TEXT:  
   
  CPPL!PG!DMBTTFT!
  GPS!UPNCT!BOE!UFSSPST!
  PME!TDIPPM!GBOUBTZ!SPMF!QMBZJOH!
  CZ!TJNPO!XBTICPVSOF!
  TPVSDFCPPL!
  
   
     
  DPOUFOUT 
   
  CHAPTER: 1 
  INTRODUCTION 
  1 
  CHAPTER: 2 
  THE NEW CLASSES 
  3 
   
  • Dervish 
  3 
   
  • Gallowglass 
  5 
   
  • Goliard 
  8 
   
  • Knave 
  11 
   
  • Lore Warden  
  12 
   
  • Marksman 
  14 
   
  • Spellsword 
  16 
   
  • Witch/Warlock 
  17 
    
   
  
   
   
   
   
   
   
   
  1 
  JOUSPEVDUJPO!
   
  It is a feature of old school rpgs to 
  offer a range of new character clas-
  ses to supplement the basic ones 
  that appear in the core rulebook. I 
  don’t see any reason not to go along 
  with this tradition and I therefore 
  present the following classes for you 
  to consider for your own campaign. 
   
  If you like to add further classes, 
  you can readily adapt the ones that 
  appear in Medieval Mysteries. You 
  can even take classes from other 
  class-and-level based games and 
  tweak them to suit. 
   
  Ipx!up!sfbe!uif!dmbtt!
  Ipx!up!sfbe!uif!dmbtt!
  Ipx!up!sfbe!uif!dmbtt!
  Ipx!up!sfbe!uif!dmbtt!
  eftdsjqujpot
  eftdsjqujpot
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  eftdsjqujpot!!!!
   
  Prime attribute 
  Each character class has one pri-
  mary attribute that is most closely 
  associated with that class. This is 
  the primary attribute. It cannot be 
  changed. 
   
  Hit Die (HD) 
  This is the type of die rolled to de-
  termine the character’s hit points. 
  To the number generated by the die, 
  you add a modifier based on the 
  character’s constitution. You stop 
  rolling for extra hit points after level 
  
  TOMBS & TERRORS 
   
   
   
  2 
  10 and simply add the number to 
  your character’s constitution modi-
  fier for each additional level. Your 
  character always receives a mini-
  mum of 1 hit point per level, 
  whatever his or her constitution 
  modifier. 
   
  Weapons 
  These are the weapons that can be 
  used without penalty by characters 
  of that class. If a character uses a 
  weapon that is not on the list, he 
  uses it with a –4 penalty to all at-
  tack rolls to hit. 
   
  Abilities 
  This is a list of abilities possessed 
  by members of the character class. 
  Some abilities are not gained until a 
  certain level is achieved, some are 
  automatic and some require an at-
  tribute check. The description in 
  the text tells you all about this. 
   
  Skills 
  Besides class abilities, each charac-
  ter class has a choice of skills. Once 
  chosen, the skills become ‘class 
  abilities’ and all attribute checks 
  are made as appropriate for a class 
  ability. Each character also gains 
  an additional skill at levels 3, 6, 9 
  and 12.  
   
  Level 
  Characters advance in levels as 
  they complete their adventures and 
  gain experience. As they gain levels, 
  their chance to hit, hit points and 
  defence bonus improve. They may 
  also gain new abilities or extra uses 
  of an ability they already have. The 
  experience required by each class to 
  gain levels differs. 
   
  Bonus to Hit (BtH) 
  This is the modifier that is added to 
  a ‘hit roll’ when making a melee, 
  ranged or firearm attack. 
   
  Experience point table (EPP) 
  This is the number of experience 
  points that members of that class 
  use to determine how many experi-
  ence points (XP) they need to go up 
  to the next level. 
   
  Class starting money table: 
  Class 
  GP 
  Dervish 
  2D4x10gp 
  Gallowglass 
  6D4x10gp 
  Goliard 
  1D8x10gp 
  Knave 
  2D6x10gp 
  Lore Warden 
  3D4x10gp 
  Marksman 
  4D4x10gp 
  Spellsword 
  3D4x10gp 
  Witch 
  2D4x10gp 
   
  
   
   
   
   
   
   
   
  3 
  UIF!OFX!DMBTTFT!
   
  Efswjti
  Efswjti
  Efswjti
  Efswjti!!!!
   
   
   
  The dervish of T&T is a desert war-
  rior-mystic, 
  who 
  specializes 
  in 
  stylized dances designed to invoke 
  spiritual guidance. These dance 
  movements have become a part of 
  the dervish fighting style and whilst 
  still referred to as dances; they are 
  essentially highly effective combat 
  manoeuvres that seem to inspire 
  some divine inspiration. The dervish 
  is primarily a mendicant spiritual 
  leader and fighting-man. 
   
  The dervish wears no armour for it 
  interferes with the complex move-
  ments that he must make in order 
  to draw upon the spiritual powers 
  at his disposal. He uses only a lim-
  ited selection of weapons, preferring 
  weapons that have a sharp edge 
  that he can use to deftly slice his 
  enemies up.  
   
  Skills 
  The dervish may select 2 (+Int mod) 
  skills from the following list as class 
  abilities: Diplomacy, handle animal, 
  heal, jump, knowledge (religion, lo-
  cal 
  area, 
  wounds 
  & 
  corpses), 
  perform (dance), notice, sense mo-
  tive and stealth. 
   
  Abilities 
  Spell Casting (Wis) 
  The dervish has access to the cleric 
  spell list. They receive bonus spells 
  based on their wisdom but receive 
  fewer spells. 
   
  Battle dances 
  The dervish has a selection of dif-
  ferent 
  ‘dance’ 
  moves 
  that 
  can 
  improve his capabilities in combat. 
  Every 
  dance 
  lasts 
  10 
  combat 
  rounds. The dervish must continue 
  for a full 10 rounds, even if the 
  combat has finished. He doesn’t 
  necessarily go on attacking, but he 
  must complete the full dance. At 
  the end of the dance, the dervish 
  falls prone and defenceless for one 
  complete round (1minute), physical-
  ly, 
  emotionally 
  and 
  spiritually 
  drained from channelling the forces. 
  At the end of one round of recovery, 
  he is fine and ready to carry on do-
  ing stuff. Except where noted, 
  dances can each be used once per 
  
  TOMBS & TERRORS 
   
   
   
  4 
  day at 1st leve1, rising to twice at 
  4th level, three times at 8th level 
  and four times at 12th level.  
   
  Dances can be combined. At 6th 
  level, a dervish can combine two 
  dances. At 12th level, he can com-
  bine three. They still last 10 combat 
  rounds but the bonuses stack. 
  However, he is exhausted for one 
  round per dance in the combination 
  at the end (so if combining 3 danc-
  es, he must rest for 3 minutes 
  afterwards).  
  Weaving Dance: This dance makes 
  the dervish difficult to hit. The effect 
  is to add +1 to his armour class at 
  every ‘odd’ level he has attained. So, 
  at 3rd level his armour class will 
  improve by +2, for the full 10 com-
  bat rounds of the dance.  
  Dance of the Cutting Blade: This 
  can only be used with an edged 
  weapon, preferably a scimitar. It 
  adds a bonus of +1 to BtH at every 
  odd level the dervish has attained 
  (so +2 at 3rd level).  
  Dance of the Nimble Feet: This 
  allows the dervish to move at twice 
  his normal rate for as long as the 
  dance lasts.  
  Dance of the Whirling Blade: This 
  dance enables the dervish to attack 
  twice in a round. He can attack the 
  same target twice or two different 
  targets. At 12th level he can attack 
  three times in a round.  
  Dance of Death: This dance is 
  gained at 4th level. The dervish can 
  carry on dancing after falling to 0 
  hit points or less, even if sustaining 
  more damage whilst dancing. He 
  has to decide to perform this dance 
  immediately upon sustaining the 
  damage that drops him to zero or 
  below. This dance can only be used 
  once per day, whatever the dervish 
  level. At the end of the 10 combat 
  rounds, he falls to the ground and 
  suffers exhaustion as well as the 
  wound effects of whatever damage 
  he has suffered.  
  Dance of the Maiming Stroke: 
  This dance enables the dervish to 
  put much more power into the 
  blow. At 1st level it doubles the 
  damage caused. At 8th level it tre-
  bles the damage caused. At 12th 
  level it quadruples the damage 
  caused. Of course, the dervish still 
  has to hit his target. This dance can 
  only be used once per day irrespec-
  tive of level. 
    
  Turn Undead (Cha) 
  The dervish gains this ability at 3rd 
  level, but performs it as if 2 levels 
  below his actual level. 
   
   
  Dervish stats: 
  Prime Attribute: Constitution  
  Hit Die: d12  
  Starting money: 2D4x10gp  
  Armour: None  
  Weapons: Dagger, hand axe, battle 
  axe, spear, short sword, scimitar, 
  long sword, short bow, sling.  
  Abilities: Battle dances, undead 
  turning, cleric spells  
   
  Dervish spell & level table: 
   
   
  Spells/day 
  Lvl 
  HD 
  BtH 
  EPP 
  0 1 
  2 
  3 
  4 
  1 
  D12 
  +0 
  0 
  2 
   
   
   
   
  2 
  D12 
  +1 
  2000 
  3 0 
   
   
   
  3 
  D12 
  +2 
  4000 
  3 1 
   
   
   
  4 
  D12 
  +3 
  8000 
  3 2 
  0 
   
   
  5 
  D12 
  +4 
  16000 
  3 3 
  1 
   
   
  6 
  D12 
  +5 
  30000 
  3 3 
  2 
   
   
  7 
  D12 
  +6 
  60000 
  3 3 
  2 
  0 
   
  8 
  D12 
  +7 
  120000 
  3 3 
  3 
  1 
   
  9 
  D12 
  +8 
  240000 
  3 3 
  3 
  2 
   
  10 
  D12 
  +9 
  400000 
  3 3 
  3 
  2 
  0 
  11 
  +3 
  +10 
  625000 
  3 3 
  3 
  3 
  1 
  12 
  +3 
  +11 
  850000 
  3 3 
  3 
  3 
  2 
  
  THE NEW CLASSES 
   
   
   
  5 
  Hbmmpxhmbtt
  Hbmmpxhmbtt
  Hbmmpxhmbtt
  Hbmmpxhmbtt 
   
   
   
  Every respectable Lord or important 
  merchant is in need of a specialized 
  bodyguard - one that puts the lord’s 
  wellbeing before their own. The gal-
  lowglass 
  is 
  that 
  person. 
  The 
  gallowglass of T&T is a member of 
  an elite order of mercenaries, gone 
  beyond their original roots of mer-
  cenary-for-hire, 
  to 
  form 
  a 
  brotherhood of bodyguards of the 
  highest order. As such they are held 
  in great esteem for their services, 
  which are not cheap. 
    
  The gallowglass is skilled in the use 
  of heavy two-handed weapons. He 
  uses a 2-handed sword, halberd or 
  2 handed axe as his main weapon, 
  although as a fighting-man he can 
  use all melee weapons. Gallow-
  glasses do not use bows, slings or 
  crossbows although they do use 
  throwing weapons. 
    
  The main distinction about a gal-
  lowglass is that he is very loyal to 
  his companions and particularly so 
  to his employer and so the gallow-
  glass is a highly sought after 
  warrior indeed, held in great esteem 
  by lords, chieftains, kings, mer-
  chant princes and anyone else 
  whose body needs guarding. A gal-
  lowglass will always endeavour to 
  protect his employer to the best of 
  his ability, or his travelling compan-
  ions when not otherwise engaged at 
  the time. This protection extends to 
  testing his employers food and 
  drink for poisons or even throwing 
  his own body in the way of poten-
  tially killing blows aimed at his 
  employer. 
    
  Basically, once employed the Gal-
  lowglass would never be able to 
  show his face again to another Gal-
  lowglass if his charge were killed. 
  The gallowglass will sometimes take 
  up quests for his lord, no matter 
  what the difficulty.  
   
  Sometimes a gallowglass will lose 
  his master. If this is simply because 
  the master has ceased to employ 
  the gallowglass then he will seek 
  alternative employment – often by 
  wandering from town to town or if 
  nearby, seeking a house of his order 
  where they often post positions in 
  the great hall. If, for whatever rea-
  
  TOMBS & TERRORS 
   
   
   
  6 
  son they were directly responsible 
  for the death of his master then the 
  gallowglass is summoned before his 
  brotherhood for trial. A gallowglass 
  would often prefer to die defending 
  his employer than face such a tri-
  bunal.  
   
  A gallowglass is a close combat-
  fighting machine. They have a strict 
  code of honour which they must 
  uphold or risk losing their elite sta-
  tus as a gallowglass and the money 
  that comes with being the best. 
  They aren’t therefore bothered by 
  things like challenges to combat or 
  some of the things that knights get 
  involved in. If a sworn comrade of 
  the gallowglass were to fall in battle 
  the gallowglass will feel responsible 
  and avenge his friend, where possi-
  ble, without putting his employer in 
  danger. This must all be taken into 
  account while running a gallowglass 
  character.  
   
  Skills 
  A gallowglass can choose 2 (+Int 
  mod) skills from the following list as 
  class abilities: Climb, craft (choose 
  any one), gossip, heal, intimidate, 
  jump, language (choose any), no-
  tice, ride, sense motive. 
   
  Abilities 
  Weapon specialisation 
  At 1st level the gallowglass can 
  choose 
  any 
  two-handed 
  melee 
  weapon in which to specialize (usu-
  ally the two-handed sword or axe, 
  but they could choose a pole-arm). 
  Once chosen, the weapon cannot be 
  changed. For a gallowglass between 
  1st and 6th level, this specialisation 
  imparts a bonus of +1 to hit and +1 
  to damage when using that weapon. 
  At 7th level and the bonus is +2 to 
  hit and damage and at 12th level 
  and above the attack and damage 
  bonus are +3. 
   
  Power Attack 
  The gallowglass can elect to put 
  much more strength into a blow at 
  the cost of less accuracy. He can 
  reduce BtH by up to -5, and for eve-
  ry -1, he can add +1 to (max +5) to 
  the damage caused on a successful 
  hit. 
   
  Selfless sacrifice 
  At 2nd level, once a round, when a 
  melee or ranged weapon would suc-
  cessfully strike an adjacent ally, the 
  gallowglass can throw himself into 
  its path and have the weapon strike 
  him instead of the intended target. 
  The attack automatically hits the 
  gallowglass, regardless his AC or 
  any miss chance in effect, and he 
  suffers the normal consequences of 
  the attack. He can do this even if he 
  has acted already in the round. 
   
  Cleave 
  At 4th level, the gallowglass is able 
  to fell more than one enemy with 
  one mighty swing of his blade. 
  Whenever he fells an enemy, pro-
  vided 
  there 
  is 
  another 
  enemy 
  adjacent, he can continue the blow 
  and gets an attack against that tar-
  get too.  
   
  Defender 
  At 6th level, the gallowglass be-
  comes more skilled at protecting 
  those around him. This might be by 
  making wide sweeps with his blade 
  or by positioning himself in such a 
  way that it puts the enemy off its 
  intended target. This effectively con-
  fers a +1 bonus to the armour class 
  of any friendly (to the gallowglass) 
  
  THE NEW CLASSES 
   
   
   
  7 
  person currently within 5’ of the 
  gallowglass. At 12th level, this bo-
  nus goes up to +2. 
    
  Shrug off damage 
  At 8th level the gallowglass can ig-
  nore or shrug off some of the effect 
  of wounds that he has received in 
  combat. Effectively, he cushioned 
  the shots or lets the adrenaline take 
  over and it is as if he took less 
  damage than he actually did. This 
  ability means that whenever he 
  takes physical damage, he can ig-
  nore 1 hit point of the damage 
  taken. At 12th level, this rises to 2 
  hit points. 
    
  Establish Hall 
  At 10th level, gallowglass can estab-
  lish his own guildhall where others 
  may seek training or employment. It 
  also attracts 2D6 (2-12) gallow-
  glasses of 1st level. For every 3 of 
  such, there will be on of 2nd level. 
    
  Sense Danger 
  Becoming 
  more 
  in tune with his 
  senses by 12th 
  level, the gallow-
  glass can detect 
  danger 
  to 
  his 
  person. He can 
  no longer be sub-
  ject to a thief, 
  knave or friar’s 
  sneak attack or 
  back 
  attack 
  damage and is 
  never caught by 
  surprise. 
   
  Gallowglass stats: 
  Prime Attribute: Strength  
  Hit Die: D10  
  Starting Money: 6D4X10gp  
  Weapons: Any melee  
  Armour: Any  
  Abilities: 
  Weapon 
  specialization, 
  power 
  attack, 
  selfless 
  sacrifice, 
  cleave, defender, shrug off damage, 
  sense danger and establish hall.  
   
  Gallowglass level table: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 
  HD 
  BtH 
  EPP 
  1 
  D10 
  +1 
  0 
  2 
  D10 
  +2 
  2200 
  3 
  D10 
  +3 
  4400 
  4 
  D10 
  +4 
  8800 
  5 
  D10 
  +5 
  17600 
  6 
  D10 
  +6 
  34000 
  7 
  D10 
  +7 
  55000 
  8 
  D10 
  +8 
  100000 
  9 
  D10 
  +9 
  200000 
  10 
  D10 
  +10 380000 
  11 
  +3 
  +11 
  580000 
  12 
  +3 
  +12 840000 
  
  TOMBS & TERRORS 
   
   
   
  8 
  Hpmjbse
  Hpmjbse
  Hpmjbse
  Hpmjbse 
   
  In T&T, goliards are itinerant cler-
  ics, noted for their satirical verses 
  and poems in praise of drinking and 
  debauchery. They follow the teach-
  ings of the legendary Bishop Golias: 
  renegade clerics of no fixed abode 
  who had more interest in rioting 
  and gambling than in the life of a 
  responsible clergyman. 
    
  Goliards like to lead a life on the 
  road, often joining up with other 
  entertainers or adventurers of a like 
  mind. They are often despised by 
  other clerics, who do not approve of 
  their antics or, more particularly, 
  being the butt of their bawdy songs 
  and rhymes. However, as clerics 
  they often demand the hospitality of 
  the monasteries, churches and cas-
  tles that they travel by, paying for 
  their stay with songs and poems 
  about wine, women and coarse 
  lampoons on the clergy. 
    
  Goliards are less combat-oriented 
  than clerics, but have some other 
  abilities similar to those of trouba-
  dours. In addition, goliards are 
  collectors of relics and sacred items, 
  which they pick up on their travels 
  to sell to the church or to the gulli-
  ble.  
   
  Skills 
  The goliard may select 5 (+Int mod) 
  skills from the following list as class 
  abilities: Appraise, disguise, forgery, 
  diplomacy, gossip, heal, knowledge 
  (any), languages (any), listen, no-
  tice, perform, search and sense 
  motive. 
   
  Abilities 
  Spell casting (Wis)  
  Goliards cast divine spells. The 
  spells available are listed on the 
  cleric spell list in the core rulebook. 
  A goliard is limited to a certain 
  number of spells of each spell level 
  per day. The table shows the num-
  ber of spells per day the character 
  may cast. Goliards must prepare 
  spells each day through devotion to 
  the deity, followed by contemplation 
  and study. Goliards do get bonus 
  cleric spells for a high wisdom as 
  clerics do. 
   
  Carouser 
  The goliard is an incorrigible drink-
  er 
  and 
  tavern-trawler. 
  He 
  is 
  completely at home and does some 
  of his best work in the bar. Goliards 
  receive a +2 bonus to all ability 
  
  THE NEW CLASSES 
   
   
   
  9 
  checks whilst in a tavern or other 
  drinking establishment. 
    
  Decipher script (Int) 
  Goliards are actually learned men, 
  scholars and students – more so 
  than the clerics of T&T who are 
  warrior-monks. 
  Accordingly 
  they 
  often need to decipher and interpret 
  legends and secret writings to ac-
  quire more knowledge of their 
  subjects, their lands, their people 
  and so on. This ability allows the 
  goliard to decipher writing in an 
  unfamiliar language, a message 
  written in an incomplete or archaic 
  form or a message written in code. 
  If the check succeeds, the character 
  understands the general content of 
  the piece of writing. It takes ten 
  turns to decipher each page of 
  script. A goliard can use this ability 
  to decipher and then use an arcane 
  or a divine scroll as a wizard, cleric 
  or troubadour would, if a successful 
  check is made at a penalty of –10. 
   
  Trained memory (Wis) 
  If a goliard takes the time to memo-
  rize something, he or she can recite 
  it perfectly at any later date with a 
  successful check. The time taken 
  depends on the thing to be memo-
  rized, but as a rule of thumb it 
  takes three times as long to memo-
  rize a piece of text as it takes to 
  simply look over it. 
   
  Turn Undead (Cha) 
  At 2nd level, goliards gain this cleri-
  cal ability, as if they were a cleric of 
  1 level below their actual level. 
   
  Relics 
  The goliard has picked up a number 
  of objects and items that he keeps 
  about his person in the hopes they 
  are real relics with sacred powers. 
  At 3rd level, one of these items real-
  ly does have some power. When he 
  needs it and as a “once only” bonus 
  he can draw on the relic’s power 
  and add +1D6 to any D20 check he 
  needs to make. One used, the relic 
  reverts to mundane-ness. At each 
  odd level after 3rd level, the goliard 
  has discovered one more relic that 
  has a similar one-off bonus to be 
  used at any time he needs.  
   
  Demoralize (Cha) 
  At 5th level, the goliard can rant 
  and rave at his enemies, reading or 
  reciting suitable fire-and-brimstone 
  passages from his faith. Any god-
  fearing enemy will be upset by this 
  tirade and suffer a –4 to charisma 
  checks. In addition, affected foes 
  must save vs. fear at the –4 penalty 
  or suffer a –1 to hit. The ability can 
  be used once per day and lasts a 
  number of rounds equal to the gol-
  iard’s level. The number affected 
  increases as the goliard gains levels. 
  At 5th level, up to 12 people are af-
  fected. At 7th level, the number 
  increases to 25, at 9th level this ris-
  es to 50 and at 12th level it 
  increases to 100. 
   
  Clear Explanation (Cha) 
  From 4th level a goliard can explain 
  what he knows with such clarity 
  and enthusiasm that even the igno-
  rant can follow it and make use of 
  the ability. In game terms, the gol-
  iard may explain any of his skills 
  (not just his Knowledge skills) to 
  someone with whom he shares a 
  language, and that person may use 
  the skill as if he had it at half the 
  level as the goliard. He may use the 
  skill at any point up to one round 
  per level of the scholar, plus his 
  
  TOMBS & TERRORS 
   
   
   
  10 
  own Int modifier after the scholar 
  has finished explaining how to use 
  the skill. For example if the goliard 
  is 4th level and the character has 
  an Int bonus of +1, he can use the 
  skill any time up to 5 rounds after 
  he received instruction and does so 
  as if he were 2nd level. Unless he 
  later trains in the skill, he soon for-
  gets how to use it. 
   
  Satire (Cha) 
  At 6th level, goliards can create a 
  satire as a sort of curse. This takes 
  an hour to compose and then will 
  take 5 minutes to perform. These 
  satires basically mock an individual 
  causing one of three selected ef-
  fects:  
   
  • 
  Curse of shame: At 6th lev-
  el, goliards can demoralize a 
  target. The goliard aims his 
  satire at the target and 
  makes a charisma check 
  (with a modifier based on 
  the level of the target). If the 
  satire succeeds the target 
  suffers –2 to all of his at-
  tribute checks, attack rolls 
  and saves for D4 hours.  
  • 
  Enduring nickname: At 9th 
  level, the goliard can give a 
  target a derisive nickname, 
  which will stick. The satire 
  is aimed at the target and a 
  successful charisma check 
  (with a modifier based on 
  the target’s level) means that 
  the target receives a –4 cha-
  risma modifier to all checks 
  with people aware of the 
  nickname. It also has the ef-
  fect of irritating the person 
  whenever his nickname is 
  muttered in earshot. The so-
  cial life of the victim will be 
  affected as if cursed from 
  that point on and it will re-
  quire a remove curse spell to 
  dispel the effects.  
  • 
  Killing insult: At 12th level, 
  goliards can, once per week, 
  kill another person with sat-
  ire. The goliard aims this 
  powerful satire at his target 
  forcing the unfortunate to 
  die, shamed by the power of 
  the parody of himself. Of 
  course, this requires a cha-
  risma check, with a modifier 
  based on the target’s level.  
   
  Goliard stats: 
  Prime: Charisma  
  HD: D6 
  Starting money:  1D8x10gp 
  Weapons: 
  Club, 
  dagger, 
  mace, 
  morningstar, 
  quarterstaff, 
  war 
  hammer, light hammer, hand axe, 
  sling, crossbow  
  Armour: Leather armour, leather 
  coat, leather jerkin, padded, stud-
  ded leather, mail shirt. Any shield.  
  Special: Carouser, decipher script, 
  trained memory, demoralize, satire, 
  cleric spells, turn undead  
   
  Goliard spell & level table: 
   
   
   
  Spells/day 
  Lvl 
  HD 
  BtH 
  EPP 
  0 1 
  2 
  3 
  4 
  1 
  D6 
  +0 
  0 
  2 
   
   
   
   
  2 
  D6 
  +1 
  1750 
  3 0 
   
   
   
  3 
  D6 
  +2 
  3500 
  3 1 
   
   
   
  4 
  D6 
  +3 
  7000 
  3 2 
  0 
   
   
  5 
  D6 
  +3 
  14000 
  3 3 
  1 
   
   
  6 
  D6 
  +4 
  28000 
  3 3 
  2 
   
   
  7 
  D6 
  +5 
  55000 
  3 3 
  2 
  0 
   
  8 
  D6 
  +6 
  110000 
  3 3 
  3 
  1 
   
  9 
  D6 
  +6 
  200000 
  3 3 
  3 
  2 
   
  10 
  D6 
  +7 
  350000 
  3 3 
  3 
  2 
  0 
  11 
  +2 
  +8 
  575000 
  3 3 
  3 
  3 
  1 
  12 
  +2 
  +9 
  800000 
  3 3 
  3 
  3 
  2 
  
  THE NEW CLASSES 
   
   
   
  11 
  Lobwf
  Lobwf
  Lobwf
  Lobwf 
   
   
  Knaves are rascals, rogues and var-
  let of a similar sort to the thief. 
  However, they are also mages…of a 
  sort. 
   
  Whilst knaves tend to be found in 
  the same sort of haunts as a thief, 
  they also look upon themselves as 
  slightly higher in status than their 
  more common brethren. They con-
  sider 
  themselves 
  as 
  slightly 
  superior, as reflected in their weap-
  on 
  selection. 
  Knaves 
  invariably 
  come from educated backgrounds 
  and in all cases started out as mag-
  es (or at least as apprentice mages) 
  but couldn’t stand the course, slip-
  ping into slightly easier ways. 
   
  However, they have clung on to 
  their early training and whilst not 
  as diligent as mages, they neverthe-
  less use some of what they have 
  learned to make their thievery a bit 
  less difficult. Knaves, as mages are 
  lazy and as thieves are less skilled, 
  but still make a useful combination 
  of the two.  
   
  Skills 
  The knave may select 4 (+Int mod) 
  skills from the following list as class 
  abilities: Appraise, climb, disguise, 
  forgery, gossip, intimidate, jump, 
  knowledge (local area, underworld, 
  law, nobility & royalty), languages 
  (any), listen, notice, perform, pick 
  lock, pick pocket, search, stealth 
  and sense motive. 
   
  Abilities 
  Traps (Int) 
  Knaves find, disable and set traps 
  as a thief of the same level. 
   
  Back attack 
  At 1st level, a knave gains this thief 
  ability. However, he needs to get to 
  6th level before he deals out his 
  maximum triple damage. 
   
  Sneak attack 
  At 5th level, knaves gain this thief 
  ability. 
   
  Dodge blow 
  Once per combat, the Knave can 
  elect to make a special defensive 
  move that gives him +1 to his ar-
  mour class for one round. At 4th 
  level, the bonus increases to +2, at 
  7th to +3 and at 10th to +4. 
   
  
  TOMBS & TERRORS 
   
   
   
  12 
  Spell casting 
  Knaves can cast spells requiring a 
  spell book to memorize them from, 
  just like a mage. They acquire bo-
  nus spells due to high Intelligence 
  as a mage does, but get a meaner 
  selection of spells.  
   
  Special 
  Knaves favour light armour as thief 
  does. In addition, a knave cannot 
  cast spells at all if wearing armour 
  as this interferes with the intricate 
  arm movements required for casting 
  spells.  
   
  Knave stats: 
  Prime Attribute: Intelligence  
  Hit Die: D6  
  Starting money: 2D6x10gp  
  Weapons: Dagger, sap, light cross-
  bow, rapier, short bow, short sword.  
  Armour: Leather armour, leather 
  jerkin, leather coat, studded leather 
  and padded, buckler (see spell cast-
  ing).  
  Abilities: Traps, back attack, sneak 
  attack, spell casting.  
   
  Knave spell & level table: 
   
   
   
  Mpsf!Xbsefo
  Mpsf!Xbsefo
  Mpsf!Xbsefo
  Mpsf!Xbsefo!!!!
   
  Lore Wardens are clerics who also 
  dabble in the arcane arts as a result 
  of their particular penchant for old 
  tomes, scrolls, books and grimoires. 
  They often bury themselves in li-
  braries, researching old knowledge 
  and as a result lore wardens learn a 
  large amount about ancient history, 
  legends, distant lands and so on. 
  They will often go on long quests in 
  order to uncover more esoteric 
  knowledge.  
   
  Lore Wardens are often attached to 
  the Church which finds their re-
  searches 
  invaluable, 
  but 
  many 
  clerical orders despise them be-
  cause of the lore warden’s affinity 
  with magic. Lore Wardens consider 
  that in order to learn more about 
  the ‘enemy’ it is valuable to be able 
  to use their arts to defend against 
  it.  
   
  Lore Wardens spend so much of 
  their time in their books and look-
  ing after the church library that 
  they tend to neglect some of their 
  other skills and so are less capable 
  as fighters than regular clerics. 
  They also have fewer clerical spells, 
  but this is made up for by the fact 
  that they also have access to some 
  mage spells. 
   
  Skills 
  The lore warden may select 4 (+Int 
  mod) skills from the following list 
  as class abilities: Appraise, diplo-
  macy, 
  forgery, heal, 
  knowledge 
  (any), languages (any), listen, no-
  tice, search, and sense motive. 
    
   
   
   
  Spells/day 
  Lvl 
  HD 
  BtH 
  EPP 
  0 1 
  2 
  3 
  4 
  1 
  D6 
  +0 
  0 
  2 
   
   
   
   
  2 
  D6 
  +1 
  2250 
  3 0 
   
   
   
  3 
  D6 
  +1 
  4500 
  3 1 
   
   
   
  4 
  D6 
  +2 
  9000 
  3 2 
  0 
   
   
  5 
  D6 
  +3 
  18000 
  3 3 
  1 
   
   
  6 
  D6 
  +3 
  36000 
  4 3 
  2 
  0 
   
  7 
  D6 
  +4 
  72000 
  4 3 
  2 
  1 
   
  8 
  D6 
  +5 
  144000 
  4 4 
  3 
  2 
  0 
  9 
  D6 
  +5 
  250000 
  4 4 
  3 
  2 
  1 
  10 
  D6 
  +6 
  475000 
  4 4 
  3 
  3 
  2 
  11 
  +1 
  +7 
  700000 
  4 4 
  4 
  3 
  2 
  12 
  +1 
  +7 
  925000 
  4 4 
  4 
  3 
  3 
  
  THE NEW CLASSES 
   
   
   
  13 
  Abilities 
  Spell casting (Int/Cha) 
  Lore wardens get bonus cleric spells 
  based upon their wisdom and bo-
  nus mage spells based upon their 
  intelligence. The table shows how 
  many of each type of spell a lore 
  warden can cast, which must be 
  kept separate from each other and 
  follow the rules for each different 
  type of spell – arcane and divine. So 
  for example, a first level lore warden 
  will have access to 2 ‘0’ level cleric 
  spells each day and 2 ‘0’ level wiz-
  ard spells each day, making 4 spells 
  in all (plus any bonus spells based 
  on high attributes).  
   
  Decipher script (Int) 
  Lore wardens decipher script as a 
  goliard of the same level. 
    
  Turn Undead (Cha) 
  Lore wardens turn undead as a 
  cleric of the same level. 
   
  Languages 
  At 3rd level and then at 6th, 9th 
  and 12th level, the Lore Warden 
  can learn an additional language 
  (spoken and written) in addition to 
  the bonus skills all classes normal-
  ly receive.  
   
  Lore warden stats: 
  Prime Attribute: Wisdom  
  Hit Die: D6  
  Starting money: 3D4x10gp  
  Weapons: As cleric  
  Armour: Leather armour, leather 
  coat, Leather jerkin, padded, stud-
  ded leather, mail shirt and all 
  shields  
  Abilities: Decipher script, turn un-
  dead, languages, spellcasting (cleric 
  and mage spells)  
   
  Lore warden spell & level 
  table:  
   
   
   
   
  Spells/day 
  Lvl 
  HD 
  BtH 
  EPP 
  0 1 
  2 
  3 
  4 
  1 
  D6 
  +0 
  0 
  2 
   
   
   
   
  2 
  D6 
  +1 
  2250 
  3 0 
   
   
   
  3 
  D6 
  +1 
  4500 
  3 1 
   
   
   
  4 
  D6 
  +2 
  9000 
  3 2 
  0 
   
   
  5 
  D6 
  +3 
  18000 
  3 3 
  1 
   
   
  6 
  D6 
  +3 
  36000 
  3 3 
  2 
   
   
  7 
  D6 
  +4 
  72000 
  3 3 
  2 
  0 
   
  8 
  D6 
  +5 
  144000 
  3 3 
  3 
  1 
   
  9 
  D6 
  +5 
  250000 
  3 3 
  3 
  2 
   
  10 
  D6 
  +6 
  475000 
  3 3 
  3 
  2 
  0 
  11 
  +1 
  +7 
  700000 
  3 3 
  3 
  3 
  1 
  12 
  +1 
  +7 
  925000 
  3 3 
  3 
  3 
  2 
  
  TOMBS & TERRORS 
   
   
   
  14 
  Nbsltnbo
  Nbsltnbo
  Nbsltnbo
  Nbsltnbo 
   
  The marksman is a fighting man 
  who specializes in missile weapons 
  to the detriment of his close combat 
  training. More specifically, he will 
  choose one weapon in which to spe-
  cialize almost at the cost of all the 
  other weapons. Most marksmen will 
  choose some sort of bow but some 
  will choose a crossbow or sling. 
  Others might even select a thrown 
  weapon, like a spear or axe. 
   
  Marksmen are highly trained from 
  the very earliest age in their weapon 
  of choice. Virtually as soon as they 
  can walk, they have a weapon 
  placed in their hands. In some cas-
  es this is enforced by some local 
  military statute and in others by 
  parents or by necessity. Only occa-
  sionally does a child elect to go into 
  the rigorous regime that is required 
  of this highly specialized class. Eve-
  ry single day, often for hours a day, 
  the child has to practice, practice, 
  practice, loading and reloading on 
  the move or still, prone or kneeling 
  in wind, rain, sun or storm. He is 
  taught how to look after his weapon 
  and even, if needed, to repair it or 
  fashion a new one. It is this dedica-
  tion that ultimately produces a 
  fighting man that is highly sought 
  after by warlords and kings to fill a 
  specialist role in their armies. With 
  this comes great rewards. 
    
  Marksmen don’t wear heavy 
  armour and don’t tend to get 
  too involved in melee com-
  bat. Heavy armour tends to 
  hamper their precision with 
  their weapon of choice, mak-
  ing 
  them 
  useless 
  as 
  skirmishers 
  or 
  snipers. 
  Likewise their melee weapon 
  choice is more restricted 
  than for regular fighters. 
  They tend to stick to lighter 
  one-handed weapons and at 
  best a buckler if necessary.  
   
  Skills 
  The marksman may select 3 
  (+Int mod) skills from the 
  following list as class abili-
  ties: Climb, craft (bowyer, 
  fletcher) 
  gossip, 
  jump, 
  knowledge 
  (battle 
  tactics, 
  local lore), languages (any), 
  listen, 
  notice, 
  ride 
  and 
  stealth. 
  
  THE NEW CLASSES 
   
   
   
  15 
  Abilities 
  Missile master 
  With their weapon of choice (only a 
  missile weapon), the marksman can 
  gain a +1 bonus on attacks and 
  damage. This bonus increases to +2 
  to hit and damage at 5th level and 
  +3 to hit and damage at 10th level. 
   
  Mighty pull 
  With their weapon of choice their 
  years of training and daily practice 
  has given them the ability to wring 
  every bit of potential from the 
  weapon. They can increase the 
  weapon’s range by 25%. 
   
  Precise Aim 
  The marksman is able to use his 
  chosen weapon to make difficult 
  shots (firing into melee or at a rope 
  from which his friend is hanging by 
  the neck) with only half the normal 
  penalties. If the marksman takes a 
  round to aim, he avoids penalties 
  altogether. He cannot use this with 
  rapid shot. 
   
  Rapid shot 
  At 4th level the marksman gains 
  one additional attack each round 
  with his chosen missile weapon. He 
  can attack the same target or a dif-
  ferent target.  
   
  Trick shot 
  At 5th level, the marksman is able 
  to use his chosen weapon to make, 
  what appear to be impossible shots 
  (such as bouncing an arrow around 
  a corner from a shield), firing over 
  his shoulder using a mirror to aim 
  or while jumping off a castle wall) 
  with a -6 penalty. Aiming for a 
  round first (if the circumstances 
  allow) reduces the penalty to -4. 
   
  Shot-on-the-run 
  At 10th level a marksman can make 
  a full move and attack, with his 
  chosen weapon only. He cannot 
  combine this with rapid shot.  
   
  Special: Marksmen are as skilled 
  as fighters with their weapon of 
  choice and so use the same BtH as 
  fighters. However, with other weap-
  ons they are far less skilled and so 
  use the same BtH as clerics.  
   
  Marksman stats: 
  Prime Attribute: Dexterity  
  Hit Die: D8  
  Starting money: 4D4x10gp 
  Weapons: 
  Any 
  ranged 
  weapon, 
  hand axe, club, dagger, light ham-
  mer, war hammer, light mace, 
  heavy mace, scimitar, short sword, 
  falchion, long sword and broad 
  sword  
  Armour: Leather armour, padded, 
  studded leather, leather jerkin, mail 
  shirt and buckler  
  Abilities: Missile master, mighty 
  pull, precise aim, trick shot, rapid 
  shot, shot-on-the-run.  
   
  Marksman level table: 
   
   
  Level HD 
  BtH1 BtH2 
  EPP 
  1 
  D8 
  +1 
  +0 
  0 
  2 
  D8 
  +2 
  +1 
  2000 
  3 
  D8 
  +3 
  +2 
  4000 
  4 
  D8 
  +4 
  +3 
  8000 
  5 
  D8 
  +5 
  +3 
  16000 
  6 
  D8 
  +6 
  +4 
  30000 
  7 
  D8 
  +7 
  +5 
  50000 
  8 
  D8 
  +8 
  +6 
  90000 
  9 
  D8 
  +9 
  +6 
  180000 
  10 
  D8 
  +10 
  +7 
  360000 
  11 
  +2 
  +11 
  +8 
  550000 
  12 
  +2 
  +12 
  +9 
  800000 
  
  TOMBS & TERRORS 
   
   
   
  16 
  Tqfmmtxpse
  Tqfmmtxpse
  Tqfmmtxpse
  Tqfmmtxpse 
   
  Any ex-soldier or trained fighting 
  man can grab himself a sword, 
  helmet and shield and go out and 
  sell his sword-arm to the highest 
  bidder when there is a war on. Such 
  mercenaries are ten-a-penny. Spe-
  cialist mercenaries like marksmen, 
  the gallowglass and spellswords are 
  always harder to find. Kings, lords 
  and war leaders are prepared to of-
  fer a premium when they do find 
  them. 
    
  Spellswords are usually fighting 
  men who realize that here is a niche 
  on the battlefield for a warrior who 
  can also cast spells. Whereas wiz-
  ards tend to stand behind the 
  fighting men (usually far behind) on 
  the battlefield, the spellsword is 
  able to get right in there where the 
  fighting is at. This enables him to 
  react to battlefield situations and 
  use his magic where necessary far 
  more quickly than wizards can from 
  their rear positions. He can also 
  create an element of surprise, be-
  cause whilst the enemy wizards are 
  often trying their best to negate the 
  effects of the magic of the opposing 
  wizards, the spellsword goes unno-
  ticed amongst the fighting men 
  (that is, until he has done the dam-
  age and it’s too late). 
   
  Spellswords then are a unique mix-
  ture of a wizard and a warrior and 
  this mix makes them very fine ad-
  venturers too, often sought by 
  parties of treasure hunters and so 
  forth. Spellswords are individuals. 
  There is no specialist school of 
  spellswords, like there might be col-
  leges for wizards. So they usually 
  become soldiers and learn their 
  trade in battle and then join a 
  mage’s college to learn the basics of 
  magic. Sometimes it is the other 
  way around, but less often.  
   
  Once they have learned what they 
  can, they practice using magic in 
  their armour. This takes hours of 
  daily training and many give up this 
  exacting regime, going back to being 
  just a fighter or just a mage. But 
  some dedicated types manage to 
  combine the two disciplines 
  reasonably 
  successfully. 
  Wearing the heaviest type of 
  armour has always proved 
  too much for even the most 
  capable spellsword and be-
  cause 
  of 
  the 
  need 
  to 
  maintain their regime of 
  combat training they never 
  gain access to the most po-
  tent 
  spells. 
  However, 
  somewhere in there is a bal-
  ance and spellswords make 
  the most of this. 
   
  Skills 
  The spellsword may select 2 
  
  THE NEW CLASSES 
   
   
   
  17 
  (+Int mod) skills from the following 
  list as class abilities: Gossip, diplo-
  macy, intimidate, knowledge (any), 
  languages 
  (any), 
  listen, 
  notice, 
  sense motive, ride. 
   
  Abilities 
  Weapon specialization 
  Spellswords do have a favoured 
  weapon, pretty much as fighters, in 
  which they receive a +1 bonus to 
  attack and to damage. At 10th level 
  this increases to +2 attack and 
  damage. This is the highest it goes. 
   
  Spell casting 
  Spellswords can choose from the 
  wizard spell list. They get a bonus 
  1st level spell if Intelligence is 12-
  13, and so on, as do mages. 
    
  Spellsword stats: 
  Prime Attribute: Intelligence  
  Hit Die: D8  
  Starting money: 3D4x10gp  
  Weapons: Any  
  Armour: Leather armour, leather 
  coat, leather jerkin, padded, stud-
  ded leather, buckler and small 
  shield  
  Abilities: 
  Weapon 
  specialisation, 
  spell casting. 
   
  Spellsword spell & level  
  table: 
  Xjudi
  Xjudi
  Xjudi
  Xjudi0Xbsmpdl
  0Xbsmpdl
  0Xbsmpdl
  0Xbsmpdl 
  Some gain power through study, 
  some 
  through 
  devotion, 
  others 
  through blood, but the witch gains 
  power from her communion with 
  the unknown. Generally feared and 
  misunderstood, the witch draws her 
  magic from a pact made with an 
  otherworldly 
  power. 
  Communing 
  with that source, using her familiar 
  as a conduit, the witch gains not 
  only a host of spells, but a number 
  of strange abilities known as hexes. 
  As a witch grows in power, she 
  might learn about the source of her 
  magic, but some remain blissfully 
  unaware. Some are even afraid of 
  that source, fearful of what it might 
  be or where its true purposes lie.  
   
  While many witches are recluses, 
  living on the edge of civilization, 
  some live within society, openly or 
  in hiding. The blend of witches’ 
  Lvl 
  HD 
  BtH 
  EPP 
  0 
  1 
  2 
  3 
  4 
  1 
  D8 
  +0 
  0 
  2 
   
   
   
   
  2 
  D8 
  +1 
  2250 
  3 
  0 
   
   
   
  3 
  D8 
  +2 
  4500 
  3 
  1 
   
   
   
  4 
  D8 
  +3 
  9000 
  3 
  2 
  0 
   
   
  5 
  D8 
  +4 
  18000 
  3 
  3 
  1 
   
   
  6 
  D8 
  +5 
  36000 
  4 
  3 
  2 
  0 
   
  7 
  D8 
  +6 
  72000 
  4 
  3 
  2 
  1 
   
  8 
  D8 
  +7 
  144000 
  4 
  4 
  3 
  2 
  0 
  9 
  D8 
  +8 
  250000 
  4 
  4 
  3 
  2 
  1 
  10 
  D8 
  +9 
  475000 
  4 
  4 
  3 
  3 
  2 
  11 
  +2 
  +10 
  700000 
  4 
  4 
  4 
  3 
  2 
  12 
  +2 
  +11 
  925000 
  4 
  4 
  4 
  3 
  3 
  
  TOMBS & TERRORS 
   
   
   
  18 
  spells makes them adept at filling a 
  number of different roles, from seer 
  to healer, and their hexes grant 
  them a number of abilities that are 
  useful in a fight. Some witches 
  travel 
  about, 
  seeking 
  greater 
  knowledge and better understand-
  ing of the mysterious powers that 
  guide them.  
   
  Skills 
  Witches can choose 2 (+Int mod) 
  skills as class abilities from the fol-
  lowing: Craft (Int), Gossip, Heal 
  (Wis), Intimidate (Cha), Knowledge 
  (Arcana, wounds & corpses, nature) 
  (Int) and Sense Motive (Wis).  
   
  Abilities 
  Witch’s familiar 
  At 1st level, a witch forms a close 
  bond with a familiar, a creature 
  that teaches her magic and helps to 
  guide her along her path. A witch 
  must commune with her familiar 
  each day to prepare her spells. Fa-
  miliars store all of the spells that a 
  witch knows, and a witch cannot 
  prepare a spell that is not stored by 
  her familiar. A witch’s familiar be-
  gins play storing all of the 0-level 
  witch spells plus one 1st level spell 
  of the witch’s choice. The witch also 
  selects a number of additional 1st-
  level spells equal to her Intelligence 
  modifier to store in her familiar. At 
  each new witch level, she adds two 
  new spells of any spell level or levels 
  that she can cast (based on her new 
  witch level) to her familiar. The 
  witch can see through her familiar’s 
  eyes as if she was the familiar. She 
  can also cast any of her prepared 
  spells through her familiar (not 
  hexes though). 
   
   
  Hexes 
  Witches learn a number of magic 
  tricks that she can use once per 
  day, called hexes, that grant them 
  powers or weaken foes. She can se-
  lect any hex of an appropriate level 
  at 1st level, 2nd level and then at 
  every even level. 
  Cackle: The witch can cackle madly 
  and any creature that is within 30 
  feet is unsettled and suffers a -2 
  saving throw (no save) on the next 
  spell or hex she subsequently casts 
  at any of them in the same day.  
  Feather Fall: At 1st level, the witch 
  can use feather fall at will. This 
  makes her fall very slowly if, for ex-
  ample, she falls off her broomstick. 
  Charm: The witch can charm an 
  animal or humanoid creature with-
  in 
  30 
  feet 
  by 
  beckoning 
  and 
  speaking soothing words. The effect 
  lasts for a number of rounds equal 
  to the Witch’s Int mod.  
  Disguise: The witch can change her 
  appearance to look younger or old-
  er, shorter or taller or perhaps even 
  of a different race or sex for a num-
  ber of hours equal to her class level 
  Cauldron: The witch creates a 
  cauldron in which she can brew one 
  potion per day (this includes the 
  time spent gathering the herbs and 
  materials she needs to brew the po-
  tion). These potions can contain one 
  spell from her known spell list. 
  Once bottled, the potion will last 
  until she uses it.  
  Blight: The witch can curse an an-
  imal or plot of land, causing it to 
  wither and die. Blighting an area 
  takes 1 round, during which time 
  the witch and her familiar must be 
  in contact with the target. If it’s 
  used on a plot of land, the land be-
  gins to wither the following day, and 
  over the next week all plants in the 
  
  THE NEW CLASSES 
   
   
   
  19 
  area die. Nothing will grow in that 
  area so long as the curse persists. A 
  witch can affect an area with a ra-
  dius equal to her class level × 10 
  feet. Blighting a creature requires 
  the witch to touch her victim. The 
  creature becomes cursed (save al-
  lowed), suffering 1 Con damage per 
  day. Both types of curse can be re-
  moved with a remove curse. A witch 
  can only have one blight in effect at 
  a time. If another blight hex is 
  made, the first immediately ends.  
  Fortune: The witch can grant a 
  creature within 30 feet a bit of good 
  luck for 1 round. The target can call 
  upon this good luck once per 
  round, allowing him to reroll any 
  ability check, attack roll, damage 
  roll, saving throw, or skill check, 
  taking the better result. He must 
  decide to use this ability before the 
  first roll is made. At 8th level, the 
  duration of this hex is extended by 
  1 round. 
  Healing: A witch can soothe the 
  wounds of those she touches. This 
  acts as a cure light wounds spell, 
  using the witch’s caster level. At 5th 
  level, she may cast 2 healing hexes 
  per day and at 10th level, she can 
  cast 3 per day. 
  Misfortune: The witch can cause a 
  creature within 30 feet to suffer 
  grave misfortune for 1 round. Any-
  time the creature makes an ability 
  check, attack roll, saving throw, 
  damage roll or skill check, it must 
  roll twice and take the worse result. 
  A Will save negates this hex. At 8th 
  level the duration of this hex is ex-
  tended by 1 round. This hex affects 
  all rolls the target must make while 
  it lasts. 
  Slumber: A witch can cause a crea-
  ture within 30 feet to fall into a 
  deep, magical sleep, as per the spell 
  sleep. The creature receives a Will 
  save to negate the effect. If the save 
  fails, the creature falls asleep for a 
  number of rounds equal to the 
  witch’s level. This hex can affect a 
  creature of any HD. 
  Tongues: A witch with this hex can 
  understand any spoken language 
  for a number of minutes per day 
  equal to her level, as comprehend 
  languages. At 5th level, a witch can 
  use this ability to speak any lan-
  guage too.  
  Ward: A witch can use this hex to 
  place a protective ward over one 
  creature. The warded creature re-
  ceives a +2 AC and a +2 bonus on 
  saving throws. This ward lasts until 
  the warded creature is hit or fails a 
  saving throw. A witch knows when 
  a warded creature is no longer pro-
  tected. A witch can have only one 
  ward active at a time. If the witch 
  uses this ability again, the previous 
  ward immediately ends. A witch 
  cannot use this ability on herself. At 
  8th level the bonuses provided by 
  this ward increase by +1. 
  Waxen Image: The witch can create 
  a crude wax duplicate of a creature 
  she knows or has seen fairly recent-
  ly (within the last week). This takes 
  an hour to make. Once the image is 
  complete, the subject must make a 
  Will save. If the subject fails, the 
  witch gains a small measure of con-
  trol over the subject. Whenever she 
  exercises this control, the creature 
  receives a new will save to end the 
  effect. The witch can use the waxen 
  image a number of times equal to 
  her Intelligence modifier before it 
  melts. As a standard action, the 
  witch can cause the subject to do 
  any one of the following things: 
  move up to the creature’s speed in 
  any direction, attack itself once with 
  
  TOMBS & TERRORS 
   
   
   
  20 
  any weapon in hand (this attack 
  automatically hits), lie down on the 
  ground, or drop anything held. Al-
  ternatively, she can spend one of 
  her uses to simply torture the im-
  age, causing the creature to be both 
  sickened and staggered on its turn. 
  As soon as the creature has suc-
  ceeded on a saving throw against 
  this effect, it is immune to it for 24 
  hours.  
  Evil Eye: At 4th level the witch can 
  cause doubt to creep into the mind 
  of a single foe within 30 feet that 
  she can see. The target takes a –2 
  penalty on the following: AC, ability 
  checks, attack rolls and saving 
  throws. This hex lasts for a number 
  of rounds equal to 3 + the witch’s 
  Int mod. A Will save reduces this to 
  just 1 round. At 8th level the penal-
  ties increase to –4.  
  Broomstick: At 6th level, the witch 
  creates a broomstick that gives the 
  witch the ability to fly as per the 
  spell, for a number of minutes per 
  day equal to her level. The broom-
  stick disguises itself as a walking 
  staff that acts as a +1 staff in com-
  bat when not in use for flight. 
   
  Form Coven 
  At 10th level, the witch can form a 
  coven of witches. She attracts 3D4 
  (3-12) witches of 1st level to her 
  coven. For every 3 witches of 1st 
  level, there will be one of 2nd level. 
  The PC witch is able to choose one 
  of the following major hexes at 10th 
  level and another one at each level 
  thereafter. If there are exactly 13 
  witches in the coven, their hexes 
  are more powerful, giving a DM of -
  4 to any saves by the target of the 
  hex. 
   
   
  Major Hexes 
  Agony: The coven needs a personal 
  item or piece of hair or toe-nail or 
  similar of the creature or person 
  that is to be the subject of this hex. 
  With a group ritual lasting 2 hours, 
  the coven can cause the subject to 
  suffer intense pain, wherever he is. 
  The target is nauseated for a num-
  ber of rounds equal to the coven’s 
  total level. A Fortitude save negates 
  this effect. If the saving throw is 
  failed, the target can attempt a new 
  save each round to end the effect. 
  Whether or not the save is success-
  ful, a creature cannot be the target 
  of this hex again for a day.  
  Hag’s Eye: A coven with this hex 
  can create a magic sensor that they 
  can see through. The coven can 
  send this eye to wherever they want 
  to view and can use this eye for a 
  number of minutes per day equal to 
  their combined level. These minutes 
  do not need to be consecutive, but 
  they must be spent in 1-minute in-
  crements.  
  Major Healing: By calling upon ee-
  rie powers, the coven can mend 
  even the most terrible wounds of 
  those the lead witch (the PC) touch-
  es. This acts as cure serious 
  wounds spell, using the coven’s to-
  tal level.  
  Nightmares: The coven needs a 
  personal item or piece of hair or toe-
  nail or similar of the creature or 
  person that is to be the subject of 
  this hex. Calling upon fell powers, 
  the coven can place a hex on a per-
  son or creature that causes its sleep 
  to be tormented by terrible night-
  mares. A Will save negates this 
  effect. If the save is failed, the target 
  must make a new save each night 
  or be unable to rest.  
  
  THE NEW CLASSES 
   
   
   
  21 
  Retribution: The coven needs a 
  personal item or piece of hair or toe-
  nail or similar of the creature or 
  person that is to be the subject of 
  this hex. A coven can place a retri-
  bution hex on a creature causing 
  terrible wounds to open across the 
  target’s flesh whenever it deals 
  damage to another creature in me-
  lee. Immediately after the hexed 
  creature deals damage in melee, it 
  takes half that damage (round 
  down). This effect lasts for a num-
  ber of hours equal to the PC witch’s 
  Intelligence modifier. A Will save 
  negates this effect. 
  Vision: A coven can receive a 
  glimpse of the future, for a specific 
  person, creature, action about to be 
  taken or for an area, like a village. 
  The coven needs to have an item or 
  something that relates to the area (a 
  brick from a building in the village, 
  for example). The ritual takes an 
  hour; at the end of this time, the 
  coven receives a brief image of the 
  future, usually no more than 1 year 
  from the time of the vision, subject 
  to TM discretion. This is only one 
  possible version of the future, mak-
  ing such visions unreliable at best.  
  Weather Control: A coven can use 
  control weather once per day, but 
  creating the weather takes 1 full 
  hour of ritualistic chanting, danc-
  ing, and communing.  
  Death Curse: The PC witch must be 
  12th level to choose this major hex. 
  It seizes a creature’s heart, causing 
  death within just a few moments. 
  The hexed creature receives a Will 
  save to negate the effect. If this save 
  is failed, the creature becomes fa-
  tigued the first day of the hex. On 
  the second day of the hex, the crea-
  ture becomes exhausted. On the 
  third day, the creature dies unless 
  it succeeds at a Fort save. Crea-
  tures that fail the first save but 
  succeed at the second remain ex-
  hausted and take 4D6 points of 
  damage + 1 point of damage per 
  level of the coven. Slaying the coven 
  that hexed the creature ends the 
  effect, but any fatigue or exhaustion 
  remains.  
  Eternal Slumber: Any time after 
  the 1 hour ritual has been per-
  formed; the PC witch can touch a 
  creature, causing it to drift off into 
  a permanent slumber. The creature 
  receives a Will save to negate this 
  effect. If the save fails, the creature 
  falls asleep and cannot be woken. 
  The effect can only be removed with 
  a wish or similar magic, although 
  slaying the witch ends the effect. 
  The witch can use this ability to 
  poison food or drink, causing those 
  who ingest it to make a save or fall 
  into an eternal slumber. She can 
  only have one such dose of poison 
  at any one time, and it loses its po-
  tency 
  after 
  1 
  minute 
  if 
  not 
  consumed. 
  Forced Reincarnation: The coven 
  needs a personal item or piece of 
  hair or toe-nail or similar of the 
  creature or person that is to be the 
  subject of this hex. The coven caus-
  es the creature to die and be 
  immediately reincarnated into a 
  new body. A Will save negates this 
  effect. Those that fail are slain and 
  immediately brought back to life as 
  another creature.  
  Life Giver: After a full 2 hour ritual 
  over a dead body, the PC witch can 
  touch a dead creature and bring it 
  back to life. This functions as res-
  urrection spell.  
  Natural Disaster: A coven using 
  this hex calls down the forces of 
  nature to wreak havoc on an area – 
  
  TOMBS & TERRORS 
   
   
   
  22 
  a town, a castle, a ship or whatever. 
  The actual effects are up to the TM. 
  The coven must all concentrate on 
  this for the duration of the hex. 
   
  Witch/Warlock stats: 
  Prime Attribute: Intelligence  
  Hit Die: D4  
  Starting money: 2D4x10gp  
  Weapons: Dagger, club, staff, sling, 
  light crossbow. 
  Armour: None 
  Abilities: 
  Hexes, 
  form 
  coven, 
  witch’s familiar, spell casting. 
   
  Witch spell & level table: 
   
  Witch spell lists: 
  Level 0 
  1. Cure Minor Wounds 
  2. Dancing Lights 
  3. Detect Magic 
  4. Detect Poison 
  5. Light 
  6. Mending* 
  7. Read Magic 
  8. Call Bats, Toads or Spiders* 
   
  Level 1 
  1. Calm Animals* 
  2. Charm Person 
  3. Entangle* 
  4. Doom* 
  5. Faerie Fire* 
  6. Obscuring Mist* 
  7. Speak with Animals* 
  8. Summon Demon I 
   
  Level 2 
  1. Animal Messenger* 
  2. Fog Cloud* 
  3. Gust of Wind 
  4. Hold Animal* 
  5. Levitate 
  6. Spider Climb* 
  7. Tasha’s Hideous Laughter* 
   
  Level 3 
  1. Contagion* 
  2. Cause Disease 
  3. Deep Slumber 
  4. Plant Growth 
  5. Speak with Plants* 
  6. Summon Demon II 
  7. Suggestion* 
   
  Level 4 
  1. Air Walk* 
  2. Dispel Magic 
  3. Fear* 
  4. Giant Spiders* 
  5. Repel Vermin* 
  6. Summon Demon III 
   
  Level 5 
  1. Insect Plague 
  2. Mind Fog* 
  3. Baleful Polymorph* 
  4. Break Enchantment 
  5. Wall of Thorns* 
  6. Summon Demon IV 
   
  Level 6 
  1. Animate Objects* 
  2. Mislead* 
  3. True Seeing* 
  4. Transport Via Plants* 
  5. Animate Plants* 
  6. Summon Demon V* 
   
  (*New spells- described below) 
   
  Lvl 
  HD 
  BtH 
  EPP 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  1 
  D4 
  +0 
  0 
  3 
  1 
   
   
   
   
   
  2 
  D4 
  +1 
  2500 
  4 
  2 
   
   
   
   
   
  3 
  D4 
  +1 
  5000 
  4 
  2 
  1 
   
   
   
   
  4 
  D4 
  +2 
  10000 
  4 
  3 
  0 
   
   
   
   
  5 
  D4 
  +2 
  20000 
  4 
  3 
  1 
  1 
   
   
   
  6 
  D4 
  +3 
  40000 
  4 
  3 
  2 
  2 
   
   
   
  7 
  D4 
  +3 
  80000 
  4 
  4 
  2 
  2 
  1 
   
   
  8 
  D4 
  +4 
  150000 
  4 
  4 
  3 
  3 
  2 
   
   
  9 
  D4 
  +4 
  275000 
  4 
  4 
  4 
  3 
  2 
  1 
   
  10 
  D4 
  +5 
  525000 
  4 
  4 
  4 
  3 
  3 
  2 
   
  11 
  +1 
  +5 
  750000 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  12 
  +1 
  +6 
  1000000 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  
  THE NEW CLASSES 
   
   
   
  23 
  Xjudi0Xbsmpdl!
  Xjudi0Xbsmpdl!
  Xjudi0Xbsmpdl!
  Xjudi0Xbsmpdl!!!!!
  TTTTqfmm!
  qfmm!
  qfmm!
  qfmm!EEEEftdsjqujpot
  ftdsjqujpot
  ftdsjqujpot
  ftdsjqujpot!!!!
   
  Descriptions include the spell level, 
  the range and duration. If the spell 
  can also be cat by the core classes, 
  it is detailed as C, M or T followed 
  by the level. Other information, 
  such as damage or numbers affect-
  ed is set out in the description. 
   
  Air Walk 
  Spell level: M4, W4 
  Range: Touch 
  Duration: 10 min per level 
  The subject can tread on air as if 
  walking on solid ground. Moving 
  upward is similar to walking up a 
  hill. You can cast air walk on a spe-
  cially trained mount so it can be 
  ridden through the air. 
   
  Animal Messenger 
  Spell level: W1 
  Range: 30’ 
  Duration: 1 day per level 
  You compel a small animal to go to 
  a spot you designate. The most 
  common use for this spell is to get 
  an animal to carry a message to 
  your allies. The animal cannot be 
  one tamed or trained by someone 
  else, including such creatures as 
  familiars and animal companions. It 
  can be a bat or spider called using 
  the Call Bats, Toads or Spiders 
  spell. 
   
  Animate Objects 
  Spell level: M6, W6 
  Range: 120’ 
  Duration: 1 round per level 
  You imbue inanimate objects with 
  mobility and a semblance of life. 
  Each such animated object then 
  immediately attacks whomever or 
  whatever you initially designate. An 
  animated object can be of any non-
  magical material. You may animate 
  one small object or an equivalent 
  number of larger objects per caster 
  level. A medium object counts as 
  two small objects, a large object as 
  four, a huge object as eight, a gar-
  gantuan object as sixteen, and a 
  colossal object as thirty-two. 
   
  Animate Plants 
  Spell level: W6 
  Range: 60’ +10 per level 
  Duration: 1 round per level 
  This works similarly to Animate Ob-
  jects. However, the witch can cast 
  an alternative version, where all 
  plants within range simply entangle 
  anyone passing through, stopping 
  their movement altogether, acting 
  as the entangle spell, with a -4 
  save. This version lasts one hour 
  per level. 
   
  Baleful Polymorph 
  Spell level: W5 
  Range: 30’ 
  Duration: Permanent 
  You change the subject (who gets a 
  con save) into a small animal such 
  as a bat, lizard, monkey, or toad. 
  The subject takes on all the statis-
  tics and special abilities of an 
  average member of the new form in 
  place of its own, although he still 
  thinks as himself. 
   
  Call Bats, Toads or Spiders 
  Spell level: W0 
  Range: 20’ 
  Duration: 1 min per level 
  The spell brings 3D4 normal bats, 
  toads or small spiders fluttering or 
  scurrying to the witch from all 
  around. They are not “conjured” out 
  
  TOMBS & TERRORS 
   
   
   
  24 
  of thin air – they are ones that are 
  in the vicinity already. If nothing 
  else happens to them, they will 
  slowly wander away again. 
   
  Calm Animals 
  Spell level: C1, T1, W1,  
  Range: 60’ 
  Duration: 1 min per level 
  This spell soothes and quiets ani-
  mals, rendering them docile and 
  harmless. Only ordinary animals 
  can be affected by this spell. The 
  maximum number of Hit Dice of 
  animals you can affect is equal to 
  2D4 + caster level. An animal 
  trained to attack or guard is allowed 
  a saving throw; other animals are 
  not. The affected creatures remain 
  where they are and do not attack or 
  flee. They are not helpless and de-
  fend 
  themselves 
  normally 
  if 
  attacked. Any threat breaks the 
  spell on the threatened creatures. 
   
  Contagion 
  Spell level: W3 
  Range: Touch 
  Duration: Instant 
  The subject contracts a disease, 
  which strikes immediately. The sub-
  ject receives a con saving throw to 
  resist. 
   
  Doom 
  Spell level: T2, W1 
  Range: 120’ 
  Duration: 1 min per level 
  This spell fills the victim with icy 
  dread if he fails a will save. The vic-
  tim will suffer a -2 on attack rolls, 
  saving throws and ability checks. 
   
  Entangle 
  Spell level: W1 
  Range: 240’ 
  Duration: 1 min per level 
  Grasses, weeds, bushes, and even 
  trees wrap, twist, and entwine 
  about creatures in an area 30’ 
  square area or those that enter the 
  area, holding them fast and causing 
  them to become entangled. The 
  creature can break free and move 
  half its normal speed by making a 
  strength check with a modifier of -5.  
   
  Faerie Fire 
  Spell level: W1 
  Range: 320’ 
  Duration: 1 min per level 
  A pale glow surrounds and outlines 
  the 
  subjects. 
  Outlined 
  subjects 
  shed light as candles. Outlined 
  creatures do not benefit from the 
  concealment normally provided by 
  darkness. The light is too dim to 
  have any special effect on undead 
  or dark-dwelling creatures vulnera-
  ble to light. The faerie fire can be 
  blue, green, or violet, according to 
  your choice at the time of casting. 
  The faerie fire does not cause any 
  harm to the objects or creatures 
  thus outlined. 
   
  Fear 
  Spell level: W4 
  Range: 240’ 
  Duration: 10 min per level 
  The witch terrifies the subject if it 
  fails its will save. A terrified crea-
  ture must drop anything it holds 
  and flee at top speed from the 
  witch, as well as any other dangers 
  it encounters, along a random path. 
  It can’t take any other actions. In 
  addition, the creature takes a -2 
  penalty on all saving throws, skill 
  checks, and ability checks. If cor-
  nered, a panicked creature cowers. 
  A terrified creature can use special 
  abilities, including spells, to flee; 
  indeed, the creature must use such 
  
  THE NEW CLASSES 
   
   
   
  25 
  means if they are the only way to 
  escape. 
   
  Giant Spiders 
  Spell level: W4 
  Range: 30’ 
  Duration: 1 min per level 
  The caster turns 1D4+2 normal-
  sized spiders into 2HD giant spiders 
  (with 
  AC13, 
  Attacks: 
  bite 
  1D6+poison, 
  move 40’, 
  Special: 
  Webs) that will do as commanded – 
  control is limited to simple com-
  mands (“Attack,” “Defend,” “Stop,” 
  and so forth). Unless commanded to 
  do otherwise, the giant vermin at-
  tack whoever or whatever is near 
  them. 
   
  Hold Animal 
  Spell level: T2, W2 
  Range: 120’ 
  Duration: 1 hour +10 mins per level 
  This spell functions as Hold Person, 
  except only normal animals are af-
  fected. 
   
  Mending 
  Spell level: M0, W0 
  Range: 10’ 
  Duration: Instant/Permanent 
  Mending repairs small breaks or 
  tears in objects. It will weld broken 
  metallic objects such as a ring, a 
  chain link, a medallion, or a slender 
  dagger, providing but one break ex-
  ists. Ceramic or wooden objects 
  with multiple breaks can be invisi-
  bly rejoined to be as strong as new. 
  A hole in a leather sack or a wine-
  skin is completely healed over by 
  mending. 
   
  Mind Fog 
  Spell level: W5 
  Range: 120’ 
  Duration: 30 mins 
  Mind fog produces a bank of thin 
  mist that weakens the mental re-
  sistance of those caught in it. 
  Creatures in the mind fog take a -
  10 penalty on wisdom, charisma 
  and intelligence checks and saves. 
  Affected creatures take the penalty 
  as long as they remain in the fog 
  and for 2D6 rounds thereafter. The 
  fog is stationary and lasts for 30 
  minutes (or until dispersed by 
  wind). A moderate wind disperses 
  the fog in four rounds; a strong 
  wind disperses the fog in 1 round.  
   
  Mislead 
  Spell level: M6, W6 
  Range: Self 
  Duration: 1 round per level 
  The caster becomes invisible and at 
  the same time an illusory double 
  appears. The double appears within 
  range but thereafter moves as di-
  rected. The double moves at the 
  caster’s speed and can talk and ges-
  ture as if it were real, but it cannot 
  attack or cast spells.  
  Obscuring Mist 
  Spell level: W1 
  Range: 20’ 
  Duration: 1 min per level 
  A misty vapor arises around the 
  caster in a 20’ radius. It is station-
  ary 
  once 
  created. 
  The 
  vapor 
  obscures all sight, beyond 5 feet. A 
  moderate wind disperses the fog in 
  4 rounds. A strong wind disperses 
  the fog in 1 round. 
   
  Repel Vermin 
  Spell level: C4, W4 
  Range: 20’ radius 
  Duration: 10 min per level 
  An invisible barrier holds back ver-
  min. A vermin with Hit Dice of less 
  than one-half your level cannot 
  penetrate the barrier at all. A ver-
  
  TOMBS & TERRORS 
   
   
   
  26 
  min with Hit Dice of one-half your 
  level or more can penetrate the bar-
  rier if it succeeds on a will save. 
  Even so, crossing the barrier deals 
  the vermin 2D6 points of damage, 
  and pressing against the barrier 
  causes pain, which deters most 
  vermin.  
   
  Speak With Animals 
  Spell level: C2, M2, T2, W1 
  Range: 20’ 
  Duration: 1 min per level 
  You can comprehend and com-
  municate with animals. You are 
  able to ask questions of and receive 
  answers from animals, although the 
  spell doesn’t make them any more 
  friendly or cooperative than normal. 
  Furthermore, wary and cunning 
  animals are likely to be terse and 
  evasive, while the more stupid ones 
  make inane comments. If an animal 
  is friendly toward you, it may do 
  some favour or service for you. 
   
   
  Speak With Plants 
  Spell level: W3 
  Range: 20’ 
  Duration: 1 min per level 
  The caster can comprehend and 
  communicate with plants. A plant’s 
  sense of its surroundings is limited, 
  so it won’t be able to give (or recog-
  nize) 
  detailed 
  descriptions 
  of 
  creatures 
  or 
  answer 
  questions 
  about events outside its immediate 
  vicinity.  
    
  Spider Climb 
  Spell level: W1 
  Range: Self 
  Duration: 10 min per level 
  The witch can climb and travel on 
  vertical surfaces or even traverse 
  ceilings as well as a spider does. 
  Suggestion 
  Spell level: T3, W3 
  Range: 30’ 
  Duration: 1 hour per level 
  The caster influences the actions of 
  the target creature by suggesting a 
  course of activity (limited to a sen-
  tence or two). The suggestion must 
  be worded in such a manner as to 
  make the activity sound reasonable. 
  Asking the creature to do some ob-
  viously harmful act automatically 
  negates the effect of the spell. 
   
  Tasha’s Hideous Laughter 
  Spell level: W2 
  Range: 120’ 
  Duration: 1 min per level 
  This spell sends cackling laughter 
  into the hearing of those within 
  range (a cone of up to 120’, with a 
  60’ base). It acts as a Doom spell 
  but affects everyone within range.  
   
  Transport via Plants 
  Spell level: W6 
  Range: Self and touch 
  Duration: 1 round 
  The witch can enter any normal 
  plant and pass any distance to a 
  plant of the same kind in a single 
  round, regardless of the distance 
  separating the two. The witch can 
  bring along carried objects and one 
  additional willing creature or its 
  equivalent per three caster levels. 
  All creatures to be transported 
  must be in contact with one anoth-
  er, and at least one of those 
  creatures must be in contact with 
  the caster.  
   
  True Seeing 
  Spell level: C6, M6, W6 
  Range: Touch 
  Duration: 1 min per level 
  The caster confers the subject the 
  
  THE NEW CLASSES 
   
   
   
  27 
  ability to see all things as they ac-
  tually are. The subject sees through 
  normal and magical darkness, no-
  tices secret doors hidden by magic, 
  sees invisible creatures or objects 
  normally, sees through illusions, 
  and sees the true form of polymor-
  phed, 
  changed, 
  or 
  transmuted 
  things. It does not negate conceal-
  ment, including that caused by fog 
  and the like. True seeing does not 
  help the viewer see through mun-
  dane disguises, spot creatures that 
  are simply hiding, or notice secret 
  doors hidden by mundane means. 
   
  Wall of Thorns 
  Spell level: W5 
  Range: 60’ 
  Duration: 2 hours 
  A wall of thorns  
  A wall of thorns spell creates a bar-
  rier of very tough, pliable, tangled 
  brush bearing needle-sharp thorns 
  as long as a human’s finger. Any 
  creature forced into or attempting 
  to move through a wall of thorns 
  takes damage per round of move-
  ment equal to 25 minus the crea-
  ture’s AC. You can make the wall as 
  thin as 5 feet thick, which allows 
  you to shape the wall as a number 
  of 10-by-10-by-5-foot blocks equal 
  to twice your caster level. This has 
  no effect on the damage dealt by the 
  thorns, but any creature attempting 
  to break through takes that much 
  less time to force its way through 
  the barrier. 
  Creatures can force their way slowly 
  through the wall by making a 
  strength check – success means 
  they can move 5’. Of course, moving 
  or attempting to move through the 
  thorns incurs damage as described 
  above. A creature trapped in the 
  thorns can choose to remain mo-
  tionless in order to avoid taking any 
  more damage.  
   
   
   
  
   
   
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  System Reference Document Copyright 2000, Wizards of the Coast Inc; Authors Jona-
  thon Tweet, Monte Cook, Skip Williams, based on original material by Gary E Gygax and 
  Dave Arneson. 
  Legends of Excalibur, Copyright 2003, RPGObjects; Author Charles Rice 
  Medieval Players Manual, Copyright 2004, Green Ronin; Author David Chart 
  Castles & Crusades: Players Handbook, copyright 2004, Troll Lord Games; Authors Da-
  vis Chenault & Mac Golden 
  Castles & Crusades: Monster & Treasure free pdf  ‘A guide and rules system for fantasy 
  role playing’ copyright 2004 Troll Lord Games; Authors Christian Harris, Mac Golden, 
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  Swords & Wizardry Core Rules, Copyright 2008, Matthew J Finch 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Go Fer Yer Gun! RPG, Copyright 2005 by Beyond Belief Games; Author Simon Wash-
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  Medieval Mysteries RPG, Copyright 2005 by Beyond Belief Games; Author Simon Wash-
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  Tombs & Terrors Old School Fantasy Role Playing 
  
SOURCE: textdata/thevault/Tombs & Terrors/Tombs & Terrors Book of Classes.pdf