipient is 
  attacked; a claw-claw-bite attack routine from an enemy, for example, will use 
  up the magic. However, if two or more enemies are attacking the recipient in 
  the same round of combat, the enchantment will only be effective against the 
  first one that strikes. The spell requires powdered granite and powdered 
  diamond, which is sprinkled over the recipient of the spell.  
   
  Stream (Alteration) 
   
  Level 2 jester spell (evocation) 
  Requires: incantation, gestures, other (see below) 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes a stream of objects (or material) to spray from the hand of the 
  caster. There are several possible effects, depending on the material 
  component used: 
   
  TABLE 339: STREAM 
  Component Used 
  Effect 
  Butterfly wing 
  Stream of 600 butterflies blinds everyone within 
  25’ for 2 rounds 
  2 oz. water 
  Seltzer shoots forth in 6’ X 2” stream for 1 round, 
  soaking anything in range (puts out non-magical 
  fires), any creature hit gets -3 initiative penalty 
  1 g.p. gem 
  10-40 gems, base value 1 g.p. each, shoot forth 
  30’ from the caster’s hand. Each does 1 h.p. of 
  damage to creatures in its path. They turn to 
  ordinary stones after 1 hour. 
  2” X 2” paper 
  Confetti bursts from the caster’s hand in a 1” cloud; 
  all creatures within the cloud are stunned for 1 
  round 
  6” string 
  A stream of colorful, but sticky, string shoots forth 
  from the jester’s hand, 15’ long by 1’ wide. A 
  single creature can be caught in the string, as if 
  caught in a web spell (see p. 234).  
   
  Note that the material component used in the spell is consumed during the 
  casting. 
   
  Strength 
   
  Level 2 mage spell (alteration) 
  Requires: incantation, gestures, animal hair or dung 
  Casting time: 10 minutes 
   
  This spell increases the strength score of a single person touched (or the caster), 
  for up to 1 hour per level of the caster. The number of strength points gained 
  depends on the class of the recipient: 
   
  TABLE 340: STRENGTH 
  Class (inc. sub-classes) 
  Strength Increase 
  Bard 
  1-6 
  Cleric 
  1-6 
  Fighter/Cavalier 
  1-8 
  Mage 
  1-4 
  Thief 
  1-6 
   
  Strength can never be increased beyond the normal maximums for race, class, 
  and gender. If a fighter or cavalier already has, or has his strength increased 
  to 18, any additional point increases will add 10% to his exceptional strength. 
  For instance, if a fighter with a strength score of 16 finds his ability increased 
  
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   223
  by 5 as a result of this spell, he would end up with 18/30 strength for its 
  duration.  
   
  The spell requires a few hairs, or a bit of dung from, an animal known for its 
  strength; ox, warhorse, bear, etc. The component is destroyed as the spell is 
  cast.  
   
  Succor (Summons) 
   
  Level 7 cleric, level 9 mage spell (alteration) 
  Requires: incantation, gestures, prepared object 
  Casting time: 1 day 
   
  This spell enables the caster to create a special object (a small wand, wooden 
  tablet, necklace, etc.) that will transport the individual who breaks it and 
  speaks the proper command word to the personal sanctuary of the caster, 
  along with his possessions and whatever else he happens to be carrying. The 
  object must be given to some other individual, who can then make use of the 
  object whenever he chooses. The object is broken when the magic is activated, 
  and thus can only be used once. It requires 5,000 g.p. of powdered gems, 
  and the object can only be properly enchanted once per month, on a properly 
  auspicious night.  
   
  The reverse of the spell acts similarly, but the special object will summon the 
  caster to the vicinity of the person who activates the magic. The caster has the 
  option, at the moment the magic is activated, to ignore the summons. If he 
  does so, however, the opportunity is forever lost. 
   
  Suggestion 
   
  Level 3 mage/illusionist/mountebank spell (enchantment/charm) 
  Requires: incantation, snake’s tongue, honeycomb or sweet oil 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to make a proposal in such a way that the listener 
  will be disposed to agree to it. The listener, of course, must be able to 
  understand what is being said. The listener gets a saving throw vs. spells to 
  resist the suggestion, but if it is a particularly reasonable-sounding proposition, 
  the save is made at a penalty of -1 or even -2 (at the game master’s discretion). 
  The suggestion can never be obviously harmful, deadly, or against the interests 
  of the hearer, but (for instance) a suggestion that a giant agree to a truce to 
  help an adventuring party attack a nearby orc lair, with the giant getting a 
  share of the loot, is certainly within the bounds of the spell. A maximum of two 
  short sentences can be used to make the suggestion. If successful, the 
  suggestion will remain in force for 1 hour plus 1 hour per level of the caster.  
   
  Summon Insects 
   
  Level 3 druid spell (conjuration/summoning) 
  Requires: incantation, gestures, holy symbol, flower petal, mud/clay 
  Casting time: 1 minute 
   
  This spell allows the druid to call forth a swarm of biting, pinching, and stinging 
  insects to beset an enemy. 70% of the time, these will be flying insects (flies, 
  bees, wasps, etc.), while 30% of the time it will be crawling insects (beetles, 
  ants, etc.). The creature targeted by the caster will suffer 2 h.p. of damage per 
  round, and will be incapable of any action other than attempting to drive off 
  or escape the insects. The swarm will last for 1 minute per level of the caster. 
  The target can be switched from one creature to another, but the insects will 
  take 1 minute to switch their attention. The flower petal and mud or clay 
  required for the spell are used up in the casting.  
   
  This spell cannot be cast underwater.  
   
  Summon Shadow 
   
  Level 5 illusionist spell (conjuration/summoning) 
  Requires: incantation, gestures, smoky quartz 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to summon one shadow (see the ADVENTURES DARK 
  AND DEEP™ Bestiary for more details) for every three levels of experience he 
  has. The creatures will appear in a 10’x10’ area no more than 10’ away from 
  the caster, and will be completely under his control as long as they are present. 
  They will remain for up to 1 minute plus 1 minute per experience level, but can 
  be turned by a cleric, slain, etc., as if they were normal shadows.  
   
  Sunburst 
   
  Level 5 cleric, level 4 druid spell (evocation) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to bring into being a brilliant burst of light equivalent 
  to sunlight. It lasts but an instant (1/10th of a second), and can be centered 
  on a point some 120’ away from the caster. It creates a globe some 40’ in 
  diameter; any undead creature within the area of effect will take 6d6 h.p. of 
  damage (no saving throw is allowed). Any creature within the area of effect, 
  undead or not, must make a saving throw vs. wands or be blinded for 2d12 
  rounds. Any creature within 60’ of the center of the effect and who is also 
  facing the sunburst when it goes off, must make a saving throw with a bonus 
  of +2 or also be blinded, but only for 1d6 rounds.  
   
   
   
  Sunray 
   
  Level 7 druid spell (evocation) 
  Requires: incantation, gestures, sunstone, aster seed 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to cause a sphere of purest sunlight, some 10’ in 
  diameter, to come into being some 10’ distant per level of the caster. This 
  sphere of light has all of the effects of ordinary sunlight, but its bright nature is 
  such that the following will also apply to those caught within its area of effect: 
   
   
  All creatures must save vs. spells or be blinded for 1-3 minutes 
   
  Creatures using ultravision must save vs. spells or be blinded for 2-
  8 minutes 
   
  Creatures harmed by sunlight must save vs. spells or be blinded 
  permanently; successful save means they are blinded for 2-12 
  minutes 
   
  Infravision is cancelled for 2-5 minutes (includes all creatures within 
  20’ of the edge of the spell) 
  
  Spell Descriptions - Sunrise 
  224 
   
  Undead and fungi take 8-48 h.p. of damage (undead may save vs. 
  spells for half damage) 
   
  Undead and fungi within 20’ of the edge of the effect take 3-18 
  h.p. of damage (undead save vs. spells for half) 
   
  The spell requires a bit of sunstone and the seed of an aster plant. 
   
  Sunrise 
   
  Level 2 mystic spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  By means of this spell, the caster can infuse either himself or some other whom 
  he touches with the spirit of the very sunrise. This has the effect of causing the 
  recipient of the sunrise energy to glow with the power of the dawning sun. He 
  will radiate light that has all the effects of actual sunlight (thus affecting 
  vampires, impairing those races who suffer in full sunlight, degrading drow 
  armor and cloaks, etc.). One minute after the spell is cast, the glow will radiate 
  10’ in all directions; after two minutes, 20’, and so on, until 6 minutes have 
  passed and the light radiates a full 60’ in all directions. The light will last for 
  a total of 22 minutes, with the radius decreasing by 10’ every minute for the 
  final six minutes (beginning at minute 16). 
   
  Sweeten (Sour) 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip will bring into being some sort of sweetening agent (sugar, honey, 
  molasses, etc.) and add it to a food or drink. Enough food can be thus 
  sweetened for approximately twelve people. The reverse of the cantrip, sour, 
  causes up to a pint of vinegar to appear over the indicated object.  
   
  Symbol 
   
  Level 7 cleric, level 8 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, mercury, phosphorus, opal dust, diamond dust 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to inscribe a glowing magical symbol either on 
  some object or in mid-air, which will last for ten minutes per level of the caster. 
  The symbol will be activated by looking at it, attempting to identify it, touching 
  it, or passing over or through it. Once activated, the symbol will disappear. 
  The exact effects of the spell are determined by the type of symbol which is 
  drawn: 
   
  The symbol of death will kill any one creature whose hit points are 80 or fewer. 
  This symbol requires mercury and phosphorus plus 5,000 g.p. worth each of 
  opal dust and diamond dust. 
   
  The symbol of discord will cause all those creatures who pass through or over 
  it to fall into bickering and arguing; those of different alignment will turn to 
  outright violence 50% of the time. This effect will last for some 5d4 minutes 
  (fighting will only last for 2d4 minutes). This symbol requires mercury and 
  phosphorus plus 5,000 g.p. worth each of opal dust and diamond dust. 
   
  The symbol of fear will cause all those activating it to flee in blind panic if they 
  fail a saving throw vs. spells. This symbol requires mercury and phosphorus 
  plus 5,000 g.p. worth each of opal dust and diamond dust. 
   
  The symbol of hopelessness will cause those activating it to either surrender or 
  slink away mired in a cloud of despair and they will even obey commands to 
  surrender or retreat unless they make a successful saving throw vs. magic. They 
  will be in this state for 30 - 120 (3d4x10) minutes. Those affected by the 
  symbol will either stand immobile (75% chance) or retreat sullenly (25% 
  chance). This symbol requires mercury and phosphorus plus 5,000 g.p. worth 
  each of opal dust and diamond dust.  
   
  The symbol of insanity will drive up to 120 hit points worth of creatures affected 
  by it insane; they will behave as if they had been struck by a confusion spell 
  (see p. 140 for details). Only a heal, restoration, or wish spell will cure them. 
  This symbol requires mercury and phosphorus plus 5,000 g.p. worth each of 
  opal dust and diamond dust. 
   
  The symbol of pain will cause excruciating pain in those beholding it, of such 
  a debilitating nature as to cause a -4 penalty on all “to hit” rolls and a 
  temporary -2 to their dexterity. The pain lasts for 20-200 (2d10x10) minutes 
  unless a saving throw vs. magic is successful. This symbol requires mercury 
  and phosphorus plus 1,000 g.p. worth each of opal dust and diamond dust. 
   
  The symbol of persuasion will cause those who witness it to undergo a 
  temporary change in their alignment to that of the cleric who created the 
  symbol, and will be very friendly and well-disposed towards him. This will last 
  for 10-200 (1d20x10) minutes unless a saving throw vs. magic is successful. 
  This symbol requires mercury and phosphorus plus 5,000 g.p. worth each of 
  opal dust and diamond dust. 
   
  The symbol of sleep will cause all creatures with less than 9 hit dice (or levels) 
  to fall into a deep catatonia for 1d12+4x10 minutes. They will not be able to 
  be awakened during that time. This symbol requires mercury and phosphorus 
  plus 1,000 g.p. worth each of opal dust and diamond dust. 
   
  The symbol of stunning will stun up to 160 hit points worth of creatures for 3d4 
  minutes, causing them to stagger and drop anything they happen to be 
  carrying. This symbol requires mercury and phosphorus plus 5,000 g.p. worth 
  each of opal dust and diamond dust. 
   
  Sympathy 
   
  Level 5 bard spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 1 minute 
   
  This spell allows the caster to convince all within earshot who can understand 
  him that a particular individual has been unjustly victimized, and engender in 
  them a heartfelt and overwhelming desire to see those wrongs righted. All 
  those within 60’ of the caster can be affected; only those with an intelligence 
  of 14 or higher are entitled to a saving throw vs. spells to resist the spell. Those 
  affected by the spell will not endanger their own life and liberty, or put 
  themselves in poverty, but will do their utmost short of laying down their lives 
  to help the poor oppressed focus of their sympathy.  
   
  Tap 
   
  Mage/illusionist cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 second’ 
   
  This cantrip calls forth an unseen force that knocks up to three times against 
  some object: door, window, chest, etc., within 10’ of the caster. It will be 
  heard by any creatures within 10’.  
   
  
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   225
  Taunt 
   
  Level 1 mage/mountebank spell (enchantment/charm) 
  Requires: incantation, gestures, elderberries 
  Casting time: 1 minute 
   
  This spell allows the caster to so enrage a targeted group of creatures that they 
  will rush headlong towards him and attempt to engage in melee (as opposed 
  to firing missile weapons or using spells, for instance). The target creatures 
  need not be able to understand the language spoken by the caster in order for 
  the spell to be effective. The spell will affect 2 hit dice worth of creatures per 
  level of the caster (all of whom must be of the same type; all orcs, all goblins, 
  etc.), all of whom must be within a 30’ distance from the caster. The nearest 
  appropriate creatures will always be affected first (i.e., if there are two groups 
  of kobolds, one 10’ away and the other 25’ away, the first group would be 
  affected by the spell first). The target creatures are entitled to a saving throw 
  vs. spells; success indicates the spell has no effect. The presence of a strong 
  leader can give his subordinate creatures a bonus of +1 to +4 (the exact bonus 
  is left to the game master). The presence of some impenetrable barrier between 
  the targets and the caster (a wide chasm, for instance, or a wall of ice) will 
  negate the spell. The spell requires a small number of elderberries, which are 
  lost as the spell is cast. 
   
  Telekinesis 
   
  Level 5 mage spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to move objects simply by concentrating on doing 
  so. Objects can be moved at a speed of 20’/minute the first minute, 
  40’/minute the next, etc., with the speed doubling each minute until a speed 
  of 1,024’/minute is achieved after 10 minutes. The spell can affect 25 lbs. per 
  experience level of the caster, up to 10’ away per level. It will last for 2 minutes 
  plus 1 minute per level of the caster. It will work on living creatures, as long as 
  they are under the weight limit of the spell.  
   
  Telekinetic Sphere 
   
  Level 8 mage spell (evocation) 
  Requires: incantation, gestures, gem, gum arabic, pair of bar magnets 
  Casting time: 24 seconds (4 segments) 
   
  This spell creates a sphere 1’ in diameter per level of the caster, centered on 
  a point up to 20’ distant. This sphere is used to entrap a target creature, which 
  is in turn entitled to a saving throw vs. spells. The sphere will last for 1 minute 
  per level of the caster, or until a rod of cancellation, wand of negation, 
  disintegrate spell, or dispel magic spell is used. Any creature trapped therein 
  can breathe normally, but will be quite unable to do anything except rock the 
  sphere itself; nothing can pass through its boundary. The sphere can be moved, 
  and must be large enough to encompass the target creature; the interior of the 
  sphere is nearly completely weightless (1/16th normal weight). Up to 5,000 
  lbs. can be encompassed by the sphere. The spell requires a hemispherical 
  piece of diamond or clear, hard gem-like substance, as well as a bit of gum 
  arabic and a pair of bar magnets. 
   
  Telepathy 
   
  Level 4 mystic spell (divination, alteration) 
  Requires: incantation, gestures, cylinders & wire 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to engage in silent, direct mind-to-mind 
  communication with another creature. The general location of the creature in 
  question must be known to the caster (for example, “in the village” or “in the 
  castle”, and must be within ¼ mile per level of the caster. Communication is 
  allowed just as if the two were speaking right next to one another, but nothing 
  will be shared by either party that they do not wish to share. The spell’s effect 
  will last for 2 minutes per level of the caster. Note that this spell does not impart 
  the ability to understand the language spoken by the other creature, nor does 
  it impart emotions or images. The material component for this spell is a pair of 
  tiny metal cylinders connected by a short piece of wire. The component is 
  destroyed by the casting of the spell.  
   
  Teleport 
   
  Level 5 bard/mage spell (alteration) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster and his belongings to appear in some other 
  location, instantly. Line of sight is not required, and distance is of no matter, 
  but the destination must be on the same plane of existence as the caster’s point 
  of origin. The chance of success depends on the familiarity of the caster with 
  the destination; if it is a place that the caster knows intimately, he will have a 
  greater chance of arriving safely than if it is a place he has only visited once, 
  or not at all: 
   
  TABLE 341: TELEPORT 
  Destination Is… 
  Arrive High 
  Arrive on 
  Target 
  Mishap 
  Very familiar 
  01-02 
  03-99 
  00 
  Studied 
  carefully 
  01-04 
  05-98 
  99-00 
  Seen casually 
  01-08 
  09-96 
  97-00 
  Viewed once 
  01-16 
  17-92 
  93-00 
  Never seen 
  01-32 
  33-84 
  85-00 
   
  Arrive high means that the caster arrives 10’ above the ground for every 
  number that was rolled. EXAMPLE: A mage attempts to teleport into the 
  courtyard of an inn that he has visited casually in the past. He rolls a 06, and 
  arrives some 60’ above the ground, immediately falling (and taking falling 
  damage if applicable; see Falling Damage on p. 102 for details). If he would 
  appear within a solid object, the caster is instantly killed. 
   
  Mishap means that the caster has arrived beneath his intended destination. 
  Unless there is some certainty of hitting an open space (such as an open plain), 
  the caster will be killed instantly, as he has rematerialized inside solid earth or 
  some other object.  
   
  The spell will teleport the caster and his equipment and other possessions on 
  his person, up to a maximum of 250 lbs. plus 150 lbs. per experience level of 
  the caster. He can bring other people with him, as long as they are touched 
  when the spell takes effect, and as long as the weight limit is heeded. The 
  caster can do nothing else in the round in which he arrives following the 
  teleport effect. 
   
  Teleport Other 
   
  Level 7 bard spell (alteration) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell allows the caster to choose a single individual within a 30’ radius 
  (and within line of sight) and teleport him (without chance of error) to some 
  destination with which the caster is at least somewhat familiar. The target is 
  entitled to a saving throw vs. spells, and magic resistance applies. The spell 
  cannot be used to cross from one plane of existence to another.  
   
  
  Spell Descriptions - Teleport without Error 
  226 
  Teleport without Error 
   
  Level 7 mage spell (alteration) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster and his belongings to appear in some other 
  location, instantly. Line of sight is not required, and distance is of no matter. 
  Unlike the spell teleport (see above) there is no chance of arriving high or 
  having a mishap when traveling within one’s home plane. 
   
  This spell can also be used to teleport to other planes of existence, with the 
  following chances of error: 
   
  TABLE 342: TELEPORT WITHOUT ERROR 
  Destination is… 
  Arrive High 
  Arrive On 
  Target 
  Mishap 
  Studied 
  carefully 
  01-04 
  05-98 
  99-00 
  Seen casually 
  01-08 
  09-96 
  97-00 
  Viewed once 
  01-16 
  17-92 
  93-00 
  Never seen 
  01-32 
  33-84 
  85-00 
   
  For details of the arrive high and mishap results, see the description for teleport, 
  above. Note that another plane cannot be said to have been “studied 
  carefully” without having actually traveled there at some time in the past and 
  deliberately studied a particular area for use as a landing point for such 
  transportation.  
   
  The spell will teleport the caster and his equipment and other possessions on 
  his person, up to a maximum of 250 lbs. plus 150 lbs. per experience level of 
  the caster. He can bring other people with him, as long as they are touched 
  when the spell takes effect, and as long as the weight limit is heeded. The 
  caster can do nothing else in the round in which he arrives following the 
  teleport effect. 
   
  Temporal Stasis 
   
  Level 9 mage spell (alteration) 
  Requires: incantation, gestures, powdered gemstones 
  Casting time: 54 seconds (9 segments) 
   
  This spell will place a single creature in a state of suspended animation until 
  either a specific set of conditions is met (a door is opened, a chest is touched, 
  etc.) or a dispel magic spell is used. The target must be within 10’ of the caster. 
  While suspended, the target creature will not age, breathe, move, or change 
  in any way. The spell requires powdered diamond, emerald, ruby, and 
  sapphire, worth a total of some 12,000 g.p.  
   
  Tempus Fugit (Tempus Repit) 
   
  Level 5 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell creates the illusion that time is passing at six times the normal rate; 
  10 minutes of “objective” time seem like a full hour for those under the influence 
  of the spell. Everything they do is similarly accelerated: eating, sleeping, 
  spellcasting, etc. The effect will last for 50 minutes per level of the caster (which 
  will seem like 5 hours per level to those under the spell’s influence). The spell 
  will affect all those within a 10’ radius of the caster, including the caster 
  himself.  
   
  The reverse of the spell, tempus repit, slows down the subjective passage of 
  time for those in the spell’s radius by a similar ratio. Thus, an hour of 
  “objective” time will seem as 10 minutes to those within the area of effect of 
  the spell.  
   
  Terrible Transformation 
   
  Level 6 mage spell (alteration) 
  Requires: incantation, gestures, potion of heroism 
  Casting time: 36 seconds (6 segments) 
   
  This spell will transform the caster into a berserk warrior for 1 minute per 
  experience level. For the spell’s duration, the caster’s hit points will temporarily 
  double (and any damage sustained is first taken from these additional hit 
  points, but damage sustained after that counts double), his armor class is 
  magically improved by 4, melee and other attacks are made as if the caster 
  were a fighter (i.e., on the fighter’s combat table), he gets a +2 bonus on any 
  melee damage inflicted, and is able to make 2 melee attacks per round. 
   
  The spell cannot be halted prior to its natural expiration time; the caster will 
  continue to fight any foes within sight for as long as the spell remains in effect 
  (note that this could very well end up causing him fatal damage in combat!). 
  A dispel magic spell will, however, end the spell and reverse the 
  transformation. The spell requires a potion of heroism, which is drunk by the 
  caster as the spell is cast. 
   
  Thump 
   
  Mage/illusionist cantrip (illusion) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip creates the illusion of some object falling with an audible thump, 
  somewhere within 10’ of the caster. Any creatures within hearing distance are 
  entitled to a saving throw vs. spells; success indicates they do not hear the 
  thump. 
   
  Tie (Untie) 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip causes one end of some rope-like object (thread, twine, chain, 
  etc.) to tie itself to some other object, including possibly the other end, creating 
  a loop. Any sort of ordinary knot can be thus created. The reverse of this 
  cantrip, untie, can be used either to undo an ordinary knot, or nullify a cantrip-
  induced magical knot, but not both. It cannot be used to nullify a magically-
  induced tangle (see the knot cantrip for details).  
   
  Time Stop 
   
  Level 7 mystic, level 9 mage spell (alteration) 
  Requires: incantation 
  Casting time: 54 seconds (9 segments) 
   
  This spell will cause time to literally halt within a sphere some 15’ in radius 
  around the caster. The effect will last only 3 seconds per level of the caster, 
  plus 1d8x6 seconds. During that period, all other creatures in the area of the 
  spell will be more than immobile; they are literally caught between moments 
  in time. If the caster leaves the area of effect, the spell will instantly cease its 
  effect. From the outside, it will simply appear as if all the persons within the 
  sphere have stopped moving, except for the caster. Anyone else entering the 
  sphere from outside will be caught up in the time-stopping effect, as will 
  incoming missiles and spells.  
   
  
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  Tiny Hut 
   
  Level 2 bard, level 3 mage spell (alteration) 
  Requires: incantation, gestures, crystal bead 
  Casting time: 18 seconds (3 segments) 
   
  This spell calls into existence a sphere of force around the caster, some 10’ in 
  diameter (so up to 7 persons including the caster can be within). The sphere 
  will extend through the ground, so that on the ground it will appear as an 
  opaque hemisphere; it is transparent from the inside looking out, however. The 
  sphere does not move once created. It will remain in place up to 1 hour per 
  level of the caster, and will maintain a constant temperature within of 70 
  degrees Fahrenheit. If the outside temperature is below 0 or above 105°, the 
  temperature within will lower or raise by 1° per degree of cold or heat beyond 
  the threshold, as appropriate (thus, if it is -20° outside, the temperature within 
  the sphere will be 50°). The sphere will also provide protection against winds 
  up to 50 miles per hour. It will not defend against spells, arrows, or other forms 
  of attack. Vermin and other animals can likewise penetrate the sphere. The 
  sphere will dissipate if the caster leaves it. The crystal bead needed to cast this 
  spell will shatter upon the spell’s completion.  
   
  Tongues (Babble) 
   
  Level 3 mage/savant/mountebank, level 4 cleric spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to speak and understand the spoken languages of 
  any creatures within a 60’ diameter circle. Non-verbal communication, such 
  as sign language, is not translated by the spell.  
   
  The reverse of the spell, babble, can either be used to cancel out the tongues 
  spell, or to make verbal communication within the area of effect impossible, 
  as all creatures within it are incapable of understanding one another.  
   
  Torment 
   
  Level 7 mage/savant spell (alteration) 
  Requires: incantation, gestures, prepared scroll (see spell description) 
  Casting time: 1 minute 
   
  This spell allows the caster to cause physical pain and discomfort to some 
  imprisoned being from another plane of existence. The true proper name of 
  the creature must be known (if applicable), and/or the exact type of creature 
  to be affected. It also requires that the caster properly identify himself to the 
  target, in order to create a bond between them that allows the wracking pain 
  to be inflicted on the target.  
   
  The captive creature is allowed a saving throw each minute the spell is in effect 
  (i.e., the special scroll is being read aloud), with a penalty to the saving throw 
  that increases as the inflicted pain grows ever worse. Should it somehow 
  escape during the course of the spell, it will suffer an initiative and melee 
  penalty as is shown below: 
   
  TABLE 343: TORMENT 
  Minute of Scroll 
  Reading 
  Saving Throw 
  Penalty 
  Initiative 
  Penalty 
  “To Hit” and 
  Damage 
  Penalty 
  1 
  -1 
  -1 
  0 
  2 
  -2 
  -1 
  0 
  3 
  -3 
  -1 
  -1 
  4 
  -4 
  -2 
  -2 
  5 
  -6 
  -2 
  -3 
  6 
  -8 
  -3 
  -4 
  7 
  -8 
  -3 
  -3 
  8 
  -8 
  -4 
  -2 
  9 
  0 
  0 
  -1 
   
  If the target being lasts through to the 9th minute, the spell will have run its 
  course and the creature will not acquiesce. If it fails its saving throw in any of 
  minutes 1-8, it will give in to the demands of the caster. In both cases, the 
  creature will harbor an enormous store of resentment and hatred for the caster, 
  and will take vengeance however possible.  
   
  There is a risk to this spell; for every point of intelligence that the target creature 
  is above the intelligence of the caster, there is a 1% chance that it will be able 
  to turn the tables on its tormentor, drawing him into the prison and thence back 
  to its plane of origin. If the caster is interrupted during the casting of the spell, 
  there is a flat 5% chance per point of intelligence of the otherworldly being 
  that such a fate will be inflicted on the caster.  
   
  The spell requires the preparation of a special scroll, aimed at the particular 
  being to be tormented. The special nature of the inks and other substances 
  used to create the scroll requires 1,000 g.p. per hit die (or level) of the creature 
  for whom the scroll is intended. 
   
  Tracking Mark 
   
  Level 2 mage spell (evocation) 
  Requires: incantation, gestures, glue-backed parchment 
  Casting time: 12 seconds 
   
  This spell allows the caster to implant a marker on a subject, living or not, 
  which allows him to automatically know distance and direction between 
  himself and the subject. The subject can be up to 10 miles distant per level of 
  the caster, and the effect will last for 1 day per level. The marker itself will 
  become undetectable once it is set; only a dispel magic spell cast upon the 
  subject will break its effects. 
   
  Transmute Metal to Wood 
   
  Level 7 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 54 seconds (9 segments) 
   
  This spell allows the caster to transform a quantity of metal (8 lbs. per level of 
  the caster) into wood. The metal to be transformed must be within 80’ of the 
  caster. Enchanted items, such as magical swords and armor, are only affected 
  by this spell 10% of the time. Note that a dispel magic spell will not reverse 
  this spell’s effects.  
   
  
  Spell Descriptions - Transmute Rock to Mud (Transmute Mud to Rock) 
  228 
   
   
  Transmute Rock to Mud (Transmute Mud to Rock) 
   
  Level 5 druid/mage spell (alteration) 
  Requires: incantation, gestures, holy symbol or clay/water (lime/water) 
  Casting time: 42 seconds (7 segments) 
   
  This spell enables the caster to turn a quantity of stone (one cube 20’ on a side 
  per level of the caster) into formless mud. Anything caught in the mud will sink 
  and ultimately drown, unless able to somehow fly, levitate, or otherwise 
  escape. The depth of the mud will never be greater than half its length or width. 
  The effect is permanent (unless the reverse of the spell is cast, or a dispel magic 
  spell is used), but the mud will dry into regular dirt normally (taking 1-6 days 
  per 10’ cube, depending on the temperature, wind, etc.). The reverse of the 
  spell, transmute mud to rock, will turn ordinary mud into a soft type of stone 
  such as sandstone, again permanently.  
   
  If the spell is cast by a druid, only his holy symbol is required. If cast by a 
  mage, the spell requires a bit of clay and water, which are destroyed as the 
  spell is cast. The reverse of the spell, transmute mud to rock, requires lime and 
  water.  
   
  Transmute Water to Dust (Transmute Dust to Water) 
   
  Level 6 druid, mage spell (alteration) 
  Requires: incantation, gestures, diamond dust, seashell, (holy symbol) 
  Casting time: 48 seconds (8 segments) 
   
  This spell will transform 100 cubic feet of water (a cube 10’ on a side) per 
  level of the caster into a dry, light dust. If cast upon muddy water, the volume 
  affected will be double, while if cast on mud, the volume is quadrupled. The 
  area can be no more than 60’ distant from the caster. If the spell is cast on an 
  area where water is still adjacent to the dust, it will rush in as it normally would, 
  transforming it into a fine muddy mess. The spell will ruin potions, but will have 
  no effect on living creatures other than those which come from the elemental 
  plane of water, who are entitled to a saving throw vs. spells for the spell to 
  take effect (only one such elemental can be affected by the spell, regardless of 
  size). The reverse of the spell, transmute dust to water, will create a volume of 
  water similar to that destroyed by the regular spell, but does not require more 
  than a pinch of dust to operate. Both spells require 500 g.p. worth of diamond 
  dust, plus a bit of seashell, to operate. If cast by a mage, the spell does not 
  require a holy symbol.  
   
  If cast underwater, this spell will obliterate a section of water in size as noted 
  above. The surrounding water will then flood in, causing 1d4 h.p. of damage 
  per level of the caster to any creatures caught in the resulting rush.  
   
  Transport via Plants 
   
  Level 6 druid spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to transport himself over large distances by entering 
  some large plant of any type and emerging from another plant of similar type 
  somewhere else in the world. If the specific destination plant is not known to 
  the caster, he will be transported by means of this spell to the nearest available 
  plant along the desired direction and at the desired distance (if any). The spell 
  can go awry, however; there is a base 20% chance, minus 1% for each 
  experience level of the caster, that the destination plant will, in fact, be 1-100 
  miles away from the desired destination, in a random direction. Both the entry 
  and destination plants must be alive; if the destination plant is somehow no 
  longer alive, the caster can stay in the entry plant for up to 24 hours, but if the 
  plant is killed during this time, the druid is also slain.  
   
  Trap the Soul 
   
  Level 8 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, gem 
  Casting time: special (see spell description for details) 
   
  This spell allows the caster to imprison some other being in a prepared 
  gemstone (his physical body and mind, including any possessions, clothes, 
  etc., on his person when the spell is triggered). The true name of the victim 
  must be known to the caster, and the gemstone to be used as the prison must 
  be worth no less than 10,000 g.p. per level or hit die of the intended victim. 
  The gem is prepared by first casting enchant an item upon it, and then the spell 
  maze.  
   
  Once the prison/gem is prepared, there are two ways that the victim can be 
  trapped therein. The first is for the caster to simply finish the incantation in the 
  presence of the victim; in this case, the victim gets a saving throw vs. magic to 
  resist (and magic resistance, if any), and must be within 10’ of the caster. The 
  prepared gem will shatter if the victim is successful in his saving throw or magic 
  resistance. Completing the incantation takes but 6 seconds (1 segment). If this 
  method is to be used, the name of the victim need not be known during the 
  preparation of the gem, but is required when the final portion of the spell is 
  cast.  
   
  The second way of triggering the spell is much more subtle. The caster inscribes 
  the final portion of the spell on some object, which the intended victim must 
  then touch. Once that happens, the spell is activated, and the victim becomes 
  entrapped within the gem. No saving throw is made in this case. This 
  application of the spell does require that the name of the victim be known 
  during the preparation of the gem.  
   
  The only way to free the victim is by smashing the prison/gem. Once this 
  happens, the victim will suddenly appear. If the gem is smashed on a plane 
  other than the home plane of the now-freed victim, that person will be 
  compelled to perform a service to his rescuers. Otherwise, the freed prisoner 
  is under no obligation to his rescuers.  
   
  Tree 
   
  Level 3 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol, twig 
  Casting time: 30 seconds (5 segments) 
   
  This spell enables the druid to literally turn himself into a live tree or shrub or 
  dead tree trunk for up to one hour plus ten minutes per experience level. The 
  caster will see and hear everything that goes on around him during that time, 
  but will be, in all other respects, an actual tree. The spell can be ended at will, 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   229
  returning the caster and his effects to normal. The twig required is used up 
  during the casting of the spell.  
   
  Trip 
   
  Level 2 druid spell (enchantment/charm) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to enchant an object (around 10’ in length, such as 
  a rope, stick, etc.) such that it will trip up any creatures passing over it who 
  fail their saving throw vs. spells. The object has to be directly passed over to 
  trip anyone. If someone or something is running when it is tripped, they will 
  take 1d6 hit points of damage and be stunned (1d4+1 minutes if on hard 
  ground, 12-30 seconds (1d4+1 segments) if on soft ground such as grass). 
  The largest sorts of creatures (elephants, large dragons, etc.) will not be 
  affected. The object will even trip the caster himself, should he pass over it. 
  Anyone who is aware of the object gets a +4 on their saving throw. It will 
  otherwise be 80% undetectable to non-magical methods of finding traps or 
  snares.  
   
  Triumph of the Will 
   
  Level 6 mystic spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 36 seconds 
   
  This spell allows the caster to resist mind-affecting spells and other magical 
  effects. Saving throws vs. all illusion/phantasm type spells are made with a +4 
  bonus. All attempts to dominate, possess, magic jar, etc., the recipient are 
  automatically unsuccessful. The recipient is immune to fear, charm, hold, sleep, 
  and other mind-affecting spells. The caster must touch the recipient of the spell 
  (or he can cast it upon himself); the effect lasts for 5 minutes plus 1 minute per 
  level of the caster.  
   
  Truename 
   
  Level 7 mage/savant spell (alteration) 
  Requires: incantation, gestures 
  Casting time: special (see spell description) 
   
  This spell requires that the caster know the true name of a given creature (which 
  is never its commonly-known name, and often the creature itself is unaware of 
  its own true name). This can only be found by diligent research by sages, 
  interrogation of spirits, and in extremis the use of the spell know name, which 
  comes with its own unique perils (see p. 180 for details). Once this name is 
  known to the caster, he can exercise great power over the creature whose 
  name is known. The target must be within 30’ of the caster while the spell is 
  cast.  
   
  The spell is begun with an 18 second (3 segment) rhyme that includes the true 
  name of the subject and a brief history thereof. At that point the caster may 
  choose from one of four effects of the spell, with the understanding that the rest 
  of the spell must be recited in rhyme. Each verse will take 6 seconds (1 
  segment), and the number of verses required for each effect (and thus the total 
  casting time of the spell) is given below. Regardless of the effect, the target is 
  entitled to a saving throw vs. spells.  
   
   
  Multiple suggestion. The caster may make up to 4 suggestions (as 
  per the spell; see p. 223) in each verse of rhyme. 
   
  Weakness and surrender. Each verse recited causes the target to 
  lose 1 point of strength. After each verse, the target must make a 
  saving throw vs. paralyzation or completely and abjectly surrender 
  to the caster. After the recitation ends, the target regains its strength 
  and will in 2d4 minutes. 
   
  Transport. This functions as a teleport without error spell (see p. 226 
  for details). The number of verses required depends on how far the 
  target is being transported: 
   
  TABLE 344: TRUENAME - TRANSPORT 
  Distance 
  Verses (segments) 
  0-100 miles 
  4 
  101-500 miles 
  5 
  501-2,000 miles 
  6 
  2,000+ miles 
  7 
  Different plane 
  8 
   
   
  Polymorph. This functions as if a polymorph any object spell had 
  been cast on the target (see p. 197 for details), but no system shock 
  roll is required. The effect will last for 1 hour plus 10 minutes per 
  level of the caster, minus 10 minutes per verse required to activate 
  the effect. The number of verses (segments) required depends on 
  the nature of the polymorph:  
   
  TABLE 345: TRUENAME - POLYMORPH 
   
  Min. 
  Veg. 
  Ani. 
  Mon. 
  Hum. 
  Mineral 
  2 
  9 
  10 
  10 
  5 
  Vegetable 
  9 
  3 
  8 
  9 
  5 
  Animal 
  10 
  8 
  4 
  7 
  5 
  Monster 
  10 
  9 
  7 
  6 
  5 
  Human 
  5 
  5 
  5 
  5 
  5 
   
  If sent to a different plane, the target’s body will be so altered as to be able to 
  survive the conditions there (i.e., if sent to the elemental plane of fire, the target 
  would be given a flaming body).  
  If the spell is interrupted at any time, the spell fails and any effect is lost.  
   
  True Seeing (False Seeing) 
   
  Level 4 mystic, level 5 cleric, level 6 illusionist/savant spell (divination) 
  Requires: incantation, gestures, ointment (see description) 
  Casting time: 48 seconds (8 segments) 
   
  This spell allows the caster, by the application of a special ointment on his eyes 
  or those of another, to perceive reality without any sort of obfuscation. Secret 
  doors are obvious; those things which are invisible, ethereal, or astral are 
  visible; illusions are seen for the flim-flams they are. Any creature whose 
  appearance has been altered, whether through means mundane or magical, 
  will be seen as it truly is. In addition, if the caster is a cleric, the beneficiary of 
  this spell is able to see the aura of alignment of any creature, being thus able 
  to detect whether or not it is good or evil, or something in between. The effect 
  lasts for 1 minute per level of the caster. 
   
  The reverse of the spell, false seeing, will cause the recipient to see things as 
  the opposite of what they are in reality. Objects of great value are seen as 
  broken and ruined, beautiful women are seen as ugly hags, the cleanest of 
  homes will seem as a pigsty, etc.  
   
  This spell requires that a special ointment be prepared in advance. For true 
  seeing, it consists of rare mushrooms, saffron, and fat. The ointment for false 
  seeing consists of oil, the dust of the poppy flower, and the essence of certain 
  rare pink orchids. Both ointments must age for 1-6 months before they can be 
  used.  
   
  
  Spell Descriptions - Turn Wood 
  230 
  Turn Wood 
   
  Level 6 druid, level 7 mystic spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 48 seconds (8 segments) 
   
  This spell creates an invisible wall of force that spreads out from the caster in 
  whatever direction he is facing, in a beam 20’ long per level of the caster and 
  120’ wide. It lasts for 4 minutes per level of the caster. Any wooden object 
  caught within the area of effect will be moved back away from the caster at a 
  rate of 40’ per minute. Small objects that are somehow prevented from moving 
  (by being set in the ground, attached to some other object by a metal bracket, 
  etc.) will splinter, and the pieces will hurl backwards. Objects such as shields, 
  catapults, spear hafts, arrow shafts, etc., will all be affected. The spell does 
  not require concentration once it is cast; it will simply remain in effect until its 
  time runs out.  
   
  Tweak 
   
  Mage/illusionist/savant cantrip (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to gently “tweak” some part of the body (cheek, 
  rear, nose, etc.) of someone else within 10’. Creatures with an intelligence 
  score of 7 or greater must roll greater than their intelligence on 3d6 or be 
  distracted for 6 seconds (1 segment). Creatures with an intelligence score 
  under 7 must make a saving throw vs. spells or be similarly distracted. 
   
  Twitch 
   
  Mage/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This cantrip will cause an uncontrolled spasm in a limb or other extremity of 
  the target creature. The target must be within 20’ and is entitled to a saving 
  throw vs. magic. As with all cantrips, this cannot be used to interrupt 
  spellcasting. 
   
  Two-D’lusion 
   
  Illusionist cantrip (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip creates a visual illusion that can be seen and believed only from 
  straight on; any angle greater than 45° will betray its true nature, and it cannot 
  be seen from the sides or rear. The illusion will remain in effect as long as the 
  caster concentrates upon it, but touch will dispel it.  
   
  Ultravision 
   
  Level 2 illusionist, level 4 mage/savant, level 6 mystic spell (alteration) 
  Requires: incantation, gestures, amethyst 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to impart to some creature by touch (or himself) the 
  ability to see into the ultraviolet spectrum (the same way that infravision allows 
  creatures to see into the infrared). See p. 108 for more details on the limitations 
  of ultravision. The effect lasts for 1 hour plus 1 hour per experience level of the 
  caster. This spell requires powdered carrots (if cast by an illusionist) or an 
  amethyst of no less than 500 g.p. value (if cast by any other spell-caster).  
   
  Unlock 
   
  Mage/illusionist/savant cantrip (conjuration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to pick very simple locks with an invisible key. 
  Only locks of the simplest design can be so opened; locks with tumblers, levers, 
  combination locks, etc., are unaffected.  
   
  Unseen Servant 
   
  Level 1 mage spell (conjuration/summoning) 
  Requires: incantation, gestures, string, wood 
  Casting time: 6 seconds (1 segment) 
   
  This spell brings into being an invisible energy force that, although it can follow 
  the simple sorts of commands (“clean,” “carry,” “open,” “sew,” “cook,” etc.) 
  that a normal servant or butler would, it is not an actual creature. The servant 
  can carry a maximum of 40 lbs., half that if it does not have a relatively solid 
  and smooth floor to move across. It cannot fight, and cannot take ordinary 
  missile or melee damage. It lasts for 1 hour plus 10 minutes per level of the 
  caster, or if it is dispelled, or takes 6 h.p. of magical damage (such as being 
  in the blast radius of a fireball spell, etc.).  
   
  Vacancy 
   
  Level 4 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures, black silk square 
  Casting time: 24 seconds (4 segments) 
   
  This spell will make an area, 10’ in radius per level of the caster and centered 
  on a point up to 10’ distant per level, appear as if it is long disused and empty. 
  It will be seen to be covered with dust, choked with cobwebs, etc., and empty 
  of all non-living objects. Living creatures cannot be obscured by means of this 
  spell, but they will not spoil the illusion. If someone entering the area bumps 
  into several objects that the illusion makes appear not to be there, that person 
  must make a saving throw vs. spells. Success indicates they see through the 
  illusion. Failure indicates that they believe that those particular objects are 
  invisible, but that the rest of the illusion is believed. Detect invisibility will not 
  function on such objects, of course, as they are not, actually, invisible. True 
  seeing, detect illusion, etc., will, on the other hand, penetrate the illusion. The 
  spell requires a small black silk cloth worth 100 g.p., which is destroyed as 
  the spell is cast. 
   
  Vanish 
   
  Level 7 mage spell (alteration) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to touch some object and thus cause it to either be 
  teleported to some other location, or to be transferred to the ethereal plane 
  and replaced with a stone replica. Objects which are under 50 lbs. per 
  experience level of the caster may be teleported; those which are heavier must 
  go to the ethereal plane. In either case, the caster is limited to vanishing 3 
  cubic feet per experience level. A dispel magic spell will reverse the ethereal 
  swap effect, but not the teleportation effect. 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   231
  Veil 
   
  Level 6 bard/illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to create an entirely fictitious appearance in his 
  surroundings and any creatures that may be in the area. The illusion thus 
  created will survive most tests, including touch. The spell will affect an area 
  some 360 square feet per level of the caster, and will last 10 minutes per level.  
   
  Veil of Shadows 
   
  Level 6 bard spell (evocation) 
  Requires: incantation 
  Casting time: 72 seconds 
   
  This spell allows the caster to create two separate types of shadows. Each will 
  last for as long as the caster maintains the incantation. The caster may create 
  one shadow (of any type) per experience level. The shadows must be within 
  90’ of the caster at all times, or they will dissolve.  
   
   
  Swift shadows. The caster may create moving, swiftly shifting 
  shadows in whatever guise he desires. These shadows will dart to 
  and fro amongst an enemy, distracting and frightening them. Those 
  distracted by such a shadow suffer a +1 penalty to initiative and a 
  -1 penalty “to hit” in melee or when firing missile weapons. 
   
  Slow shadows. This creates a zone of shadow some 10’ in diameter 
  that obscures all within. It can move at most 20’ per minute. All 
  those within are, of course, obscured from detection. Direct sunlight 
  or a continual light spell will render the slow shadow only 50% 
  effective.  
   
  Still shadows. This creates a zone of shadow, within which the 
  chance to hide in shadows (as per the thieving skill) is doubled. 
  Direct sunlight or a continual light spell will render the still shadow 
  only 50% effective, thus only increasing the hide in shadows 
  chance by 50%. 
   
  Ventriloquism 
   
  Level 1 bard/mage/savant/mountebank, level 2 jester/illusionist spell 
  (illusion/phantasm) 
  Requires: incantation, small parchment/paper/vellum cone 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to “throw his voice”, making it appear to come from 
  some point up to 10’ distant per experience level (maximum 90’). The caster 
  may also use the spell to make the voice sound like that of someone else, or 
  some other simple sound that the caster could otherwise make. If anyone with 
  an intelligence score of 12 or greater hears the voice, there is a 10% chance, 
  plus 10% per point above 12, of recognizing the trick. The spell lasts for 4 
  minutes plus 1 minute per level of the caster, and requires that the caster speak 
  into a small rolled-up piece of parchment, paper, or vellum, which is not 
  destroyed in the casting.  
   
  Vision 
   
  Level 7 illusionist, level 8 savant spell (divination) 
  Requires: incantation, gestures, offering (see spell description) 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to seek guidance from other realm or power, asking 
  a single question and asking for a vision by way of an answer. The spell is 
  perilous, however, and not certain to provide the asked-for answer: 
   
  TABLE 346: VISION 
  Die Roll (2d6) 
  Result of Vision 
  2-6 
  Caster is struck by geis to undertake some service 
  7-9 
  Vision is unrelated to the question asked 
  10-12 
  Answer is granted 
   
  The vision spell can be supplemented with some sort of offering, which is made 
  at the time the spell is cast. Depending on the value and rarity of the offering, 
  a bonus to the die roll of +1 (1,000 g.p. or better), +2 (5,000 g.p. or more), 
  or even +3 (10,000 g.p. value) can be had. 
   
  Vocalize 
   
  Level 2 mage spell (alteration) 
  Requires: gestures, silent bell, jailbird’s tongue 
  Casting time: 1 minute 
   
  This spell allows the caster to cast other spells that normally require an 
  incantation without one; the vocalize spell itself lasts 5 minutes, so the spells 
  cast under its effect must be cast during that timeframe. The benefits of using 
  this spell in situations where silence is called for are obvious. The spell only 
  affects the incantations of spells; it cannot otherwise overcome the effect of a 
  silence 15’ radius spell, for instance. Spells that require speech after the spell 
  itself has been cast (such as message) can be cast, but the non-incantation 
  portions must still be spoken aloud in order to be used by the spell. The spell 
  requires a bell missing its clapper and the tongue of a jailbird.  
   
  Volley 
   
  Level 7 mage spell (abjuration) 
  Requires: incantation gestures, special wand (see spell description) 
  Casting time: special (see below) 
   
  This spell allows the caster to reflect back upon its caster any single spell that 
  specifically targets the caster. The spell must be memorized in order to be used, 
  but the caster has the option of employing it once a spell is cast upon him 
  (although he will not necessarily know what spell has been cast). The volley 
  spell allows him a saving throw vs. spells; success indicates the spell is bounced 
  back upon its caster. That caster gets a saving throw of his own, however; if 
  successful the spell goes back to the original target, who gets a saving throw, 
  and so forth. Once one of them fails a saving throw, the spell takes effect and 
  the volley spell is completed. The spell requires that the caster carry in his hand 
  a special miniature wand made of soft wood and animal gut strung like a net, 
  which is destroyed as the volley spell is cast.  
   
   
   
  
  Spell Descriptions - Volley of Arrows 
  232 
  Volley of Arrows 
   
  Level 6 bard spell (alteration) 
  Requires: incantation, arrows 
  Casting time: 72 seconds 
   
  This spell allows the caster to launch any available arrow (or crossbow bolt) 
  within a 20’ radius as if it were shot from a long bow (or heavy crossbow), 
  with a chance to hit its target equal to that of the caster’s “to hit” chance, 
  should he have actually fired the missile himself (non-proficiency penalties do 
  not apply). As many as 6 such arrows can be launched per minute, and the 
  volley can be continued for as long as the caster maintains the incantation, 
  and the supply of arrows is not exhausted. If any magical arrows are available, 
  they too may be fired at such targets as the caster may choose. When 
  calculating the chance of each arrow to hit, each should be regarded as being 
  at short distance, regardless of the actual distance, up to 210 yards. The 
  missiles can be fired at a single target or multiple targets (up to one per arrow 
  per round), as the caster wishes.  
   
  Volley of Icicles 
   
  Level 7 bard spell (evocation) 
  Requires: incantation 
  Casting time: 84 seconds 
   
  This spell calls forth a shower of razor-sharp frozen shards, which will seek out 
  any single target within a radius of 90’ plus 10’ per level of the caster. The 
  volley of icicles will inflict 7d6 h.p. of damage on the target, and those 
  creatures which are composed of, or are based in, flame will suffer an 
  additional 14 points of damage. Creatures which are cold-based (white 
  dragons, hoar foxes, etc.) are immune to the effect.  
   
  Volley of Javelins 
   
  Level 5 bard spell (alteration) 
  Requires: incantation, javelins 
  Casting time: 1 minute 
   
  This spell allows the caster to launch any available javelin within a 20’ radius 
  as if it were shot from a throwing stick (aka atlatl), with a chance to hit its target 
  equal to that of the caster, should he have actually fired the missile himself 
  (non-proficiency penalties do not apply). As many as 2 such javelins can be 
  launched per minute, and the volley can be continued for as long as the caster 
  maintains the incantation, and the supply of javelins is not exhausted. If any 
  magical javelins are available, they too may be fired at such targets as the 
  caster may choose. When calculating the chance of each javelin to hit, each 
  should be regarded as being at short distance, regardless of the actual 
  distance, up to 90 yards. The missiles can be fired at a single target or multiple 
  targets (up to one per javelin per round), as the caster wishes.  
   
  Volume 
   
  Savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 3 seconds (½ segment) 
   
  This spell allows the caster to cause a book or scroll to float down gently from 
  a shelf into his hands. It will not move with enough force to overcome someone 
  trying to hold onto it. The book must be within 10’ when the spell is cast.  
   
  Wall of Fire 
   
  Level 4 mage, level 5 druid spell (evocation) 
  Requires: incantation, gestures, holy symbol or phosphorus 
  Casting time: 42 seconds (7 segments) 
   
  This spell brings into being a blazing curtain of flame that does injury only to 
  those creatures on the side of the wall opposite that where the caster is 
  standing. It can be used to either create a curtain 20’ square per level of the 
  caster, which is stationary up to 80’ away from the caster, or a ring with a 
  radius 5’ per level of the caster, which moves as he does. The wall of fire will 
  cause 4d4 h.p. of damage plus 1 h.p. per level of the caster to any creature 
  touching it, 2d4 h.p. to any creature within 10’, and 1d4 h.p. within 20’. 
  Undead take double damage from the wall of fire. If cast by a druid, this spell 
  requires a holy symbol; if it is cast by a mage, it requires phosphorus.  
   
  This spell cannot be cast underwater.  
   
  Wall of Fog 
   
  Level 1 illusionist/savant spell (evocation) 
  Requires: incantation, gestures, dried peas 
  Casting time: 6 seconds (1 segment) 
   
  This spell summons a dense bank of mist that obscures all vision, including 
  infravision, beyond 2’. The fog will occupy one cube 20’ on a side per 
  experience level of the caster, and will remain for 2-8 minutes plus 1 minute 
  per level (although a strong breeze will dissipate the fog). The fog can be 
  made to appear up to 30’ away from the caster.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Wall of Force 
   
  Level 5 bard/mage/savant spell (evocation) 
  Requires: incantation, gestures, powdered diamond 
  Casting time: 30 seconds (5 segments) 
   
  This spell will create an invisible barrier that is completely impervious to magic, 
  breath weapons, missiles, cold, fire, etc. Dispel magic will not work against 
  the wall of force, but a disintegrate spell will, as will a rod of cancellation or 
  sphere of annihilation (the rod would be completely drained in so doing, and 
  the sphere would also suck up any objects weighing less than 10 lbs. that are 
  within 10’). The wall will be up to 20 square feet per level of the caster, and 
  can be made to appear within 30’ of the caster. It will remain for 10 minutes 
  plus 1 minute per experience level of the caster, and will not move under any 
  circumstances. The spell requires powdered diamond equal to 10,000 g.p. in 
  value, which is lost as the spell is cast.  
   
  Wall of Iron 
   
  Level 5 mage spell (evocation) 
  Requires: incantation, gestures, iron 
  Casting time: 30 seconds (5 segments) 
   
  This spell creates an enormous sheet of solid iron to appear, typically in such 
  a fashion as to close off a passage, doorway, or similar structure. The wall 
  can be up to 15 square feet in size, and ¼” thick per experience level of the 
  caster. It can be made to appear up to 5’ distant per level of the caster. If it 
  appears in a place where there is no support for the wall, it will topple and 
  crush any who are unfortunate enough to be beneath it (the wall will always 
  start vertical, so there is a 50% chance that it will fall in either direction). The 
  wall is permanent unless subjected to a dispel magic spell, but will otherwise 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   233
  act as any object made of iron; it will rust, can be heated, broken, etc. The 
  spell requires a small sheet of iron, which is destroyed as the spell is cast.  
   
  Wall of Ice 
   
  Level 4 mage spell (evocation) 
  Requires: incantation, gestures, quartz or other crystal 
  Casting time: 24 seconds (4 segments) 
   
  This spell calls forth an enormous wall of ice, equal in size to one 10’x10’x1” 
  per experience level of the caster. The wall can be made to appear up to 10’ 
  distant per level of the caster. The wall is opaque, and any normal creature 
  attempting to smash through it will suffer 2 hit points of damage per inch 
  thickness of the wall. Fire-using creatures such as salamanders and fire giants 
  will take 3 hit points per inch, while cold-using creatures such as ice meta-
  elementals and white dragons would only take 1 h.p. per inch. The wall of ice 
  can also be formed in such a way as to fall on opponents; doing so will cause 
  3d10 h.p. of damage to all creatures beneath the wall. Large magical fires 
  such as red dragon’s breath and fireballs will melt the wall in but a single 
  minute, leaving a large patch of mist and fog for 10 minutes. The spell requires 
  a small seed of quartz or other rock crystal, which disappears as the spell is 
  cast. 
   
  If cast underwater, the wall of ice will instantly rise to the surface and float as 
  an ice floe. 
   
  Wall of Stone 
   
  Level 5 mage spell (evocation) 
  Requires: incantation, gestures, granite 
  Casting time: 30 seconds (5 segments) 
   
  This spell summons a sheet of solid granite, some 20’ square and 3” thick per 
  level of the caster, up to 5’ distant per level of the caster. The wall of stone 
  need not be vertical, but it must be attached to, and supported by, some other 
  formation of stone; thus, the spell can be used to close off a passage, form a 
  stone bridge over a chasm, serve as a ramp, etc. The stone will be permanent 
  unless a dispel magic spell is cast upon it, but will otherwise function as natural 
  stone, and can be chipped, broken, carved, etc. The spell requires a small 
  piece of granite, which is consumed by the casting of the spell.  
   
  Wall of Thorns 
   
  Level 5 bard, level 6 druid spell (conjuration/summoning) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 48 seconds (8 segments) 
   
  This spell calls forth a hedge of thick, tough plant matter covered with thorns 
  some 2-4” in length. Contact with the wall (by attempting to pass through it, 
  being hurled against it, having it cast around a creature) will cause 8 hit points 
  of damage plus damage equal to the armor class of the creature every minute 
  (for instance, a creature with an AC of 10 will take 18 h.p. of damage, an AC 
  4 creature would take 12 h.p., etc.). The size of the wall will be a number of 
  cubes equal to the level of the caster, each some 10’ on a side (so a 12th level 
  caster would create a wall consisting of 12 such cubes, etc.); the wall must be 
  contiguous, but the nearest portion can come into being up to 80’ from the 
  caster. Each such cube would take 40 minutes to cut through with normal tools 
  or weapons, but magical fires will destroy the whole edifice in 20 minutes 
  (during such time, the wall will have the same effects as that produced by the 
  wall of fire spell). The wall will last for 10 minutes per level of the caster.  
   
  Warm (Chill) 
   
  Mage/illusionist/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip causes a small volume of liquid or solid matter (1 cubic foot 
  maximum) to increase by 40°, but if cast on a living creature, it will never 
  cause its body temperature to go above normal). The reverse of this cantrip, 
  chill, causes a small volume of liquid or solid matter (1 cubic foot maximum) 
  to cool by 40°, but never lower than freezing (if cast on a living creature, it 
  will never cause its body temperature to go below normal). In both cases, the 
  object will then slowly return back to whatever the ambient temperature may 
  be.  
   
  Warp Wood 
   
  Level 2 druid spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to warp and twist any object made of wood, forever 
  ruining any straight lines, shape, and strength the object might have possessed. 
  The caster can affect a piece of wood some 15 inches long and 1 inch in 
  diameter per level, so that a 7th level druid casting this spell could warp a 
  spear shaft. Magical items such as magic arrows can be affected (and thus 
  ruined) by this spell, as long as they are made of wood. The wood need not 
  be in the shape of a pole; planks can also be affected (for instance, the bottom 
  of a ship’s hull, or the floor of a wooden bridge). 
   
  Water Breathing (Air Breathing) 
   
  Level 3 bard/druid/mage/mountebank spell (alteration) 
  Requires: incantation, gestures, holy symbol or straw 
  Casting time: 30 seconds (5 segments) 
   
  This spell enables the caster to enable one creature touched to breath water 
  as if it were air. The effect lasts for 1 hour per experience level of the caster. 
  The reverse of the spell, air breathing, allows those who can only breathe 
  water to survive in the air. If cast by a druid, the spell requires his holy symbol 
  be used. If cast by a mage, the spell requires a short straw or reed stalk, which 
  is destroyed as the spell is cast.  
   
  Water Walk 
   
  Level 3 cleric/mystic spell (alteration) 
  Requires: incantation, gestures, cork, holy symbol 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to enable one or more creatures to walk upon the 
  surface of any sort of water as if it were solid ground (choppy seas are treated 
  as rough terrain, etc.). The caster is able to affect 1 man-sized creature per 
  experience level above 4th (treat horses as 6 creatures, large-sized creatures 
  as 2, halflings/gnomes/etc. as ½, brownies/pixies/etc. as ¼). The spell will 
  last for 10 minutes plus 10 minutes per level, and requires a bit of cork (which 
  is destroyed by the spell) and the caster’s holy symbol (which is not).  
   
  If cast underwater, this spell will cause the target(s) to immediately shoot to the 
  surface. 
   
  
  Spell Descriptions - Weakness 
  234 
  Weakness 
   
  Level 3 bard spell (alteration) 
  Requires: incantation, gestures, toasted bread and milk 
  Casting time: 18 seconds 
   
  This spell saps the strength score of a single person touched, for up to 1 hour 
  per level of the caster. A successful “to hit” roll is required by the caster, and 
  the target must fail a saving throw vs. spells. The number of strength points lost 
  depends on the class of the recipient: 
   
  TABLE 347: WEAKNESS 
  Class (inc. sub-classes) 
  Strength Increase 
  Bard 
  1-6 
  Cleric 
  1-6 
  Fighter/Cavalier 
  1-8 
  Mage 
  1-4 
  Thief 
  1-6 
   
  Strength can never be decreased beyond the normal minimums for race, class, 
  and gender. If a fighter or cavalier has exceptional strength, each point lost 
  will take away 10% from his exceptional strength (the last 10% or less will 
  count as a full point lost). For instance, if a fighter with a strength score of 
  18/27 finds his ability decreased by 5 as a result of this spell, he would end 
  up with 16 strength for its duration.  
   
  The spell requires a piece of toasted bread soaked in milk. The component is 
  destroyed as the spell is cast.  
   
  Weather Summoning 
   
  Level 6 druid spell (evocation) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 10 minutes 
   
  This spell allows the caster to effect changes in the weather. For purposes of 
  this spell, the weather is measured along three different axes (cloud cover and 
  precipitation, temperature, and wind): 
   
  TABLE 348: WEATHER SUMMONING 
  Cloud Cover & Precipitation 
  Temperature 
  Wind 
  Very clear 
  Sweltering 
  Dead calm 
  Clear 
  Hot 
  Calm 
  Light clouds/hazy 
  Warm 
  Light breeze 
  Partly cloudy 
  Average 
  Light wind 
  Heavy clouds 
  Cool 
  Strong wind 
  Fog 
  Cold 
  High wind 
  Light rain/mist/snow/hail 
  Bitter cold 
  Gale 
  Heavy rain/snow/hail/sleet 
   
  Storm 
   
   
  Hurricane 
   
  By means of this spell, a caster is able to move the weather one “level” along 
  each of the three measures. Thus, a clear day can be made hazy or very clear, 
  a cold day cool or bitterly cold, and a high wind turned into a gale or a light 
  wind. More dramatic effects can, of course, be engendered by simply casting 
  the spell several times in succession. In order to cast this spell, the caster will 
  need burning incense, plus bits of wood and earth in water (all of which are 
  destroyed as the spell is cast).  
   
  Unlike most other spells, the duration and area of effect of this spell are 
  determined randomly; it will affect an area of 2d4 square miles and last for 
  2d10 hours. If anything other than greater mistletoe is used, the effect will be 
  halved in size and duration.  
   
  Note that contradictions are not possible, even by means of this spell; you 
  can’t have snow on a sweltering day, or fog with a strong wind.  
   
  This spell cannot be cast underwater. 
   
  Web 
   
  Level 2 mage spell (evocation) 
  Requires: incantation, gestures, spider web 
  Casting time: 12 seconds (2 segments) 
   
  This spell calls into being a mass of sticky, thick ropy strands similar to a spider 
  web. The ends of the web must be anchored to opposite points, such as a floor 
  and ceiling, walls, two trees, etc. The spell can’t just be cast on an area. The 
  area affected by the spell must be at least 10’ thick in one dimension, and can 
  be a maximum of 8,000 cubic feet total (eight 10’x10’x10’ cubes). The web 
  can be cast on a point up to 5’ from the caster per level of experience. The 
  webs will disappear after 20 minutes per level of the caster.  
   
  Any creature in the area of effect must make a saving throw vs. spells. If the 
  throw fails, the creature is caught fast in the webs. If the creature makes its 
  saving throw, and there is room for it to have moved out of the way of the 
  webs, it will be assumed to have done so. Otherwise, the creature will be able 
  to move at double the normal speed for creatures trapped in the webs (see 
  below).  
   
  The ability of creatures which are caught fast in the webs to move depends on 
  their strength. Strength of 12 or below indicates that the creature cannot move 
  at all as long as the webs last. Strength of 13-17 can move 1’ every 10 
  minutes. Strength 18 or greater can move 1’ per minute. Enormously strong 
  and/or large creatures will either move 1’ every 6 seconds (1 segment), or 
  ignore the webs entirely (such as a huge dragon, or an elephant). Any creature 
  caught in the webs has a 5% chance (cumulative) of suffocating every 10 
  minutes; the first 10 minutes is a 5% chance, the second 10 minutes is a 10% 
  chance, the third is a 15% chance, etc.  
   
  Webs are very flammable, and can be set alight and cleared out with a torch, 
  flaming oil, etc., in but a single minute. Any creatures caught in the webs when 
  that happens will take 2-8 h.p. of damage. The bit of spider web needed for 
  the spell disappears when the spell is cast.  
   
  Weird 
   
  Level 7 illusionist spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 42 seconds (7 segments) 
   
  This spell calls forth a vision of the nemesis of those within the range of the 
  spell (a circle some 20’ in radius, centered on a point up to 30’ distant from 
  the caster). All those within the area of effect who can understand the language 
  of the caster must make a saving throw vs. spells. Success indicates that they 
  are paralyzed with fear for 42 seconds (7 segments) and lose 1d4 points of 
  strength for 7 minutes. Failure indicates that the worst possible enemy (or 
  enemies; the game master should determine whether the hearers are affected 
  collectively or individually) appears for a “final showdown” with them. During 
  this battle, what seems like a minute to those engaged in the battle will in 
  reality only take 6 seconds (1 segment) to those observing from the outside 
  (and the “battle” will take place only in the minds of those affected by the 
  spell). No means of magical escape will avail the subjects of the spell, who 
  must do battle with their nemesis. If the weird is defeated, applicable 
  experience points are awarded, and naturally if they lose the battle they will 
  die. The spell requires that the caster maintain full concentration for the 
  duration of the battle.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   235
  Whip 
   
  Level 2 mage spell (evocation) 
  Requires: incantation, gestures, miniature silken whip 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes a magical whip to appear up to 10’ away from the caster, 
  which will react as if he himself were wielding it. The whip will remain for 1 
  minute per level of the caster, and can be used to keep normal (non-monstrous) 
  animals at bay, as long as they are smaller than the size of a bear by this use 
  of the whip. Creatures with an intelligence of 4 or more are not affected. If the 
  whip scores a successful “to hit” roll, the creature must make a saving throw 
  with a penalty of -1 to -4 (depending on the nature of the creature; the game 
  master will decide the exact amount of the penalty) or skulk away for at least 
  an hour.  
   
  The whip can also be used against armed opponents. If it successfully hits in 
  melee, the whip has wrapped itself around the foe’s weapon. The enemy 
  weapon must then make a saving throw; 13 or better if it is edged, 6 or better 
  if it is not, plus any magical bonuses it may possess as a bonus to the roll. 
  Success indicates the whip loses its grip on the weapon. Failure means the 
  wielder of the weapon must then make another saving throw, this time vs. 
  spells. Success indicates he retains his grip on the weapon. Failure indicates it 
  is pulled from his grasp, and he must spend the next round recovering it (thus 
  giving anyone in melee against him a “free” attack). Creatures with magic 
  resistance get to apply that before any other saving throws are rolled; success 
  indicates the whip is unable to affect them at all.  
   
  Whispering Wind 
   
  Level 2 illusionist/savant, level 3 bard spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to create an illusionary breeze that can carry a brief 
  message or sound (if nothing is specified, the wind will sound like a gust of 
  wind). The message can be up to 12 words, or the sound can last for up to 12 
  seconds (2 segments). The wind itself will travel up to 10’ per level of the 
  caster, at anywhere between 10 and 20 feet per minute (caster’s choice). 
  When the wind reaches the intended distance, it will automatically deliver its 
  message or play its sound, which will be heard by anyone in a 2’ radius.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Whistle 
   
  Mage/illusionist cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip creates a whistling sound, either faint (heard within 10’) or loud 
  (30’ range). The nature of the whistle can be anything normal for a whistle: 
  low, warbling, piercing, etc. 
   
  Wind Walk 
   
  Level 7 bard/cleric spell (alteration) 
  Requires: incantation, gestures, fire, holy water 
  Casting time: 1 minute 
   
  This spell will transform the caster and his possessions into a wispy vapor which 
  is then carried aloft by a magical wind. While in such a state, the caster will 
  move at anywhere from a minimum of 60’/minute to a maximum of 
  600’/minute (6.8 mph), and the effect will last up to 1 hour per level of the 
  caster. If the caster is 16th level, he can bring another person with him on the 
  journey, who will also be transformed into a cloud. At 24th level, he can bring 
  two such guests. Those affected by the spell will have much of their original 
  shape, but will appear misty and transparent. If they are garbed entirely in 
  white before the spell is cast, such persons are 80% likely to be mistaken for 
  ordinary clouds.  
   
  This spell cannot be cast underwater.  
   
  Wind Wall 
   
  Level 3 mage spell (alteration) 
  Requires: incantation, gestures, tiny fan, exotic feather 
  Casting time: 18 seconds (3 segments) 
   
  This spell brings into being a curtain of upward-blowing air, some 10’ wide 
  and 5’ high per level of the caster, up to 10’ distant from the caster. The spell 
  will knock birds as large as crows off course, prevent insects from crossing, 
  blow loose items and garments upwards, and rip light objects (such as pieces 
  of paper) from hands unless the holder is expecting the wind. If it is unclear as 
  to whether or not such a holder was expecting the spell’s effect, he should be 
  allowed a saving throw vs. spells. Success indicates the object does not leave 
  his hand.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell (see p. 121 for details). 
   
  Wink 
   
  Mage/savant cantrip (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip causes the target creature to close one eye. The target must be 
  within 10’ and is entitled to a saving throw. A successful save indicates that 
  the wink is rapid and will go almost unnoticed. A failed save indicates that the 
  wink is prolonged and exaggerated.  
   
  Wish 
   
  Level 9 mage spell (conjuration/summoning) 
  Requires: incantation 
  Casting time: special (see spell description) 
   
  This spell will literally change reality in response to the stated desires of the 
  caster. The spell can, naturally, be used to duplicate the effect of any other 
  spell, or it can be used to make such effects permanent or very long lasting, 
  inflict maximum damage, etc. The spell can be used to regain hit points, restore 
  levels lost to undead, restore lowered ability scores, increase racial level 
  maximums, and obtain moderate amounts of wealth. More ignoble or 
  downright greedy wishes will cause the caster to lose 3 points of strength and 
  require 2d4 days of bed rest, in addition to being successively more literally 
  interpreted. The game master should exercise care when granting such wishes; 
  for player characters who seek to unbalance the game, a creatively literal 
  interpretation of the stated wish might be called for. The casting time of the 
  spell is literally as long as the wish takes to be verbalized. This spell will age 
  the caster by 3 years.  
   
   
  
  Spell Descriptions - Withdraw 
  236 
   
   
  Withdraw 
   
  Level 2 cleric spell (alteration) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to slow down the passage of time for himself, so 
  that for every 6 seconds (1 segment) that pass in the rest of the world, a full 
  minute passes for the caster. The spell allows the caster to spend 2 minutes 
  thus withdrawn plus 1 per experience level (thus, a 7th level cleric could spend 
  9 minutes withdrawn, during which time only 42 seconds (7 segments) would 
  have passed in the world beyond the cleric). During this time, the caster is able 
  to think, contemplate, read, research, and cast a limited variety of spells; only 
  those which heal the cleric or are divinatory in nature (and can only be cast 
  upon himself, such as augury). Any other action, such as movement, attack, or 
  spellcasting, will break the spell instantly. The spell requires the use of the 
  caster’s holy symbol, which is not consumed as the spell is cast.  
   
  Wizard Eye 
   
  Level 4 mage spell (alteration) 
  Requires: incantation, gestures, bat fur 
  Casting time: 10 minutes 
   
  This spell creates an invisible eye, controllable by the caster, which travels at 
  some 30’ per minute (10’ per minute if the eye is used to conduct a careful 
  inspection of walls, floors, etc.). The spell lasts for 1 minute per level of the 
  caster. The eye will see as if it were a normal human organ, with a range of 
  some 60’ in brightly lit conditions, or up to 10’ by using infravision. It requires 
  a pinch of bat fur, which disappears as the spell is cast.  
   
  Wizard Lock 
   
  Level 1 bard, level 2 mage spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell will seal a single door, chest, window, gate, etc., touched by the 
  caster. The portal will not be able to be opened by any means save a dispel 
  magic or knock spell, although it can be destroyed to gain entrance. A caster 
  of four levels higher than the caster can open something that has been wizard 
  locked, although the lock will return in force after a minute. The wizard lock is 
  permanent, until and unless it is dispelled. The portal to be sealed can be a 
  maximum of 30 square feet per level of the caster.  
   
  Wizard Mark 
   
  Level 1 mage spell (alteration) 
  Requires: incantation, gestures, diamond dust, pigment, (stylus) 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to inscribe some object with his personal identifying 
  mark plus up to six additional characters. The mark may be either visible or 
  invisible. An invisible mark will be made visible to all by the casting of a detect 
  magic spell, and it will be made visible to those using detect invisibility, true 
  seeing, a gem of seeing, or a robe of eyes (but that will not necessarily make 
  the caster’s intent plain). Read magic will reveal the gist of the writing. Erase 
  will remove the mark entirely. The spell requires a small amount (50 g.p. worth) 
  of diamond dust and some sort of pigmentation for the mark itself. If the mark 
  is invisible, it must be drawn with a stylus, otherwise it can be drawn with the 
  caster’s finger. 
   
  Word of Knowledge 
   
  Level 9 savant spell (divination) 
  Requires: incantation 
  Casting time: 54 seconds (9 segments) 
   
  This spell allows the caster to know one fact about a given individual. The 
  information provided in the word of knowledge is always correct. It can be 
  something as innocuous as his home town, something as mundanely important 
  as the number of troops under his direct command or whether or not he has 
  the spell meteor swarm in his spell book, or something as esoterically valuable 
  as his true name. It can be used to diagnose problems not otherwise detectable 
  by other means.  
   
  Word of Recall 
   
  Level 6 cleric spell (alteration) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  By means of this spell, the caster is instantly and without any chance of error 
  transported to some well-known place of safety. There is no limit on the distance 
  that can be covered by this spell. In addition to himself, the spellcaster is able 
  to carry 25 pounds per level; thus, a 20th level cleric could carry 500 lbs in 
  addition to himself. This extra weight can be a living being, equipment, 
  treasure, etc.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   237
  Wraithform 
   
  Level 3 illusionist spell (alteration, illusion/phantasm) 
  Requires: gestures, gauze, smoke 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to take on an insubstantial, wraith-like form. While 
  in this form, the caster and all his possessions are invulnerable to attack by 
  non-magical weapons, but creatures which themselves can only be hit by 
  enchanted weapons, plus those on the ethereal plane, can attack successfully. 
  Undead will ignore those in wraithform, but those of type XII and above are 
  entitled to a saving throw vs. spells with a -4 penalty to recognize the caster 
  for one of the living. Those in wraithform can move through cracks and holes, 
  and can end the spell at will; otherwise it will end after 2 minutes per level of 
  the caster, or when a dispel magic or dispel illusion spell is cast upon the 
  caster. The spell requires a small piece of gauze and a bit of smoke.  
   
  Wrap 
   
  Mage/illusionist/savant cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip brings into existence a small wrapping around some object, no 
  more than 1 cubic yard in size. The type of wrapping will be appropriate for 
  the material being wrapped; a felt bag for gems, wax paper for a powder, 
  flour in a cloth bag, etc. Liquids cannot be wrapped. The wrapping can be 
  undone manually, or can be commanded to come apart by the caster (for this 
  reason, it is often used to hold spell components). The wrapping material 
  disappears once emptied.  
   
  Write 
   
  Level 1 mage/illusionist/savant spell (evocation) 
  Requires: incantation, gestures, quill, ink 
  Casting time: 1 minute 
   
  This spell allows the caster to transcribe a spell from some source (usually 
  another spell book) into his own spell book. When doing so, the caster must 
  make a saving throw vs. spells, with the following adjustments: 
   
  TABLE 349: WRITE 
  Max. Spell Level the Caster Can 
  Cast Minus Spell Level 
  Saving Throw Adjustment 
  1 or less 
  +2 
  2 
  0 
  3 
  -1 
  4 
  -2 
  Etc. 
   
  Thus, if a mage who could cast 4th level spells is attempting to transcribe a 7th 
  level spell, he makes his saving throw with a -1 penalty.  
   
  If the saving throw is successful, the caster has successfully transcribed the 
  spell, taking 1 hour per level of the spell being transcribed (during which time 
  the caster is in a trance, and will automatically be surprised). If he fails the 
  saving throw, the caster takes 1d4 h.p. of damage per level of the spell he 
  was attempting to transcribe, and will be knocked unconscious for 10 minutes 
  per hit point of damage taken. This damage cannot be healed except by rest, 
  at a rate of 1d4 h.p. per day.  
   
  The spell requires special ink which must be custom-brewed for each spell, and 
  which will cost a minimum of 200 g.p. per bottle. The caster may find it 
  necessary to make his own. This is not the same as the ink used to create magic 
  scrolls.  
   
  Wyvern Watch 
   
  Level 2 cleric spell (evocation) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 30 seconds (5 segments) 
   
  This spell brings forth a wyvern-shaped hazy fog, which acts as a sort of 
  watchdog on an area some 10’ in diameter and up to 30’ distant from the 
  caster when the spell is cast. If anything enters the area thus protected, the 
  wyvern-mist will attack, forcing the creature to make a saving throw vs. spells. 
  Failure indicates that the creature is paralyzed for a number of minutes equal 
  to the experience level of the caster (the paralysis can be removed by a dispel 
  magic or remove paralysis spell, or the will of the caster). Once the wyvern-
  mist successfully hits some intruder, it will dissipate; it will otherwise remain for 
  8 hours. The wyvern-mist can be detected 90% of the time if it is in daylight, 
  30% in gloom or twilight, and 0% of the time in darkness. The spell requires 
  the caster’s holy symbol, which remains after the spell is cast.  
   
  Yawn 
   
  Mage/savant cantrip (evocation) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip causes the subject to yawn. The target must be within 10’, and is 
  entitled to a saving throw. Success indicates the cantrip has no effect 
  whatsoever. Failure means that the subject will yawn broadly. In addition, the 
  subject will be more susceptible to the spell sleep (see p. 213 for details). If a 
  sleep spell is cast on the subject within 1 minute of the yawn cantrip successfully 
  being cast on him, that subject will not count for purposes of determining how 
  many creatures are affected by the sleep spell.  
   
  Zephyr 
   
  Level 2 mage spell (evocation) 
  Requires: incantation, gestures, miniature parchment fan 
  Casting time: 12 seconds (2 segments) 
   
  This spell brings into being a light breeze, lasting 6 seconds (1 segment) and 
  filling an area 10’ wide and 5’ long per level of the caster, radiating out from 
  the caster in some direction he chooses. This breeze is strong enough to cause 
  candle flames to waver, to fan larger flames (causing +1 to any damage, as 
  applicable), to delay moving clouds (such as cloudkill) for 1 minute, to reduce 
  the duration of stationary clouds (such as wall of fog and fog cloud) by half, 
  or to move back stagnant air and gas by 10’ and reduce their duration and 
  poisonous effect by half (if any). Note that such gasses that spring from some 
  renewing source (like a natural fissure spewing forth poisonous gas) will renew 
  themselves as normal. The spell requires a miniature fan made of parchment 
  and with a pin of ivory or silver, which is destroyed as the spell is cast. 
   
   
   
   
  
  Appendices - Appendix A: The Assassin 
  238 
  Appendices 
   
  Appendix A: The Assassin 
   
  The assassin is a sub-class of thief, a specialist in disguise, espionage, and 
  assassination. Assassins are trained in the use and creation of poisons, and if 
  they surprise a victim they can make an attempt to kill him instantly. They are 
  presented as a totally optional character class that the game master may or 
  may not include in his game at his sole discretion. He may also opt to include 
  assassins only as non-player characters.  
   
  Gnomes may be multi-classed fighter/assassins or illusionist/assassins. Half-
  orcs may become fighter/assassins or cleric/assassins. No other multi-classed 
  assassin options are available.  
   
  The maximum level allowed for demihumans is dependent on the race in 
  question and the strength score of the character, as shown below. Halflings 
  may not become assassins, and humans may, as with all other classes, rise to 
  the maximum level allowed for the class (in this case, 15th level).  
   
  TABLE 350: ASSASSIN LEVEL LIMITS BY RACE 
  Strength 
  Dwarf 
  Elf 
  Half-elf 
  Gnome 
  Half-orc 
  12 
  9 
  10 
  11 
  8 
  15 
  13 
  9 
  10 
  11 
  8 
  15 
  14 
  9 
  10 
  11 
  8 
  15 
  15 
  9 
  10 
  11 
  8 
  15 
  16 
  9 
  10 
  11 
  8 
  15 
  17 
  9 
  10 
  11 
  8 
  15 
  18 
  9 
  10 
  11 
  8 
  15 
  18/50 
  9 
  10 
  11 
  9 
  15 
  18/99 
  11 
  11 
  11 
  10 
  15 
  18/00 
  12 
  12 
  11 
  10 
  15 
  19 
  12 
  12 
  11 
  10 
  15 
  20 
  12 
  12 
  11 
  10 
  15 
  21 
  12 
  12 
  11 
  10 
  15 
   
  Assassin characters must have a strength of at least 12, a dexterity of at least 
  12, and an intelligence of at least 11.  
   
  Assassins have the following powers and skills: 
   
   
  Assassinate 
   
  Back stab 
   
  Disguise 
   
  Pick pockets 
   
  Open locks 
   
  Find and remove traps 
   
  Move silently 
   
  Hide in shadows 
   
  Listen at doors 
   
  Climb walls 
   
  Read languages 
   
  Poison 
   
  Limits on hirelings 
   
  Hierarchy 
   
   
  Assassins may use the following types of armor (although certain types of 
  armor will impose penalties on their skills, as noted below): leather cuirass, 
  leather lamellar, gambeson, brigandine, elven mail. They may also carry 
  shields and may use any weapon. They may be of any non-good alignment, 
  while those who use poison must be of an evil alignment.  
   
  TABLE 351: ASSASSIN LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d6 
  1,500 
  2 
  2d6 
  3,000 
  3 
  3d6 
  6,000 
  4 
  4d6 
  12,000 
  5 
  5d6 
  25,000 
  6 
  6d6 
  50,000 
  7 
  7d6 
  100,000 
  8 
  8d6 
  200,000 
  9 
  9d6 
  300,000 
  10 
  10d6 
  425,000 
  11 
  11d6 
  575,000 
  12 
  12d6 
  750,000 
  13 
  13d6 
  1,000,000 
  14 
  14d6 
  1,500,000 
  15 
  15d6 
   
  Assassins cannot rise above 15th level.  
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   239
  TABLE 352: ASSASSIN WEAPON PROFICIENCY 
  Class 
  Initial 
  Weapon 
  Proficiencies 
  New 
  proficiency 
  every… 
  Non-Proficiency Penalty 
  Assassin 
  3 
  4 levels 
  -2 
   
  Assassinate 
   
  When the assassin manages to surprise an enemy, he may opt to attempt to 
  assassinate him (or it) rather than engaging in normal melee. The base chance 
  for success is 50%. For every level the assassin is above the victim (or hit dice, 
  in the case of monsters), add 5%. For every level the assassin is below the 
  victim, subtract 5%. The chance can never exceed 100%.  
   
  Back Stab 
   
  Assassins who are able to strike against a foe from behind in melee are 
  considered to be back stabbing that opponent, as long as they have gained 
  surprise. A back stab may be done in lieu of an assassination, depending on 
  the desires of the assassin. When back stabbing, the assassin gains a +4 
  bonus on his “to hit” roll and multiplies the damage done by his weapon 
  depending on his level: 
   
  TABLE 353: ASSASSIN BACKSTAB DAMAGE MULTIPLIER 
  Assassin Level 
  Backstab Damage Multiplier 
  1-4 
  x2 
  5-8 
  x3 
  9-12 
  x4 
  13-15 
  x5 
   
  Assassins can back stab with any weapon they are otherwise able to use; club, 
  dagger, sword, etc. Note that only creatures with an identifiable “back” and 
  which don’t have 360° senses may be backstabbed. 
   
   
  Disguise 
   
  Disguise is used by the assassin to change his appearance to make it easier 
  to approach and infiltrate a target. It can be used to make the assassin appear 
  up to three inches shorter, or five inches taller, than his actual height. Gender 
  can be changed, as can weight; the disguised character can appear up to 
  25% slimmer or 50% heavier than his actual weight. Race can also be 
  changed, within reason; a human might be able to pass as an elf, but never a 
  halfling. On the other hand, a gnome could appear as a dwarf or halfling, in 
  theory. Class, as well as social class, is very easily imitated, and the disguised 
  character can appear as anything from a mage to a prince, from a merchant 
  to a beggar.  
  There is a base chance of 2% per day, however, that the disguise will be seen 
  through. This base chance is modified as follows: 
   
  TABLE 354: ASSASSIN DISGUISE MODIFIERS 
  Condition 
  Modifier 
  Posing as another race 
  +2% 
  Posing as opposite gender 
  +2% 
  Posing as another class 
  +2% 
  INT+WIS of observer is 36 
  +6% 
  INT+WIS of observer is 35 
  +5% 
  INT+WIS of observer is 34 
  +4% 
  INT+WIS of observer is 33 
  +3% 
  INT+WIS of observer is 32 
  +2% 
  INT+WIS of observer is 31 
  +1% 
  INT+WIS of observer is 19 
  -1% 
  INT+WIS of observer is 18 
  -2% 
  INT+WIS of observer is 17 
  -3% 
  INT+WIS of observer is 16 
  -4% 
  INT+WIS of observer is 15 
  -5% 
  INT+WIS of observer is 14 
  -6% 
  INT+WIS of observer is 13 
  -7% 
  INT+WIS of observer is 12 
  -8% 
   
  A check is made for each concerned party (the target himself, and any of the 
  target’s companions, guards, etc.) encountering the disguised assassin, and a 
  further check is made every 24 hours. Magic items such as a gem of seeing 
  will penetrate a disguise automatically.  
   
  Pick Pockets 
   
  Beginning at third level, assassins can pick pockets, cut purses, remove small 
  items from belt pouches, palm trinkets, pilfer small items from market stalls, etc. 
  Victims subtract 5% per experience level from the thief’s chance of success. If 
  the thief fails, he may try again, but if he fails by 21% or greater, the victim 
  will have noticed the attempt and will react accordingly.  
   
  Open Locks 
   
  By means of cleverness, nimble fingers, and training, assassins are able to pick 
  locks, open combination locks, solve complex puzzle-locks (of manual sort; this 
  does not apply to logic puzzles and the like), etc., beginning at third level. The 
  assassin may or may not require special lock-picking tools to do so; your game 
  master will make an adjudication (essentially, any lock that normally requires 
  a key will need to be picked using tools). Most locks will take 1d4 rounds to 
  pick, but the most complex may take as long as 1d10 rounds.  
   
  Find and Remove Traps 
   
  Assassins may attempt to find and remove traps beginning at third level. 
  Finding and removing traps is, as the name implies, a two-step process. First, 
  the presence of such a trap, be it a poison needle on a lock, a trip-wire strung 
  across a passageway, a pressure plate in a floor, etc., must be confirmed. This 
  is done by announcing to your game master that your character is looking for 
  traps in such-and-such a place. If your roll is successful (and the game master 
  will roll, as you should not be aware of whether your character has missed his 
  roll to detect the trap in the first place), you must then roll a second time to 
  disarm the trap: blocking the needle, jamming the pressure-plate, etc. Most 
  traps will take 1d4 rounds to detect and another 1d4 rounds to disarm, 
  although this may be as long as 1d10 rounds for very complex devices.  
   
  This ability can also be used to set traps to snare others: deadfalls, pits, snares, 
  etc. 
   
  
  Appendices - Appendix A: The Assassin 
  240 
  Move Silently 
   
  Beginning at third level, assassins are able to cross even normally-noisy 
  surfaces such as squeaky floors, gravel, etc., with barely a whisper. The 
  assassin cannot, obviously, run while moving silently, but can move at the 
  normal rate for walking down a dungeon corridor (120’ per minute for an 
  unencumbered human, adjusted as appropriate). Note that the game master 
  should roll for success in secret; the assassin will not know whether or not he 
  has succeeded.  
   
  Hide in Shadows 
   
  Beginning at third level, assassins are able to make themselves practically 
  disappear under the proper circumstances. Obviously, it is not a skill that can 
  be practiced in the middle of a courtyard in glaring sunlight, but in the twisting 
  streets of a town lit only by torchlight, or in the deep passageways of a 
  dungeon complex, the assassin is able to render himself motionless while 
  blending into the shadows. Note that a character will not know whether or not 
  he has been successful; the game master should roll secretly.  
   
  Listening at Doors 
   
  Assassins are able, through careful practice and beginning at third level, to 
  discern voices and other sounds by listening at doors, windows, and similar 
  portals. This can be useful when casing a room for a burglary, for instance. It 
  requires that the ear be pressed against the door. 
   
  Climb Walls 
   
  Beginning at third level, assassins may attempt to climb walls. In those cases 
  where some sort of toe- and finger-holds are present, assassins are able to 
  climb straight vertical walls with ease, albeit slowly. The rate at which the 
  assassin can climb depends on the surface being climbed: 
   
  TABLE 355: WALL CLIMBING MOVEMENT RATE 
  Type of Surface 
  Climbing Rate on Dry Surface 
  Smooth 
  6’/min. 
  Cracked 
  12’/min. 
  Rough 
  18’/min. 
  Projections 
  24’/min. 
   
  The chance for the assassin to fall should be checked each minute of climbing; 
  any single failure will indicate a fall to the ground.  
   
  If the surface being climbed is even slightly slippery, the movement rate is cut 
  in half, and the chance of success is cut in half as well (and impossible on a 
  smooth surface). If the surface being climbed is slippery, the movement rate is 
  only ¼ of normal, and the chance of success is only 1/10th of normal! 
   
  Most typical dungeon walls will be rough, but slightly slippery (due to nitre, 
  slime, moisture, etc.).  
   
  Read Languages 
   
  Beginning at 6th level, assassins are able to make out many written languages 
  (but note that this does not apply to hearing or speaking). This is an ability that 
  is picked up in the study of building layouts, diagrams, documents, and similar 
  items.  
   
  TABLE 356: ASSASSIN ABILITIES 
  Assassin Level 
  Pick Pockets 
  Open Locks 
  Find/ Remove 
  Traps 
  Move Silently 
  Hide in 
  Shadows 
  Listen at Doors 
  Climb Walls 
  Read 
  Languages 
  3 
  30% 
  25% 
  20% 
  15% 
  10% 
  10% 
  85% 
  - 
  4 
  35% 
  29% 
  25% 
  21% 
  15% 
  10% 
  86% 
  - 
  5 
  40% 
  33% 
  30% 
  27% 
  20% 
  15% 
  87% 
  - 
  6 
  45% 
  37% 
  35% 
  33% 
  25% 
  15% 
  88% 
  20% 
  7 
  50% 
  42% 
  40% 
  40% 
  31% 
  20% 
  90% 
  25% 
  8 
  55% 
  47% 
  45% 
  47% 
  37% 
  20% 
  92% 
  30% 
  9 
  60% 
  52% 
  50% 
  55% 
  43% 
  25% 
  94% 
  35% 
  10 
  65% 
  57% 
  55% 
  62% 
  49% 
  25% 
  96% 
  40% 
  11 
  70% 
  62% 
  60% 
  70% 
  56% 
  30% 
  98% 
  45% 
  12 
  80% 
  67% 
  65% 
  78% 
  63% 
  30% 
  99% 
  50% 
  13 
  90% 
  72% 
  70% 
  86% 
  70% 
  35% 
  99.1% 
  55% 
  14 
  100% 
  77% 
  75% 
  94% 
  77% 
  35% 
  99.2% 
  60% 
  15 
  105% 
  82% 
  80% 
  99% 
  85% 
  40% 
  99.3% 
  65% 
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
   241
  TABLE 357: ASSASSIN ABILITIES DEXTERITY ADJUSTMENTS 
  Dexterity Score 
  Pick Pockets 
  Open Locks 
  Find/ Remove 
  Traps 
  Move Silently 
  Hide in 
  Shadows 
  9 
  -15% 
  -10% 
  -10% 
  -20% 
  -10% 
  10 
  -10% 
  -5% 
  -10% 
  -15% 
  -5% 
  11 
  -5% 
  - 
  -5% 
  -10% 
  - 
  12 
  - 
  - 
  - 
  -5% 
  - 
  13 
  - 
  - 
  - 
  - 
  - 
  14 
  - 
  - 
  - 
  - 
  - 
  15 
  - 
  - 
  - 
  - 
  - 
  16 
  - 
  +5% 
  - 
  - 
  - 
  17 
  +5% 
  +10% 
  - 
  +5% 
  +5% 
  18 
  +10% 
  +15% 
  +5% 
  +10% 
  +10% 
  19 
  +15% 
  +20% 
  +10% 
  +12% 
  +12% 
  20 
  +20% 
  +25% 
  +15% 
  +15% 
  +15% 
  21 
  +25% 
  +30% 
  +20% 
  +18% 
  +18% 
  22 
  +30% 
  +35% 
  +25% 
  +20% 
  +20% 
  23 
  +35% 
  +40% 
  +30% 
  +23% 
  +23% 
  24 
  +40% 
  +45% 
  +35% 
  +25% 
  +25% 
  25 
  +45% 
  +50% 
  +40% 
  +30% 
  +30% 
   
  Note that dexterity bonuses do not apply to thief abilities if any sort of armor other than leather (or none) is worn.  
   
  TABLE 358: ASSASSIN ABILITIES RACIAL ADJUSTMENTS 
  Race 
  Pick Pockets 
  Open Locks 
  Find/ Remove 
  Traps 
  Move Silently 
  Hide in 
  Shadows 
  Listen at Doors 
  Climb 
  Walls 
  Read 
  Languages 
  Dwarf 
  - 
  +10% 
  +15% 
  - 
   
  - 
  -10% 
  -5% 
  Elf 
  +5% 
  -5% 
  - 
  +5% 
  +10% 
  +5% 
  - 
  - 
  Gnome 
  - 
  +5% 
  +10% 
  +5% 
  +5% 
  +10% 
  -15% 
  - 
  Half-elf 
  +10% 
  - 
  - 
  - 
  +5% 
  - 
  - 
  - 
  Halfling 
  +5% 
  +5% 
  +5% 
  +10% 
  +15% 
  +5% 
  -15% 
  -5% 
  Half-orc 
  -5% 
  +5% 
  +5% 
  - 
  - 
  +5% 
  +5% 
  -10% 
   
  TABLE 359: ASSASSIN ABILITIES ARMOR ADJUSTMENTS 
  Armor Worn 
  Pick Pockets 
  Open Locks 
  Find/ Remove 
  Traps 
  Move Silently 
  Hide in 
  Shadows 
  Listen at Doors 
  Climb Walls 
  None 
  +5% 
  - 
  - 
  +10% 
  +5% 
  - 
  +10% 
  Leather cuirass, 
  scale, or 
  lamellar 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Elven mail 
  -20% 
  -5% 
  -5% 
  -10% 
  -10% 
  -5% 
  -20% 
  Brigandine, 
  furs, or 
  gambeson 
  -30% 
  -10% 
  -10% 
  -20% 
  -20% 
  -10% 
  -30% 
  Ring armor 
  -40% 
  -15% 
  -15% 
  -40% 
  -30% 
  -20% 
  -40% 
  Steel scale or 
  lamellar  
  -50% 
  -20% 
  -20% 
  -60% 
  -50% 
  -30% 
  -90% 
  Mail 
  -40% 
  -15% 
  -15% 
  -40% 
  -30% 
  -20% 
  -40% 
  Plated mail 
  -50% 
  -20% 
  -20% 
  -60% 
  -50% 
  -30% 
  -90% 
  Plate armor 
  -75% 
  -40% 
  -40% 
  -80% 
  -75% 
  -50% 
  -99% 
  Jousting plate 
  -100% 
  -80% 
  -80% 
  -100% 
  -110% 
  -70% 
  -99.9% 
   
  Note: Normally, assassins are not allowed to wear most types of heavier 
  armor. However, they are included in the above table to account for multi-
  classed characters who are entitled to wear such armor and who might want 
  to employ their assassin abilities. They may not carry shields while using these 
  abilities. 
   
  Poison 
   
  At 9th level the assassin may take the poison secondary skill with no additional 
  x.p. cost (see p. 72). He will still need to find a mentor and pay the requisite 
  training costs. If he already has a skill level in poison, he will gain an 
  additional one at no extra x.p. cost.  
   
  Limits on Hirelings 
   
  Assassins are by nature loners; they are limited in the type of hirelings and 
  henchmen they may have in their employ, as noted below. Only neutral or evil 
  NPCs will knowingly or willingly enter the employ of an assassin.  
   
   
  At 4th level, assassins may have other assassins as hirelings 
   
  At 8th level, assassins may have thieves (and acrobats) as hirelings 
   
  At 12th level, assassins may have any class of character as 
  hirelings 
   
  Only assassins of 14th or 15th level may have henchmen 
   
  
  Appendices - Appendix A: The Assassin 
  242 
  Hierarchy 
   
  There is only one assassin of 14th level in any given territory, who is the 
  Guildmaster of the assassins within that territory (the exact boundaries of such 
  territories will be set by the game master). Once an assassin gains enough 
  experience points to reach 14th level, he must seek out the Guildmaster and 
  destroy him in order to rise to 14th level himself. There are no rules for such a 
  contest, and the prospect of being a constant target for such ambitious 
  assassins is one of the occupational hazards of high level.  
   
  The Guildmaster will have 7d4 assassins in his guild, and they will be loyal to 
  him and protect his person and his interests. The race and level of each should 
  be determined using the tables below:  
   
  TABLE 360: ASSASSIN RACE 
  Die Roll (d%) 
  Race 
  01-05 
  Dwarf 
  06-10 
  Elf 
  11-14 
  Gnome 
  15 
  Gnome (multi-class) 
  16-25 
  Half-elf 
  26-45 
  Half-orc 
  46-50 
  Half-orc (multi-class) 
  51-00 
  Human 
   
  If a gnome or half-orc multi-class character is indicated, roll on the table below 
  to determine what sort of multi-classed character it is. 
   
  TABLE 361: MULTI-CLASSED ASSASSINS 
  Die Roll (d6) 
  Gnome 
  Half-orc 
  1-3 
  Illusionist/assassin 
  Fighter/assassin 
  4-6 
  Fighter/assassin 
  Cleric/assassin 
   
  TABLE 362: ASSASSIN LEVEL 
  Die Roll (d%) 
  Level 
  01-15 
  1 
  16-30 
  2 
  31-45 
  3 
  46-65 
  4 
  66-75 
  5 
  76-85 
  6 
  86-95 
  7 
  96-00 
  8 
   
  If a level is indicated for a non-human assassin that exceeds the racial 
  maximum, that assassin will be of the maximum level for his race.  
   
  If and when the previous Guildmaster is slain, 75% of his guild members will 
  desert, but 25% will remain to serve the new Guildmaster. Roll for each to see 
  which remain. Newcomers will always be 1st level.  
   
  There is only one assassin of 15th level in the world, who is called the 
  Grandfather (or Grandmother) of Assassins. Once a character gains enough 
  experience points to reach 15th level, he must seek out the Grandfather (which 
  will be an epic quest in and of itself) and then destroy him. At that point, the 
  one who slew the previous Grandfather of Assassins becomes the new 
  Grandfather.  
   
  The Grandfather will always have 28 loyal followers, with the following 
  breakdown. 
   
   
  1 assassin of 8th level 
   
  2 assassins of 7th level 
   
  3 assassins of 6th level 
   
  4 assassins of 5th level 
   
  5 assassins of 4th level 
   
  6 assassins of 3rd level 
   
  7 assassins of 2nd level 
   
  As with a Guildmaster, when the Grandfather of Assassins is slain, there is a 
  75% chance that any given one of his followers will desert, with the ones who 
  don’t staying on to serve the new Grandfather. Over time, new assassins will 
  come to serve the new Grandfather, and these will all be 1st level, who will 
  then need to rise in level through the normal process for followers (i.e., sending 
  them on missions to gain x.p. on their own). The first newcomer will arrive 
  1d30 days after the death of the previous Grandfather, with new acolytes 
  arriving every 1d10 days until a total of 4d4+14 have arrived.  
   
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
    
   
   243
  Appendix B: Weapon Adjustments vs. Armor 
  Type 
   
  As an optional rule, the game master may wish to include weapon adjustments 
  vs. specific types of armor. Certain weapons are simply more effective against 
  certain types of armor (or lack thereof), and naturally some weapons are 
  likewise not as effective. In many cases, weapons (particularly pole arms) were 
  specifically designed to be “can openers”, and will be more effective against 
  heavily-armored opponents. Thus, including such adjustments adds a certain 
  level of historical accuracy, and provides justification for choosing certain 
  otherwise obscure weapons. However, if these adjustments are used when 
  player characters are attacking, they must also be used when player characters 
  are the ones being attacked, in the interests of both fairness and game 
  balance. 
   
  Note that these adjustments have no impact on creatures that do not normally 
  wear armor; they only affect the “to hit” rolls of specific weapons against 
  targets wearing the armor indicated. 
   
  TABLE 363: WEAPON ADJUSTMENTS VS. ARMOR TYPE 
   
  Armor Type of Defender 
  Attacker’s Weapon 
  Jousting 
  Plate 
  Plate 
  Armor 
  Plated 
  Mail 
  Mail 
  Scale Armor/ 
  Cuirass (steel) 
  Ring Armor, 
  Brigandine, 
  Lamellar (steel) 
  Furs, Gambeson, 
  Cuirass/Lamellar/ 
  Scale Armor (leather) 
  Shield 
  Only 
  None, 
  Helmet 
  Only 
  Aklys (hurled) 
  -7 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  Aklys (melee) 
  -6 
  -4 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  Axe, battle 
  -4 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  Axe, hand 
  -4 
  -2 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +1 
  Axe, throwing 
  -5 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  Bardiche 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  +2 
  +3 
  Bec de corbin 
  +2 
  +2 
  +2 
  0 
  0 
  0 
  0 
  0 
  -1 
  Bill-guisarme 
  0 
  0 
  0 
  0 
  0 
  0 
  +1 
  0 
  0 
  Blowgun 
  -12 
  -8 
  -6 
  -4 
  -2 
  -1 
  -1 
  +1 
  +2 
  Bow, composite, long 
  -3 
  -1 
  0 
  0 
  +1 
  +2 
  +2 
  +3 
  +3 
  Bow, composite, short 
  -4 
  -3 
  -1 
  0 
  +1 
  +2 
  +2 
  +2 
  +3 
  Bow, long 
  -1 
  0 
  0 
  +1 
  +2 
  +3 
  +3 
  +3 
  +3 
  Bow, short 
  -6 
  -4 
  -1 
  0 
  0 
  +1 
  +2 
  +2 
  +2 
  Buckler, spiked 
  -7 
  -6 
  -4 
  -3 
  -2 
  -1 
  0 
  0 
  +2 
  Caltrop 
  -7 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  +1 
  +2 
  Club (hurled) 
  -8 
  -5 
  -3 
  -2 
  -1 
  -1 
  -1 
  0 
  0 
  Club (melee) 
  -6 
  -4 
  -3 
  -2 
  --1 
  -1 
  0 
  0 
  +1 
  Crossbow, hand 
  -4 
  -1 
  0 
  0 
  0 
  +1 
  +2 
  +2 
  +3 
  Crossbow, light 
  -2 
  -1 
  0 
  0 
  +1 
  +2 
  +3 
  +3 
  +3 
  Crossbow, heavy 
  -1 
  0 
  +1 
  +2 
  +3 
  +3 
  +4 
  +4 
  +4 
  Crossbow, repeating 
  -2 
  -1 
  0 
  0 
  +1 
  +2 
  +3 
  +3 
  +3 
  Crossbow, underwater 
  -2 
  -1 
  0 
  +1 
  +2 
  +2 
  +3 
  +3 
  +3 
  Dagger (hurled) 
  -6 
  -4 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  Dagger (melee) 
  -4 
  -3 
  -2 
  -2 
  0 
  0 
  +1 
  +1 
  +3 
  Dart 
  -6 
  -4 
  -3 
  -2 
  -1 
  0 
  +1 
  0 
  +1 
  Falchion 
  -2 
  -1 
  0 
  +1 
  +1 
  +1 
  +1 
  0 
  0 
  Fauchard 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  +1 
  Fauchard-fork 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  0 
  +1 
  Flail, footman’s 
  +3 
  +2 
  +1 
  +2 
  +1 
  +1 
  +1 
  +1 
  -1 
  Flail, horseman’s 
  0 
  0 
  0 
  0 
  0 
  +1 
  +1 
  +1 
  0 
  Garrote 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Glaive 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Glaive-guisarme 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Guisarme 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  -1 
  -1 
  Guisarme-voulge 
  -2 
  -1 
  0 
  +1 
  +1 
  +1 
  0 
  0 
  0 
  Halberd 
  +1 
  +1 
  +1 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  Hammer (hurled) 
  -3 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  +1 
  Hammer (melee) 
  0 
  +1 
  0 
  +1 
  0 
  0 
  0 
  0 
  0 
  Harpoon 
  -5 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  0 
  +1 
  Hook fauchard 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  0 
  -1 
  Improvised weapon 
  (hurled) 
  -8 
  -5 
  -3 
  -2 
  -1 
  -1 
  -1 
  0 
  0 
  Improvised weapon 
  (melee) 
  -6 
  -4 
  -3 
  -2 
  --1 
  -1 
  0 
  0 
  +1 
  Javelin 
  -6 
  -4 
  -3 
  -2 
  -1 
  0 
  +1 
  0 
  +1 
  Javelin-thrower 
  -5 
  -3 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  Khopesh 
  -6 
  -4 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  Knife (hurled) 
  -7 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  0 
  +1 
  Knife (melee) 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  +1 
  +1 
  +3 
  
  Appendices - Appendix B: Weapon Adjustments vs. Armor Type 
  244 
   
  Armor Type of Defender 
  Attacker’s Weapon 
  Jousting 
  Plate 
  Plate 
  Armor 
  Plated 
  Mail 
  Mail 
  Scale Armor/ 
  Cuirass (steel) 
  Ring Armor, 
  Brigandine, 
  Lamellar (steel) 
  Furs, Gambeson, 
  Cuirass/Lamellar/ 
  Scale Armor (leather) 
  Shield 
  Only 
  None, 
  Helmet 
  Only 
  Lance, light 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  Lance, medium 
  0 
  +1 
  +1 
  +1 
  +1 
  0 
  0 
  0 
  0 
  Lance, heavy 
  +4 
  +3 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  0 
  Lasso 
  +8 
  +6 
  +5 
  +4 
  +3 
  +2 
  +1 
  0 
  -1 
  Lucern Hammer 
  +1 
  +1 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  0 
  Mace, footman’s 
  +2 
  +1 
  0 
  0 
  0 
  0 
  0 
  +1 
  -1 
  Mace, horseman’s 
  +2 
  +1 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Mace, two-handed 
  +2 
  +2 
  +1 
  0 
  0 
  0 
  0 
  +2 
  -1 
  Man catcher 
  0 
  0 
  0 
  0 
  0 
  0 
  -1 
  -2 
  -3 
  Military fork 
  -3 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  0 
  +1 
  Military pick 
  +3 
  +2 
  +1 
  +1 
  0 
  -1 
  -1 
  -1 
  -2 
  Morning star 
  0 
  +1 
  +1 
  +1 
  +1 
  +1 
  +1 
  +2 
  +2 
  Partisan 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Pike 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  -1 
  -2 
  Pole axe 
  +1 
  +1 
  +1 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  Quarterstaff 
  -8 
  -5 
  -3 
  -1 
  0 
  0 
  +1 
  +1 
  +1 
  Ranseur 
  -3 
  -1 
  -1 
  0 
  0 
  0 
  0 
  0 
  +1 
  Sap 
  -13 
  -10 
  -8 
  -6 
  -5 
  -4 
  -3 
  -2 
  0 
  Scimitar 
  -3 
  -2 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +3 
  Scythe 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +2 
  +2 
  +3 
  Sickle 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  +1 
  Sling bullet 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  +2 
  +1 
  +3 
  Sling stone 
  -6 
  -4 
  -2 
  -1 
  0 
  0 
  +2 
  +1 
  +3 
  Spear (hurled) 
  -4 
  -3 
  -2 
  -2 
  -1 
  0 
  0 
  0 
  0 
  Spear (melee) 
  -2 
  -1 
  -1 
  -1 
  0 
  0 
  0 
  0 
  0 
  Spetum 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  +1 
  +2 
  Spiked buckler 
  -6 
  -4 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  +2 
  Staff sling bullet 
  -4 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  Staff sling stone 
  -5 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  0 
  0 
  Sword, bastard 
  0 
  0 
  +1 
  +1 
  +1 
  +1 
  +1 
  +1 
  0 
  Sword, broad 
  -4 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  +1 
  +2 
  Sword, long 
  -3 
  -1 
  0 
  0 
  0 
  0 
  0 
  +1 
  +2 
  Sword, short 
  -4 
  -2 
  -1 
  0 
  0 
  0 
  +1 
  0 
  +2 
  Sword, two-handed 
  +2 
  +2 
  +2 
  +2 
  +3 
  +3 
  +3 
  +1 
  0 
  Trident 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +1 
  0 
  +1 
  Voulge 
  -2 
  -1 
  0 
  +1 
  +1 
  +1 
  0 
  0 
  0 
  Whip 
  -12 
  -8 
  -6 
  -4 
  -2 
  -1 
  +1 
  0 
  +3 
   
   
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
    
   
   245
  Appendix C: Combat Tables 
   
  TABLE 215: MELEE WEAPONS 
   
   
   
   
   
   
  Damage Against 
  Weapon 
  Cost 
  Weight (lbs.) 
  Length 
  Space (feet) 
  Speed 
  S/M 
  L 
  Axe, battle 
  5 g.p. 
  7 
  4’ 
  4 
  7 
  1d8 
  1d8 
  Axe, hand 
  1 g.p. 
  5 
  18” 
  1 
  4 
  1d6 
  1d4 
  Bardiche* 
  7 g.p. 
  12 
  5’ 
  5 
  9 
  2d4 
  3d4 
  Bec de corbin* 
  6 g.p. 
  10 
  6’ 
  6 
  9 
  1d8 
  1d6 
  Bill-guisarme* 
  6 g.p. 
  15 
  8’ 
  2 
  10 
  2d4 
  1d10 
  Caltrop 
  2 s.p. 
  3 
  n/a 
  n/a 
  n/a 
  1 
  1d2 
  Club 
  n/a 
  3 
  3’ 
  3 
  4 
  1d6 
  1d3 
  Dagger 
  2 g.p. 
  1 
  15” 
  1 
  2 
  1d4 
  1d3 
  Falchion 
  10 g.p. 
  7 
  3 ½’ 
  3 
  5 
  1d6+1 
  2d4 
  Fauchard* 
  3 g.p. 
  6 
  8’ 
  2 
  8 
  1d6 
  1d8 
  Fauchard-fork* 
  8 g.p. 
  8 
  8’ 
  2 
  8 
  1d8 
  1d10 
  Flail, footman’s* 
  3 g.p. 
  15 
  4’ 
  6 
  7 
  1d6+1 
  2d4 
  Flail, horseman’s 
  8 g.p. 
  4 
  2’ 
  4 
  6 
  1d4+1 
  1d4+1 
  Garrote* 
  1 e.p. 
  0.1 
  3’ 
  1 
  2 
  1d4 
  1d6 
  Glaive* 
  6 g.p. 
  7 
  8’ 
  1 
  8 
  1d6 
  1d10 
  Glaive-guisarme* 
  10 g.p. 
  10 
  8’ 
  1 
  9 
  2d4 
  2d6 
  Guisarme* 
  5 g.p. 
  8 
  6’ 
  2 
  8 
  2d4 
  1d8 
  Guisarme-voulge* 
  7 g.p. 
  15 
  7’ 
  2 
  10 
  2d4 
  2d4 
  Halberd* 
  9 g.p. 
  17 
  5’ 
  5 
  9 
  1d10 
  2d6 
  Hammer, war 
  1 g.p. 
  5 
  18” 
  2 
  4 
  1d4+1 
  1d4 
  Hook fauchard* 
  6 g.p. 
  8 
  8’ 
  2 
  9 
  1d4 
  1d4 
  Improvised weapon* 
  n/a 
  1-5 
  6” - 5’ 
  1-5 
  5 
  1d6 
  1d3 
  Khopesh 
  10 g.p. 
  7 
  3 ½’ 
  4 
  9 
  2d4 
  1d6 
  Knife 
  1 g.p. 
  0.5 
  1’ 
  1 
  2 
  1d3 
  1d2 
  Lance, light 
  6 g.p. 
  5 
  10’ 
  1 
  8 
  1d6 
  1d8 
  Lance, medium 
  6 g.p. 
  10 
  12’ 
  1 
  7 
  1d6+1 
  2d6 
  Lance, heavy 
  6 g.p. 
  15 
  14’ 
  1 
  6 
  1d8+2 
  3d6 
  Lucern hammer* 
  7 g.p. 
  15 
  7’ 
  5 
  9 
  2d4 
  1d6 
  Mace, footman’s 
  8 g.p. 
  6 
  2 ½’ 
  4 
  7 
  1d6+1 
  1d6 
  Mace, horseman’s 
  4 g.p. 
  4 
  18” 
  2 
  6 
  1d6 
  1d4 
  Mace, two-handed* 
  13 g.p. 
  15 
  5’ 
  6 
  10 
  2d6 
  1d8 
  Man catcher* 
  25 g.p. 
  8 
  8’ 
  2 
  7 
  1d2 
  1d2 
  Military fork* 
  4 g.p. 
  7 
  7’ 
  1 
  7 
  1d8 
  2d4 
  Military pick 
  8 g.p. 
  6 
  4’ 
  4 
  7 
  1d6+1 
  2d4 
  Morning star 
  5 g.p. 
  12 
  4’ 
  5 
  7 
  2d4 
  1d6+1 
  Partisan* 
  10 g.p. 
  8 
  7’ 
  3 
  9 
  1d6 
  1d6+1 
  Pike* 
  3 g.p. 
  8 
  18’ 
  1 
  13 
  1d6 
  1d12 
  Pole axe* 
  8 g.p. 
  15 
  7’ 
  5 
  8 
  1d8+1 
  2d6 
  Quarterstaff* 
  3 g.p. 
  6 
  7’ 
  3 
  4 
  1d6 
  1d6 
  Ranseur* 
  4 g.p. 
  5 
  8’ 
  1 
  8 
  2d4 
  2d4 
  Sap 
  1 g.p. 
  1 
  6” 
  1 
  2 
  1d2 
  1d2 
  Scimitar 
  15 g.p. 
  4 
  3’ 
  2 
  4 
  1d8 
  1d8 
  Scythe 
  18 g.p. 
  10 
  7’ 
  6 
  9 
  1d6 
  2d4 
  Sickle 
  6 g.p. 
  2 
  1’ 
  3 
  3 
  1d4 
  1d6 
  Spear 
  1 g.p. 
  5 
  5’ - 12’ 
  1 
  7 
  1d6 
  1d8 
  Spetum* 
  3 g.p. 
  5 
  8’ 
  1 
  8 
  1d6+1 
  2d6 
  Spiked buckler 
  10 g.p. 
  3 
  1’ (spike) 
  2 
  4 
  1d4 
  1d3 
  Sword, bastard* 
  25 g.p. 
  10 
  4 ½’ 
  4 
  6 
  2d4 
  2d8 
  Sword, broad 
  10 g.p. 
  7 
  3 ½’ 
  4 
  5 
  2d4 
  1d6+1 
  Sword, long 
  15 g.p. 
  6 
  3 ½’ 
  3 
  5 
  1d8 
  1d12 
  Sword, short 
  8 g.p. 
  4 
  2’ 
  1 
  3 
  1d6 
  1d8 
  Sword, two-handed* 
  30 g.p. 
  25 
  6’ 
  6 
  10 
  1d10 
  3d6 
  Trident* 
  4 g.p. 
  5 
  6’ 
  1 
  7 
  1d6+1 
  3d4 
  Voulge* 
  2 g.p. 
  12 
  8’ 
  2 
  10 
  2d4 
  2d4 
  Whip 
  3 g.p. 
  3 
  8’ - 20’ 
  14 
  8 
  1d2 
  1 
   
  (Copyright © 2013 BRW Games, LLC. Permission granted to reproduce this page for personal use only) 
   
  
  Appendices - Appendix C: Combat Tables 
  246 
  TABLE 216: RANGED WEAPONS 
   
   
   
  Range (yards)** 
   
  Damage Against 
  Weapon 
  Cost 
  Weight (lbs.) 
  Short 
  Med 
  Long 
  Rate of Fire 
  S/M 
  L 
  Acid 
  10 g.p. 
  3 
  10 
  20 
  30 
  1 / round 
  special-see below 
  Aklys 
  2 g.p. 
  3 
  3 
  - 
  - 
  1 / round 
  1d6 
  1d3 
  Arrow, normal 
  1 g.p./doz. 
  0.1 
  - 
  - 
  - 
  - 
  1d6 
  1d6 
  Atlatl 
  1 g.p. 
  3 
  30 
  60 
  90 
  1 / round 
  - 
  - 
  Axe, throwing 
  1 g.p. 
  5 
  10 
  20 
  30 
  1 / round 
  1d6 
  1d4 
  Blowgun 
  20 g.p. 
  1 
  10 
  20 
  30 
  2 / round 
  - 
  - 
  Blowgun needle 
  1 s.p. 
  0 
  - 
  - 
  - 
  - 
  1 
  1 
  Bow, composite, long* 
  100 g.p. 
  8 
  60 
  120 
  210 
  2 / round 
  - 
  - 
  Bow, composite, short* 
  75 g.p. 
  5 
  50 
  100 
  180 
  2 / round 
  - 
  - 
  Bow, long* 
  60 g.p. 
  10 
  70 
  140 
  210 
  2 / round 
  - 
  - 
  Bow, short* 
  15 g.p. 
  5 
  50 
  100 
  150 
  2 / round 
  - 
  - 
  Crossbow bolt, hand 
  10 g.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d3 
  1d2 
  Crossbow bolt, heavy 
  2 s.p. 
  0.2 
  - 
  - 
  - 
  - 
  1d4+1 
  1d6+1 
  Crossbow bolt, light 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Crossbow bolt, repeating 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d3 
  1d3 
  Crossbow bolt, underwater 
  10 s.p. 
  0.2 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Crossbow, hand 
  300 g.p. 
  2 
  20 
  40 
  60 
  1 / round 
  - 
  - 
  Crossbow, heavy* 
  20 g.p. 
  8 
  80 
  160 
  240 
  1 / 2 rounds 
  - 
  - 
  Crossbow, light* 
  12 g.p. 
  5 
  60 
  120 
  180 
  1 / round 
  - 
  - 
  Crossbow, repeating* 
  50 g.p. 
  6 
  40 
  80 
  120 
  2 / round 
  - 
  - 
  Crossbow, underwater* 
  120 g.p. 
  5 
  30 
  60 
  90 
  1 / round 
  - 
  - 
  Dagger, thrown 
  2 g.p. 
  1 
  10 
  20 
  30 
  2 / round 
  1d4 
  1d3 
  Dart 
  5 s.p. 
  0.5 
  15 
  30 
  45 
  3 / round 
  1d3 
  1d2 
  Hammer 
  1 g.p. 
  5 
  10 
  20 
  30 
  1 / round 
  1d4+1 
  1d4 
  Harpoon 
  5 g.p. 
  6 
  10 
  20 
  30 
  1 / round 
  2d4 
  2d6 
  Holy water 
  25 g.p. 
  3 
  10 
  20 
  30 
  1 / round 
  special-see below 
  Improvised weapon* 
  n/a 
  1-5 
  5 
  10 
  15 
  1 / round 
  1d6 
  1d3 
  Javelin 
  10 s.p. 
  2 
  20 
  40 
  60 
  1 / round 
  1d6 
  1d6 
  Javelin-thrower 
  1 g.p. 
  1 
  30 
  60 
  90 
  1 / round 
  - 
  - 
  Knife, thrown 
  1 g.p. 
  0.5 
  10 
  20 
  30 
  2 / round 
  1d3 
  1d2 
  Lasso* 
  5 s.p. 
  2 
  10 
  20 
  30 
  1 / 2 rounds 
  - 
  - 
  Oil 
  1 g.p. 
  3 
  10 
  20 
  30 
  1 / round 
  special-see below 
  Sling 
  10 s.p. 
  0.1 
  40 
  80 
  160 
  1 / round 
  - 
  - 
  Sling bullet 
  10 s.p./doz. 
  0.2 
  +10 
  +20 
  +40 
  - 
  1d4+1 
  1d6+1 
  Sling stone 
  n/a 
  0.1 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Spear, thrown 
  1 g.p. 
  5 
  10 
  20 
  30 
  1 / round 
  1d6 
  1d8 
  Staff sling* 
  2 g.p. 
  5 
  - 
  45 
  90 
  1 / 2 rounds 
  - 
  - 
  Staff sling bullet 
  10 s.p./doz. 
  0.2 
  - 
  - 
  - 
  - 
  2d4 
  1d8+2 
  Staff sling stone 
  n/a 
  0.1 
  - 
  - 
  - 
  - 
  1d8 
  2d4 
   
  TABLE 217: SURPRISE 
   
  Foes (Monsters, NPCs, etc.) Roll 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11+ 
  Player Characters Roll 
  1 
  N/A 
  PCs +1 
  PCs +2 
  PCs +3 
  PCs +4 
  PCs +5 
  PCs +6 
  PCs +7 
  PCs +8 
  PCs +9 
  PCs +9 
  2 
  Foes +1 
  N/A 
  PCs +1 
  PCs +2 
  PCs +3 
  PCs +4 
  PCs +5 
  PCs +6 
  PCs +7 
  PCs +8 
  PCs +9 
  3 
  Foes +2 
  Foes +1 
  No effect 
  4 
  Foes +3 
  Foes +2 
  5 
  Foes +4 
  Foes +3 
  6 
  Foes +5 
  Foes +4 
  7 
  Foes +6 
  Foes +5 
  8 
  Foes +7 
  Foes +6 
  9 
  Foes +8 
  Foes +7 
  10 
  Foes +9 
  Foes +8 
  11+ 
  Foes +9 
  Foes +9 
   
  (Copyright © 2013 BRW Games, LLC. Permission granted to reproduce this page for personal use only) 
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
    
   
   247
  TABLE 222: ATTACK COLUMN DETERMINATION TABLE 
   
  Level / Hit Dice 
  Type 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  D4 monster 
  A 
  D 
  D 
  E 
  E 
  F 
  F 
  H 
  H 
  J 
  J 
  K 
  K 
  L 
  L 
  M 
  M 
  M 
  M 
  M 
  M 
  D6 monster 
  B 
  E 
  E 
  F 
  F 
  G 
  G 
  I 
  I 
  K 
  K 
  L 
  L 
  M 
  M 
  N 
  N 
  N 
  N 
  N 
  N 
  D8 monster 
  C 
  F 
  F 
  G 
  G 
  H 
  H 
  J 
  J 
  L 
  L 
  M 
  M 
  N 
  N 
  O 
  O 
  O 
  O 
  O 
  O 
  D10 monster 
  D 
  G 
  G 
  H 
  H 
  I 
  I 
  K 
  K 
  M 
  M 
  N 
  N 
  O 
  O 
  P 
  P 
  P 
  P 
  P 
  P 
  D12 monster 
  E 
  H 
  H 
  I 
  I 
  J 
  J 
  L 
  L 
  N 
  N 
  O 
  O 
  P 
  P 
  Q 
  Q 
  Q 
  Q 
  Q 
  Q 
  Bard 
  A 
  A 
  A 
  C 
  C 
  C 
  E 
  E 
  E 
  G 
  G 
  G 
  I 
  I 
  I 
  K 
  K 
  K 
  M 
  M 
  M 
  Cavalier 
  B 
  B 
  D 
  D 
  F 
  F 
  H 
  H 
  J 
  J 
  L 
  L 
  N 
  N 
  P 
  P 
  R 
  R 
  R 
  R 
  R 
  Cleric 
  A 
  A 
  A 
  D 
  D 
  D 
  F 
  F 
  F 
  H 
  H 
  H 
  J 
  J 
  J 
  L 
  L 
  L 
  M 
  M 
  M 
  Fighter 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
  I 
  J 
  K 
  L 
  M 
  N 
  O 
  P 
  Q 
  R 
  R 
  R 
  R 
  R 
  Mage 
  A 
  A 
  A 
  A 
  A 
  C 
  C 
  C 
  C 
  C 
  F 
  F 
  F 
  F 
  F 
  I 
  I 
  I 
  I 
  I 
  J 
  Thief 
  A 
  A 
  A 
  A 
  C 
  C 
  C 
  C 
  F 
  F 
  F 
  F 
  H 
  H 
  H 
  H 
  J 
  J 
  J 
  J 
  L 
  Commoner 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
   
  TABLE 223: "TO HIT" DETERMINATION TABLE 
   
   
  Attack Column 
   
   
  A 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
  I 
  J 
  K 
  L 
  M 
  N 
  O 
  P 
  Q 
  R 
  Target Armor Class 
  -10 
  26 
  25 
  24 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  -9 
  25 
  24 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  -8 
  24 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  -7 
  23 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  -6 
  22 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  -5 
  21 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  -4 
  20 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  -3 
  20 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  -2 
  20 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  -1 
  20 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  0 
  20 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  1 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  3 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  4 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  5 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  6 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  7 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  8 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  9 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  10 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
   
  TABLE 230: SAVING THROWS FOR OBJECTS 
  Item Type 
  Acid 
  Crushing Blow 
  Normal  
  Blow 
  Disintegrate 
  Fall 
  Fireball 
  Magical 
  Fire 
  Normal 
  Fire 
  Cold 
  Lightning 
  Electricity 
  Bone, ivory 
  11 
  16 
  10 
  20 
  6 
  17 
  9 
  3 
  2 
  8 
  1 
  Ceramic 
  4 
  18 
  12 
  19 
  11 
  5 
  3 
  2 
  4 
  2 
  1 
  Cloth 
  12 
  6 
  3 
  20 
  2 
  20 
  16 
  13 
  1 
  18 
  1 
  Crystal, potion or oil flask 
  6 
  19 
  14 
  20 
  13 
  10 
  6 
  3 
  7 
  15 
  5 
  Glass 
  5 
  20 
  15 
  20 
  14 
  11 
  7 
  4 
  6 
  17 
  1 
  Leather, book 
  10 
  4 
  2 
  20 
  1 
  13 
  6 
  4 
  3 
  13 
  1 
  Liquid 
  15 
  0 
  0 
  20 
  0 
  15 
  14 
  13 
  12 
  18 
  15 
  Metal (hard) 
  7 
  6 
  2 
  17 
  2 
  6 
  2 
  1 
  1 
  11 
  1 
  Metal (soft), jewelry 
  13 
  14 
  9 
  19 
  4 
  18 
  13 
  5 
  1 
  16 
  1 
  Mirror (glass) 
  12 
  20 
  15 
  20 
  13 
  14 
  9 
  5 
  6 
  18 
  1 
  Parchment, paper, papyrus 
  16 
  11 
  6 
  20 
  0 
  25 
  21 
  18 
  2 
  20 
  1 
  Stone, gem 
  3 
  17 
  7 
  18 
  4 
  7 
  3 
  2 
  1 
  14 
  2 
  Wood, rope (thin) 
  9 
  13 
  6 
  20 
  2 
  15 
  11 
  9 
  1 
  10 
  1 
  Wood, rope (thick) 
  8 
  10 
  3 
  19 
  1 
  11 
  7 
  5 
  1 
  12 
  1 
   
  (Copyright © 2013 BRW Games, LLC. Permission granted to reproduce this page for personal use only)
  
  Appendices - Appendix C: Combat Tables 
  248 
  TABLE 231: SAVING THROWS FOR CHARACTERS  
  Class 
  Level / Hit Dice 
  Paralyzation, 
  Poison, Death 
  Petrification, 
  Polymorph 
  Rod, Staff, Wand 
  Breath Weapon 
  Spell 
  Bard, jester 
  1-4 
  14 
  12 
  13 
  16 
  13 
   
  5-8 
  13 
  11 
  11 
  15 
  11 
   
  9-12 
  12 
  10 
  9 
  14 
  9 
   
  13-16 
  11 
  9 
  7 
  13 
  7 
   
  17-20 
  10 
  8 
  5 
  12 
  5 
   
  21+ 
  9 
  7 
  3 
  11 
  3 
  Cavalier, fighter, 
  ranger, barbarian, 
  monster 
  1-2 
  14 
  15 
  16 
  17 
  17 
  3-4 
  13 
  14 
  15 
  16 
  16 
  5-6 
  11 
  12 
  13 
  13 
  14 
   
  7-8 
  10 
  11 
  12 
  12 
  13 
   
  9-10 
  8 
  9 
  10 
  9 
  11 
   
  11-12 
  7 
  8 
  9 
  8 
  10 
   
  13-14 
  6 
  6 
  7 
  5 
  8 
   
  15-16 
  4 
  5 
  6 
  4 
  7 
   
  17+ 
  3 
  4 
  5 
  4 
  6 
  Cleric, druid, mystic 
  1-3 
  10 
  13 
  14 
  16 
  15 
   
  4-6 
  9 
  12 
  13 
  15 
  14 
   
  7-9 
  7 
  10 
  11 
  13 
  12 
   
  10-12 
  6 
  9 
  10 
  12 
  11 
   
  13-15 
  5 
  8 
  9 
  11 
  10 
   
  16-18 
  4 
  7 
  8 
  10 
  9 
   
  19+ 
  2 
  5 
  6 
  8 
  7 
  Commoner 
  n/a 
  16 
  17 
  18 
  20 
  19 
  Paladin 
  1-2 
  12 
  13 
  14 
  15 
  15 
   
  3-4 
  11 
  12 
  13 
  14 
  14 
   
  5-6 
  9 
  10 
  11 
  11 
  12 
   
  7-8 
  8 
  9 
  10 
  10 
  11 
   
  9-10 
  6 
  7 
  8 
  7 
  9 
   
  11-12 
  5 
  6 
  7 
  6 
  8 
   
  13-14 
  3 
  4 
  5 
  3 
  6 
   
  15-16 
  2 
  3 
  4 
  2 
  5 
   
  17+ 
  1 
  2 
  3 
  2 
  4 
  Mage, illusionist,  
  1-5 
  14 
  13 
  11 
  15 
  12 
  Savant 
  6-10 
  13 
  11 
  9 
  13 
  10 
   
  11-15 
  11 
  9 
  7 
  11 
  8 
   
  16-20 
  10 
  7 
  5 
  9 
  6 
   
  21+ 
  8 
  5 
  3 
  7 
  4 
  Thief, acrobat, 
  mountebank 
  1-4 
  13 
  12 
  14 
  16 
  15 
  5-8 
  12 
  11 
  12 
  15 
  13 
   
  9-12 
  11 
  10 
  10 
  14 
  11 
   
  13-16 
  10 
  9 
  8 
  13 
  9 
   
  17-20 
  9 
  8 
  6 
  12 
  7 
   
  21+ 
  8 
  7 
  4 
  11 
  5 
   
  (Copyright © 2013 BRW Games, LLC. Permission granted to reproduce this page for personal use only) 
   
   
   
  
  ADVENTURES DARK AND DEEP™ Players Manual 
   
    
   
   249
  Special Thanks 
   
  The following people helped make this book a reality by supporting the 
  Kickstarter campaign in November-December, 2012. Thanks, guys; I couldn’t 
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  Larochelle 
   
  
  License Information 
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  ADVENTURES DARK AND DEEP™ Players Manual 
   
    
   
   251
  Pathfinder Roleplaying Game: Bonus Bestiary, copyright 2009, Paizo 
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  Pathfinder Roleplaying Game Bestiary 2, copyright 2010, Paizo Publishing, 
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  Pathfinder Campaign Setting: Misfit Monsters Redeemed, copyright 2010, 
  Paizo Publushing, LLC; Authors: Adam Daigle, Crystal Frasier, Colin McComb, 
  Rob McCreary, Jason Nelson, and James L. Sutter. 
   
  Castle Zagyg Class Options & Skills for Yggsburgh, copyright 2006 Troll Lord 
  Games, author Gary Gygax.  
   
  Evolved Grottoes & Griffons Teratic Tome. copyright 2013 Rafael Chandler.  
   
  Aerial Servant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Afanc from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Algoid from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on 
  original material by Mike Ferguson. Al-Mi'raj from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Roger Musson. Alu-demon from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Amon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Amphisbaena from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Animal Lord, Cat Lord from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Animal Lord, Mouse Lord from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene and Erica 
  Balsley. Ant Lion from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Apparition from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Underworld 
  Oracle. Ascomoid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Assassin Bug from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Atomie from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Aurumvorax from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Axebeak from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Baal 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Babbler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Jeremy Goodwin and Ian 
  McDowell. Banderlog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Baphomet from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Barracuda from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene. Basidirond from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Blindheim from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger 
  Musson. Blood Hawk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Ian Livingstone. Boalisk from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Bonesnapper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Ian Livingstone. Bookworm from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Brown Pudding 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Brownie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Buckawn from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Bunyip from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Dermot Jackson. Cambion from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Caryatid Column from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Juan Wells. Caterwaul from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. 
  Catfish, Giant Electric from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., Cave Cricket from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Cave Fisher from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick. Cave Lion from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Cave Moray from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. Charon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene, based on original material by Gary Gygax. Charonodaemon from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Cloud Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Clubneck from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by M. English. Coffer Corpse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Simon Eston. Cooshee from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Crabman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors Scott Greene and Erica Balsley, based on original material by Ian Livingstone. Crystal Ooze from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Dakon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Ian McDowell. Dark Creeper from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Rik Shepard. Dark 
  Stalker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Rik Shepard. Death Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Underworld Oracle. Deer from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Demilich 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Derghodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Devil Dog from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Louis Boschelli. Dire Corby from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Jeff Wyndham. Doombat from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Julian Lawrence. Dracolisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Dragon Horse from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Dragon, Faerie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Dragonfish from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Albie Fiore. Dragonnel from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Drelb from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Dun 
  Pudding from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Dustdigger from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Tracy and Laura Hickman. Ear Seeker 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax. Eblis from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Electric Eel from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. 
  Executioner's Hood from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Eye Killer from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. 
  Eye of the Deep from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Fire Lizard from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Fire Snake from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Michael McDonagh. Firedrake from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Dave Waring. Flail Snail from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Simon Tilbrook. Flind from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by J.D. Morris. Floating Eye from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Flumph from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Damges; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Foo Creature from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Forlarren from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. Forrester's Bane from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Fraz-Urb'luu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Frog, Killer from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax. Frog, Poisonous from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Froghemoth from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Gas Spore from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Geryon from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. If you’re reading this, someone just copied this block of text from a BRW Games product without reading it. Giant Blister 
  Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene. Giant Boring Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Giant Bumblebee from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene. Giant Clam from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Giant Crayfish from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Giant Death Watch Beetle from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games, based on original material by Gary Gygax. Giant Dragonfly from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Giant Fly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Frog from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. Giant Hornet from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene. Giant Leech from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Giant Moray Eel from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Giant Pike from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Giant Rhinoceros Beetle from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Giant Sea Horse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Giant Slicer Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Slug from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Giant Snapping Turtle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Tick from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Giant Two-Headed Troll from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Gloomwing from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Gorgimera from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Gorilla Bear from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Cricky Hitchcock. Greater Basilisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Greater Shedu from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Grippli from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Groaning Spirit from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax. Gryph from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Peter Brown. Guardian Daemon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian McDowell. 
  Hangman Tree from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Haunt from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Harold Johnson and Tom 
  Moldvay. Hippocampus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax. Hippopotamus from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Hoar Fox from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Graeme Morris. Huecuva from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Underworld Oracle. Hutijin from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Hyaenodon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors Scott Green. Hydrodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Iron Cobra from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Philip Masters. Jackalwere from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Jack-in-irons from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Jaculi from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Philip Masters. Jaguar from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Juiblex from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Juju Zombie from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Kampfult from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Kelpie from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick. 
  Khargra from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  
  License Information 
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  Scott Greene, based on original material by Lawrence Schick. Korred from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Kostchtchie from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Leprechaun from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Lightning Quasi-elemental from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Lurker Above from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene. Mammoth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene. Mandragora from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Mantari from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by David Wormell. Margoyle from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Marid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Mastodon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene. Memory Moss from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material 
  by Gary Gygax. Mihstu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Mist Dragon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Mite 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Skeeter Green, based on original material by Ian Livingstone and Mark Barnes. Mobat from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original 
  material by Gary Gygax. Moloch from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Monadic Deva from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Mongrelman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Monstrous Crab from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Moon Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Mountain Lion from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Movanic Deva from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Muckdweller from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Mud-Man from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by David J. 
  Browne, Tom Kirby, and Graeme Morris. Mustard Jelly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Nabassu from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Necrophidius from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Simon Tilbrook. Nereid from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Nupperibo from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Ogrillon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsey, based on original material by 
  R.K.R. Chilman. Oinodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Oliphant from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Olive Slime from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Orcus from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Pazuzu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Pech from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Pedipalp from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Phantom from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Authors Scitt Greene, based on original material by Harold Johnson and Tom Moldvay. Phantom Stalker from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Ian Livingstone. Phycomid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Piercer from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. Piscodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Poltergeist from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Lewis Pulsipher. Pyrolisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Quickling from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Quickwood from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Quipper from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. Rock 
  Reptile from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Rope Golem from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Rot Grub from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax. Russet Mold from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Sandman from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger Musson. 
  Scarecrow from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Roger Musson. Screaming Devilkin from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Philip Masters. 
  Sea Spider from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene. Shadow Demon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Neville White. Shaggy Demodand from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Shedu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Sheep, Ram from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Skeleton Warrior from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Nigel Morgan. Slaad Lord of Entropy from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Charles Stross. Slaad Lord of the Insane from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Charles Stross. Slime Demodand from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Slithering Tracker from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Smilodon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene. Solifugid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Spriggan from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, 
  based on original material by Roger Moore and Gary Gygax. Sprite from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Squealer from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Stegocentipede from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Stench Kow from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Stingray from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Stone Roper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Allen Hammack and Gary Gygax. Strangle Weed from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Stunjelly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Neville White. Tabaxi from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Lawrence Schick. Taer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Tarry Demodand from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Tenebrous Purple Worm from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene. Tentamort from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Mike Roberts. Thessal Creature from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax and Wizards of the Coast. Thornie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  didstributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Throat Leech from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Ian Livingston. Thunder Beast from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Time Elemental from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Titivilus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Trapper from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Tri-
  Flower Frond from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Troll from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Oliver Charles Macdonald. Tunnel Worm 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Vegepygmy from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Vilstrak from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Volt from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Jonathon Jones. Vulchling from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. White Pudding from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Wind Walker from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Witherweed from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Simon Eaton. Wolf-in-Sheep's Clothing from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Wood Golem from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Patrick Lawinger. Woolly Rhinoceros from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Yellow Musk Creeper from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Albie Fiore. Yellow Musk Zombie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax.  
   
  ADVENTURES DARK AND DEEP™ Players Manual, Copyright © 2010-2016, BRW 
  Games, LLC. ADVENTURES DARK AND DEEP™ Bestiary, Copyright © 2011-2016, 
  BRW Games, LLC. ADVENTURES DARK AND DEEP™ Game Masters Toolkit, 
  Copyright © 2011-2016, BRW Games, LLC. ADVENTURES DARK AND DEEP™ is 
  a trademark of BRW Games, LLC. 
   
  END OF LICENSE  
   
  Designation of Product Identity 
   
  The following items are designated Product Identity, as defined in Section 1(e) 
  of the Open Game License Version 1.0a, and are subject to the conditions set 
  forth in Section 7 of the OGL, and are not Open Game Content: all 
  trademarked items, all artwork and diagrams, dialogue, plots, storylines, 
  settings, locations, characters, logos, and trade dress. Items previously 
  designated as Open Game Content or are in the public domain do not fall 
  under this designation of Product Identity. 
   
  Designation of Open Game Content 
   
  The following items are designated Open Game Content, as defined in Section 
  1(d) of the Open Game License Version 1.0a: Everything except those items 
  designated as Product Identity.  
   
  
  Affordable. 
  Durable. 
  Hand-painted. 
  Awesome. 
  28mm terrain for     
  use with your favorite      
  tabletop games! 
  WWW.LRTERRAIN.COM  
   
  WWW.FACEBOOK.COM/LRHOB 
  Bring your game off the page and onto your table...  
  
   
   
    
   
   
  What if the creator of the world’s most popular role-
  playing game had been allowed to go through with 
  his plans for a second edition of the game? 
   
  In 1985, the game’s creator left TSR, unable to continue 
  development on Advanced Dungeons and Dragons™. However, he 
  wrote several articles in Dragon™ magazine detailing what the new 
  edition of the game would look like, and in later years expanded 
  greatly on those articles in various online forums and other venues. 
  ADVENTURES DARK AND DEEP™ is an attempt to realize those plans 
  and create the game that Gary was unable to. This detailed tome is 
  the result of years of research and effort, and provides a glimpse 
  into how a new edition of the world’s most popular role-playing 
  game might have appeared if its creator had remained at the helm. 
   
  This book has everything a player needs to create and play a 
  character. Those intending to referee a game or create an entire 
  campaign will also want to purchase the ADVENTURES DARK AND 
  DEEP™ Game Masters Toolkit and Bestiary, also available from BRW 
  Games. 
  
SOURCE: textdata/thevault/Adventures Dark and Deep/Adventures Dark and Deep Players Manual [2nd print 2015].pdf